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tony48

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Posts posted by tony48

  1. 56 minutes ago, zw_45 said:

    The radius has been set to ‘radius = 602125’ which makes it 602km. I think it supposed to be 6020km.

    You're right, it's fixed, thanks

    58 minutes ago, zw_45 said:

    I also wrote a KSRSS SpaceDust patch for Nertea’s far future technology suites. May I upload my patch to this thread?

    Yes, and if you want we can include it in KSRSS

  2. 8 hours ago, theJesuit said:

    So... is there no KSRSS at kerbin scale any more?  Asking for a friend

    Like OrbitalManeuvers said, a stock scale patch will be available. However:

    • We strongly encourage you to play in 1/4 real scale since it is at this scale that the mod is developed.
    • The patch will probably make KSRSS 1/9 real scale, which isn't stock scale (but close to it)

     

     

  3. Just now, DA299 said:

    If you need any sort of help with the Principia configs, just dm me.

    Thanks, the configs are already made (except for Ryugu, 67P and Halley because those aren't in RSS, but I'll figure out how to do it). I made a simple python script to adjust the values.

    Just now, DA299 said:

    Another question, is KSRSS-reborn only available with 16k textures?

    Currently yes, however we are planning to make a "KSRSS Lite" with 8k planet textures and 8k clouds.

  4. Hi everyone, we are happy to let you know that @ballisticfox0 joined the KSRSS team. We will incorporate what he made for KSRSS-Reborn (Scatterer update, new textures, etc) into KSRSS. Another important change is that KSRSS will now be at 1/4 real scale (JNSQ scale, or ~2.7 times bigger than stock) with 12 hours days. Thanks @OhioBob for the suggestion. A stock scale patch will be available for those who want it.

    182252559-516e60e2-3175-449f-8725-7ae2fe

    On 8/5/2022 at 7:20 AM, DA299 said:

    Reason I'm asking is, I'm looking to modify Principia's RSS configs so that it accepts KSRSS as well.

    Don't worry, the next release will have those configs (or soonTM on the gitlab).

  5. 5 minutes ago, DaveyJ576 said:

    the mod will automatically change Earth's orbit around the Sun to the correct 365 day cycle.

    No, you can't change the year to be 365 days, and you can't change the day to be 24 hours because the solar system is ten times smaller and these values wouldn't make sense. What Kronometer and the "Use Earth Time" does is that it change the Day (or Year) definition of the KSP clock. The clock is the green/yellow/red thing in the top left corner. For example, if you enable the "Use Earth Time" settings in KSP, a day on the clock will be equal to 24 ingame hours but the Earth will still rotate every 6 hours. So in one clock "day" you will see 4 sunrises and 4 sunsets.

     

  6. 53 minutes ago, DaveyJ576 said:

    Can anyone please provide some tips on how to use Kronometer with KSRSS? Once installed does it automatically update the clock to a 24 hour day? My game seems to still be on a 6 hour day. Gamedata screen shot below:

     

    jHCcTMH.jpg

    I checked the button in settings to use Earth time. Still doesn't work. Do I have to change the setting.cfg file?

    Thanks

    Kronometer doesn't change the real duration of the day/year. It changes the clock definition so that it matches the real duration. It is recommended because in KSRSS the year is longer than in stock KSP, so without kronometer you'll get to Year 2 before the Earth has actually made a revolution around the sun.
    It is highly recommended if you play with KSRSS x2.5 (planets 2.5 times larger) because the day duration is 7.5 hours so Kronometer will tell the clock to change the day definition to 7.5 hours.

    Now if you want clock days to be 24 hours you don't need Kronometer. Uninstall it, then go in the KSP settings and enable "Use Earth Time". You will have 4 "real" days for 1 "clock" days since the rotation period won't change.

  7. On 9/4/2021 at 3:03 PM, VASMIR said:

    Yep, no scatterer installed.  

    Thanks, can you post a screenshot of the weird halos please?
     

    On 9/4/2021 at 3:03 PM, VASMIR said:

    Also I landed a small probe on mars and about 1 kilometer above the surface the surface disappeared.  Did I forget to click something in the main menu?

    Please post a screenshot of the problem, a screenshot of your gamedata folder and a link to your KSP.log uploaded to a storage service.

    14 minutes ago, TRAPPIST-1E said:

    I too, do not have the Tab or window for KSRSS showing up.

    Your forgot to install ClickThroughBlocker, which is a dependency for ToolbarControl. I know this isn't KSRSS related, but sometimes an error from one mod can impact another.

  8. 13 hours ago, GP_LeChuck said:

    Am I correct that Breaking Ground Surface features are incompatible with this mod? Thanks!

    They are compatible :)

     

    35 minutes ago, VASMIR said:

    Love your mod!  But when I'm near most bodies with an atmosphere, there is this weird halo around them.  Any idea on how to fix this?

     

     

    Is this happening without scatterer installed?

  9. 8 minutes ago, SpaceFace545 said:

    I don't see a tab to change textures resolution on the main screen or in game

    Q: I found a bug, how do I report it?

    A: Post a message in this thread with: a screenshot of the problem (if applicable), a screenshot of your GameData folder, your KSP version and your KSP.log (you can find it in your KSP folder) Do not paste the KSP.log here, upload the file to a sharing service (Google Drive, Dropbox, …) and send the link here. Make sure the link is public.
    :)

  10. 23 minutes ago, DaveyJ576 said:

    Sorry about that. See attached.

    pZU0XNK.jpg

    I followed @DeadJohnprocedure exactly. The only deviation was that Sigma Dimensions was not on CKAN that I could find. I installed it manually. As you can see here, I took that out and it still hangs on the loading screen. I never got to the Cap Kanaveral mod as I could not get it to proceed. The KSRSS megapack is the Gitlab version. All mods are the latest version per CKAN, and per Gitlab.

    KSRSS-megapack shouldn't be a folder in your gamedata. Please see the installation instructions in the OP which are now up to date.

    1 hour ago, DeadJohn said:

    I haven't seen anyone else comment on this. I have a similar problem. Is it a known bug (KSRSS 0.7, KSP 1.11.2), or does the KSRSS team need screenshots and log files?

    To me, the issue looks like a thin layer of reflective water placed on the grass surrounding KSC structures. It's most noticeable if I use KSC Switcher to pick the desert launch site in Algeria (DZ Hammaguir). Launch from SPH and the runway and surrounding desert look good, but the sloped grass along the runway has a mirror-like finish. As I move the camera around the reflection changes, and it definitely looks like a combination of grass and water.

     

    Make sure you have the latest beta (download in the OP).

  11. On 1/4/2021 at 1:43 PM, si2504 said:

    any news on the version compatibility with the upcoming update

    Yes the next update will be for 1.11.

     

    17 hours ago, NateDaBeast said:

    On a serious note, the last update on github repository was in November.

    KSRSS is now on GitLab.

     

    17 hours ago, NateDaBeast said:

    When is the estimated time where 0.7 will be released?

    We don't know. We don't have any time to work on the mod right now, but that will (hopefully) improve soon.

     

    2 hours ago, Anubis-X said:

    What are The Part mods Used in the Screenshots?

    BDB, Shuttle Orbiter Construction Kit, Probe Plus, Restock.

  12. 21 hours ago, OrbitalManeuvers said:

    There is no perfect solution while the game doesn't support axial tilt. Whatever you do will be the opposite of what some people want. Personally I would prefer the moon at 5-ish, the ecliptic at 0-ish, and an equatorial launch site on earth.  I would gladly "sacrifice" a Florida launch for somewhere else as a compromise until KSP allows for Earth to be done right. In this arrangement you'd have 2 launch windows for the moon instead of 1, I think?

    In the next update the default launchsite will be Kourou (5 degrees North). I don't know yet if I will move the Moon to a 5 degrees inclination or not, because that would remove the ability to launch to the Moon from Cape.

  13. 4 hours ago, Perantor said:

    This is a 100% copy of the RSS with all exact orbits, only in Kerbin's size.

    This is not a 100% copy of RSS, in RSS all the planets orbits are 23 degrees tilted, in KSRSS they are not.

     

    4 hours ago, OrbitalManeuvers said:

    Err, not quite? In reality, the moon is 5-6 degrees inclined from the earth's equator. The lack of axial tilt support in KSP 1 requires some concessions to be made.

    It's to be able to launch directly in the Moon plane from Cape Canaveral.

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