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Theysen

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Everything posted by Theysen

  1. First of all, works 100% as @stratochief66 stated I can report the strobe issue too, it appears near the rims of the horizon up to a certain point for the sun. In mapmode it works fine. The moon flickers constantly and also in map mode when not focused. I tested it with eclipses turnt on and off but it doesn't affect it. I'll upload a quick clip, of course. https://youtu.be/gK8yD_R2DH8
  2. I'll Check when i wake up! It might be, there was a new RSS Version released almost simultaneously with the scatterer update, so unlucky coincidence Will do so, awesome
  3. scattererCelestialBodies { Item { celestialBodyName = Earth transformName = Kerbin loadDistance = 5E+07 unloadDistance = 1E+08 hasOcean = True eclipseCasters { Item = Moon } } } Of course, Kerbin folder is renamed to Earth
  4. That's exactly how I've set it up, I should have mentioned that. It's the reason I am posting at all, because up to this issue there has never been a problem with your work I couldn't adapt in RSS. And unfortunately after double checking there's still no flare in the mapview or inflight. If it works on your end then I will stop bothering, it might be a temporary thing on my side then.
  5. Just downloaded from SpaceDock, unchanged configs, I just changed the celestial name to Earth, using Directx9. There is nothing in the Mapview. -Kopernicus -Real Solar System -RSS Textures (2k resolution) -scatterer -Module Manager
  6. No, not in RSS for me. It's always this tiny spot. Tested with latest SpaceDock download and the version you posted a page ago.
  7. I actually just made some screens during ascent. The first picture shows the default sunflare.cfg values, then I exaggerated it and set them to 0.0011 but it didn't change anything. Mapview flaring doesn't work either. I also tried upping the value of sunglare scale in the settings.cfg but this didn't change the size of the sun. I know your disclaimer says current RSS/Rescale might not work (besides the heavy z-fighting), but maybe this is of help. Mods used: Stock + RSS only (so it loads as fast as unmodded install basically) + scatterer Log (if needed): https://www.dropbox.com/s/rtg05gwlp5y552k/output_log.txt?dl=0
  8. It's not an update to the game if you have to take several steps to gain access to a dev-branch in which you're willingly accepting that things may break and don't work for normal play. If you try to establish your reason with this line in the rules it doesn't really apply as this would be a step back from an official release into a beta again. Does not make sense because no developer would do this as "official" update to a game which is already released.
  9. You kind of have the tendency to ram big lower stages into the KSC, don't you? Nice work, I really appreciate all the stuff you've already put in here!
  10. Correct me on this one if I'm wrong, but I for myself have the 0.3.29 line of SSTU now in Realism Overhaul and it works out of the box. It doesn't crash and still has the parts configured we had before. Except the engine clustering is now dealt with in the the right click menus.
  11. Check out raidernick's / Kartoffelkuchen's version:
  12. Hello @Dolin, if you download today's release of Realism Overhaul (released a few hours ago, thread title etc not changed yet) you can safely use the SSTU version 0.3.28-pre5. newest Realism Overhaul Release: https://github.com/KSP-RO/RealismOverhaul/releases/tag/v10.9.0 compatible SSTU version: https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.28-pre5 Please note that not every single part is configured and will likely see major changes in the future as SSTU is a very fast progressing mod. But if you install the before mentioned versions you will be able to load fine.
  13. finished up my little outpost in a current RP-0 install, being approached by its first crew rotation (the silver thing works as crewtube). Did 5 launches in total including the crew vehicle.
  14. First off, the new update looks very nice. Though I noticed some harsh transition at around 101km to 104km where the ground textures tend to go white and flicker and right after that the graphics change to a fine and nice hazy layer. I don't think the screens can express it well enough, but I can't record atm: It always happens at this altitude. I guess it's connected to the new RVE integration attempt, as there was a similar issue before with installed RVE.
  15. Works as intended now , thanks for your quick fix. I'd suggest adding some dependancies to the OP as you already stated Thanks man! P.S. : Those RD-107/8 are amazing
  16. Yes, I always go with a full vanilla install for testing, dropped the SSTU folder into GameData, installed ModuleManager (sorry about forgetting this, I'm stupid - although it did apply 0 changes) right now but it still keeps happening. Log says the same.
  17. I'd really love to test the new update but I can't get past loading, stock install with only SSTU inside. It crashes at the SRB-A. Log is here: https://www.dropbox.com/s/rtg05gwlp5y552k/output_log.txt?dl=0 Or am I missing something? Otherwise just keep up this awesome work, I'm stunned with your output and quality!
  18. By any chance, did you physics warp during ascent / orbit and kept pushing the ALT button while maneuvering? If so you trimmed the controls and this results in roll / pitch without pushing anything. To counteract , check your control indicators and see if they're out of center. If so, push ALT - X to reset it. Took me some time too to figure it out.
  19. SSTU just released some Soyuz parts including a very basic RD107 where you can choose mount type etc. iirc. I think the creator might keep working on details (like adding verniers) so I keep an eye on it.
  20. Is there a way to enable crossfeed for the radial tanks? Right now they don't work like the stock RCS tanks for example and need fuel lines to draw out of the radials. They are modeled so nicely with all the pipes and cables, the fuel lines kind of destroy the immersion. Or am I missing something, I just installed out of KerbalStuff on a fresh install for testing!
  21. I have it working on my side with current scatterer and adapted RVE's atmo heights cfgs, only thing right now I try to fix is the area between 130k and 160k meters up where the whole planet is just blue.
  22. Estimate it and then stop burning when KER comes close to 0° with the above used technique of putting a maneuver node according to KER's Time to AN/DN. Another option would be to set a vessel into 0° inclined orbit with HyperEdit to use as reference.
  23. Well it says "please remove" so I think the VSR version of the KS-25 wasn't intended to be updated? as we now got the stock one.
  24. Is it intended that the materials bay can't be attached side to side anymore?
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