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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Wackenhut replied to tony48's topic in KSP1 Mod Releases
in the main KSRSS folder is the file configuration.cfg, in there you'll find this... //System Scale SystemScale = Default // Default, Stock //Default - KSRSS will be a 1/4 scale replica of the real solar system, this is the same scale as the JNSQ planet pack, approximately 2.7 times bigger than the stock system. //Stock - KSRSS will be a 1/9 scale replica of the real solar system, not exactly stock scale but close to it. just change SystemScale = from default to stock- 1,937 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Wackenhut replied to tony48's topic in KSP1 Mod Releases
i'm having this weird issue where everything i land on mars, just sinks into the terrain, nothing stays on the surface.- 1,937 replies
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- totm mar 2022
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allready a fan of this :p
- 17 replies
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- eyes turned skyward
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the lighting on station parts, the not working staging button for fairings and an SRB with a fugly plume are basicly the only things i can find, havent run into antything new that doesn't work. And the plume is also because im clearly inept in making one :p
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there are still 3 main problems with the mod i'm afraid, 1 was the turbojet engine wich you did a quick fix for. And then there is problem 2) wich are your configs for waterfall. With the configs installed you get an endless wall of error spam, without it console is crispy clean, so there is something wrong with your configs. And problem 3 is the docking port for the shuttle, the deployable one. When you set it to 'control from here' when you want to dock, the orientation on the navball is wrong, you only get the option of forward or 15° but the orientation should be in the direction the docking port is pointing at, not the way the shuttle points.
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Day 3 of testing : Few silly things dont work what so ever. The 'enable staging button' on fairings is just for show now, it doesnt do a thing. And the second part are lights on TKS-style station parts, they do have a light source but its somewhere at their read ends and shines outwards, no light effects what so ever on station parts, none of em to be exaclt, not even inflatable ones. Screen here The 'soyuz'-ish capsules have the same light problem. Still need to test lander cans though. Engine waterfall configs all work (allthough not made by shadowmage, it is a nice thing to know) except for 4 engines, but those configs are easy to make, i will give that a try. Waterfall test screens The only problem with waterfall is the F1 engine having minimal waterfall plume effects when not turned on. (again, not made by shadowmage so will have to pick that up with the ones that actually made the configs) And then there are the mysterious nullrefs... I was making a list of parts with problems, in the hope of narrowing things down incase there would ever be an update for this mod, basicly bughunt and make a list... And when testing all the parts i ran into something weird. To start that off we need to go back a few years, there has been a period where i was using this mod and my sunflare vanishing into thin air when i turned on the lights of a command module for example. Never knew what caused it, and because sstu was the only mod i used back then, i reported it on the forum once, and it was quickly brushed off as being a scatterer problem. Now, since then i saw how ppl report bugs and such and the way in wich they do it, so i understand the reaction there back then. Wich brings me to now. When testing sstu past days i noticed a few parts having nullrefs, like the TKS part on a station when opening solar panels. Lights on a command module triggered the same nullrefs still. And last night i was testing the inflatable parts of sstu, see if they inflated properly and such, all with console open, see if there were exceptions or errors. And there it was again, 1 of the inflatables nullreffed, so i added it to the list. But it didnt make sense, why would 1 part give errors while its most likely coded the exact same way as the other ones. The same thing happened on another set of inflatable parts. And then it dawned on me... the one thing those parts had in common was that they are the root part of the build. So i did a test, sent the exact 4 inflatable parts into orbit, but with another part being the root and behold...the root part nullreffed. So all these years of vanishing sunflares and such were not because i turned on the light in the command pod, but because i made the root part do something actively. The easy work around is to put a probe core on stations, make it the root part and the nullrefs will be gone, but it doesnt really solve the problem. Lets take a command module as example, i can add what i want to that but in the end i will end up with a command module+service bay for example, both of wich will be sstu parts. There comes that moment when im left with a root part from SSTU and when i have it do anything, turn on lights or deploy solar panels or send science...i get the nullref. And i went back to my rss install, a 1.8.1 install, and tested my theory...and there it was... nullref on the root part and my sunflare went up in smoke before i could blink. After the errors the parts work fine, its just that one moment it has a fit when you make it do stuff. Apart from what i mentioned above...everything passed every test i put it through, in a clean install and a 150 mod install.
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after 2 days of testing i found a few small problems. I added a bunch of my go-to mods like the nearfuture set and such and everything seems to still be working for the most part. Built a space station in sandbox, and there is something funky happening with lights in / around station parts. Screens here. Also : station TKS part solar panels nullref on opening and closing. And there are a few waterfall configs missing wich for a possible mod update might be added. edit : did the experiment with realplume again and as soon as i installed it, the SRB didnt scale when placed in pairs. So... get rid of realplume :p
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I couldnt resist and went testing on 1.12.2. Downloaded the last version, installed the latest CRP, KSPWheel and TexturesUnlimited and threw in the SSTU folder. Then added some basic visuals and restock. Then found waterfall configs for it (thank god) and installed waterfall and what do you know...now realplume is gone the SRB's just work and scale properly again. In short, i havent found too many problems yet but its still early days. Will keep testing comming days. @MrLivion : SSTU Waterfall Configs here you go bud
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This one does, hence the confusion. Added lab functionality now to the Aquila parts, when playing with tormentingly low science rewards, labs are quite essential lol
- 22,513 replies
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- totm march 2020
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Just installed this mod again, made a small orbital station using the Aquila lab parts and noticed they dont have a 'start research' button. Im guessing there is supposed to be one so....is there a simple way to add it with a mm patch until it might get fixed?
- 22,513 replies
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- totm march 2020
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The good news, if you take the turbojet engine cfg from v 1.3 and put it in v 1.2... v 1.2 works (except the waterfall configs, but no nullrefs) . So the new nullrefs are from of the most recent changes made to the mod
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this is what i took out of the jetengine config to get rid of the nullrefs... MODULE { name = ModuleJettison jettisonName = Cap bottomNodeName = nodeStackRudder isFairing = False jettisonedObjectMass = 0.001 jettisonForce = 1 jettisonDirection = 0 0 2 } Ofc, now i dont have a jet intake so the thing is basicly useless, but thats the thing it nullrefs on using 1.12.2 btw, and no, the problem is not that the engine doesnt work because of no fuel, the problem is the config itself, something in that part i took out causes warning messages, constantly the same nullref error. And allthough the engine might work, the problem is in the constant console spam with error messages. i do want to add one last thing. Apart from the wall of error messages that is neverending, the thing flies great. Granted i dont have a working jet engine now and the thing is just there for looks, as a glider, its flies great.
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I have been building the shuttle part by part to see where the issue lies and the jet engine is, for now, the one part that nullreffs. Still doing more testing, but thats one part i found to bug out and oh yes, the waterfall configs dont work
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Wackenhut replied to tony48's topic in KSP1 Mod Releases
There is only one thing that annoys me but i guess its a kopernicus or scatterer issue...when im at 10k meters i should not cast a shadow on the planet. Cant figure out how to fix that though. Apart from that i am loving every minute of it- 1,937 replies
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- totm mar 2022
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Wackenhut replied to Galileo's topic in KSP1 Mod Releases
I just installed GPP again after years of playing this one. I ran into a snag when scaling up the system.... There are no error messages, no warnings, no nothing. Just this... I have reached out to a few ppl that know more about planet pack building as me and we cant seem to figure out why this happens. This is a clean install, only GPP and KK installed, tried it on various versions... i always end up with this. So i'm hoping someone here knows a fix for this.- 7,371 replies
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- gpp
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