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Galileo

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Everything posted by Galileo

  1. Yes when scatterer is installed, the stock corona is disabled in favor of the scatterer sun flare. Not sure why your screenshots don't show the sun flare. Do you disable it in the main menu?
  2. Why are you trying to use the dev version? the links in the op take you to the exact files you need. There is no support for those who download dev versions and we have made that very clear. The textures in the release section do not work with the dev version. Only with the release version. To avoid the issue, just use the release version. Also, if you have questions related to a specific mod, like GPP, ask it on the mod thread. Most mod devs will not take the time to scan the unread threads and look for questions pertaining to them. So, you are risking not getting any help. I just happened to see this in passing.
  3. That usually means something is incorrect with the eve eclipses, however, I just loaded up the game, running all optional mods, to include eve and Scatterer, and I don't get any spam. I suggest you reinstall with only GPP and its optional mods and see if the issue persists. No need to post to the EVE thread
  4. Yes, that is an issue. If you use v0.0300 in 1.3, the ocean shaders absolutely have to be disabled or you will get floating terrain tiles or what you see in your screenshots.
  5. Did you install the GPP_Textures? That would cause the game not to load if you didn't. See the install instructions for GPP to find the link.
  6. If you install a separate sunflare, there a couple of different variables that can affect the size of it. For one, the size of the texture that the original dev created. I make mine just a tad bigger than the radius of the sun. Some devs only care that their texture covers the sun. Lazy, is what I call it. secondly, if the flare comes with its own cfg, sigma dimensions now rescales the values in the cfg. So you would need to adjust the cfg to work with sd. I would look at the sun flare cfg for Ssrss and make sure you made the same kind of adjustments.
  7. So, for those wondering about the Sun's size in SSRSS.. I did some math for you guys (I hate math) and I hope it helps you understand why it looks so small. Stock is roughly 10.6x smaller than the real solar system AND is extremely unrealistic when you consider how large the Sun is for the scale Squad chose. Kerbin would cook. In real life, the radius of the sun is roughly 696342km. Divide that by 10.6, which is roughly what SSRSS does to obtain a stock size, and you get a whopping 65,692 km --- Or, about 4x smaller than the stock Sun, which is 261,600 km. So for stock scale, the sun is accurate in its size. SSRSS wasn't ever supposed to make the Sun the same size as stock, or put Jupiter in the same spot as Jool or anything like that. I think that's a pretty common misunderstanding. Remember it's stock SIZE, not stock ALIKE. Big difference there. It's goal was to make it possible to play RSS, without having to worry about your skill level, or using a huge collection of mods like RO because stock parts are sufficient in this scale. If you were to install full scale RSS right now, and without looking at any numbers, put a ship into orbit with hyperedit, and took a screenshot of the sun, you would not be able to tell a difference between SSRSS and RSS. That's just how it looks when the Sun has an accurate, realistic radius. What I will do to for SSRSS is disable the brightness curve I included in SSRSS, which allows for the stock corona to grow a bit bigger. This will only change the way it looks if you don't use Scatterer though. This will happen in the next update. For now: Non-Scatterer users: You can go into can go into SSRSS\configs\SSRSS_PQS and delete the following from the cfgs: Scatterer users: You can open the sun flare cfg, located in SSRSS\visuals\scatterer\Sunflares\Sun.cfg, and change these values: I hope this helps you understand why everything looks the way it does.
  8. I think i found a couple issues with the latest version. There are still a couple references to kerbol and kerbals, and in the manned contracts, you have an otho landing contract lol. tis impossible, unless you want dead gaeleans lol I would change that to Tellumo BUT that would probably require a rewrite in another cfg as there arent any unmanned contracts for Tellumo for the requirements to be met. also, if you are up to it, instead of Kosmonauts, which are mentioned a few times, you could change them to cironauts, as that is what we refer to them as.
  9. I actually don't know where that is myself, but I have a hunch. A very popular planet pack will be compatible right out of the box this is to tide people over until the official expansion gets released OR Jade has something else up his sleeve and hasn't told anyone else yet...
  10. This works with everything in terms of part mods. I only caution against using other mods that change sounds in IVA, if there are any.
  11. I'll look into it this evening when I get to my pc. Can you post a few screenshots for me so I can compare my game to yours? I suspect nothing is wrong, but rescaling the real Suns radius by .094xxx, like Ssrss does, results in something much smaller than the stock ksp sun, which is unrealistically huge and you may be expecting the something like that instead of what is in SSRSS. If that's the case I can create a patch for you that will make the sun the stock size. Are you playing with scatterer? If not I may have to look at the light node in kopernicus and disable the brightness curve when scatterer isn't installed there is obviously a lot of variables and changes that can be made, so I'll see what I can do
  12. lol I assume they are the latest version and are the same. I haven't checked though. Kopernicus is known to ship slightly outdated dependencies, but I think the last few updates were up to date
  13. The sun flare is basically the fusion white, but I tweaked the color a bit. As for the advance settings, once they are there, you should have to select them as the game will default to them since it's the only preset with the names of those bodies. That strange effect is caused by struts. I think it's due to one end of the struts not being connected. Regardless, it's due to struts
  14. I think he was referring to the odd effect on the outer portion of the star, which is caused by the corona texture clipping the star
  15. I would compare your corona with the ones I have in GPP and or SVT I think the spacing in the texture is key
  16. Also, for your first issue, adding sigma dimensions seems to fix it for me. So something that is done in that mod is the answer lol
  17. I dunno. Might be something with the settings?? Stars, in my experience, just need to continuously be played with to get it to look right.
  18. It's a kopernicus issue that happens when giving you star an atmo. No fix
  19. Remove all mods and only install GPP and it's dependencies and see if the issue persists. I just loaded up GPP with all of its optional mods to include EVE and Scatterer and it runs without any nre's at all, so I wonder what the issue could be. When in doubt though, just remove everything except a fresh GPP, then add your mods made a handful at a time until the issue pops up again.
  20. You'll need to post some logs then edit: whoops! disregard; I missed the last page
  21. Kerbalism is not looking like the mod for you then it's not modular enough yet to allow what you want
  22. Yeah, to GPP directly. Maybe I'm not understanding... Clearly, I don't consider the stock game the base game anymore lol
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