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Perantor
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Posts posted by Perantor
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1 minute ago, biohazard15 said:
You mean shadow mountains on the horizon? Isn't that a stock bug?
No, this is a KSRSS error. Stock planets in x2.5 do not have such bugs. It seems rescale configuration for KSRSS was configured incorrectly. Although KSRSS has always suffered from scaling troubles (remember the floating KSC)
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I noticed a terrible and annoying bug in ksrss 0.7 version. This is due to sea level and atmosphere, most noticeable on Mars and Venus. I've done a clean install several times, I've tried all kinds of ways to fix it - no success, it's a KSRSS problem.
Spoiler -
This is a great mod with great performance. I am impressed.
Spoiler
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1 hour ago, Friznit said:
Fortunately we're playing a computer game so we don't have to wait that long, and can send the probes to different places with different rockets, so they're not useless by any means
In a way, you are right, I think that Neidon (analogue of Neptune in OPM) can be reached by strengthening the centaur stage with an additional stage (fortunately, Titan IIIE in BDB is very powerful).
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On 7/7/2021 at 12:11 AM, Invaderchaos said:
And how to use it without using gravity assist? It's the same with the completely useless Mariner 10.
I have not seen a single adequate mod capable of calculating gravity assist, and the few that exist are mostly outdated or abandoned by 2021. Voyager's situation is even worse - since the window for launching such a device occurs once every 176 years ...1 hour ago, Brainpop14 said:How is this with 1.12?
This works great for me in 1.12.1
Spoiler
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11 hours ago, Starhelperdude said:
yeah I believed it too
beale, is the UR-700 something that you would never do? even in like 1000 years?
Beal recently said that the UR-700 could be added to a new mod for the KSP2.
But now I see no problems with assembling the UR-700 from procedural parts.
The LK-700 lander itself is already in Tantares.
RD-270 can be made from RD-0120 by editing its file so that it uses "liquid fuel / oxidizer" and has a specific impulse of 301 (ground) 322 (vacuum). Also, you will probably need to increase his cravings to the F1 level (as in the BDB mod)
Lastly, RD-0120 needs to add the UDMH \ N2O4 exhaust from the waterfall.
For example, this person built a wonderful nuclear version of the UR-700 5 years ago.Spoiler -
6 hours ago, OrdinaryKerman said:
Is all that AO baked into the texture? Oh no...
Is it April 1st? if yes ... i will make a UR-700 CAM using procedural parts ...
UR-700, UR-700 nuclear (with RD-0411) and possibly UR-900 for Mars - These are the most exotic rockets. -
This is a cool mod, and the only one that introduces some details of Indian space technology. I think that the Indian space program is grossly underestimated, it has very interesting rockets and therefore I paid attention first to the "Contares IND". For a personal game, I rebalanced all these details for x2.5 size and everything turned out pretty well:
PSLV
SpoilerGSLV
SpoilerLVM3
SpoilerManned spacecraft (probably a Gaganyaan prototype)
SpoilerRLV-TD
SpoilerI think I started using Contares too late, as I know that you are preparing a remaster and rebalancing of all your mods.
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Is there a way to get this to work with KSRSS? REX takes KSRSS for real RSS and gives exoplanets their real huge size.
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26 minutes ago, OKB-279 said:
Thank very much, I hope to experiment with them.
The addition of MagPie radically changes textures for the better.
SpoilerSpoilerHowever, you need to add the parts yourself (example model = TantaresLV / parts / ENERGIA / Energia_1_Engine_1) to the MagPie config. Also, the main thing is not to forget to turn on the frame update, otherwise the details will not shine, but only
darken.SpoilerSpoiler -
9 minutes ago, OKB-279 said:
That are very good looking screenshots, what did you use to create them?
AVP, Сonformal Decals, MagPie mods.
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MagPie works wonders
SpoilerSpoiler
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On 2/12/2021 at 3:07 PM, hraban said:
All CSA Contares mods have been under complete revision for quite some time. Thanks to several bugs in the version 1.11.1 and questionable improvements, the revision will take some more time.
Whether the space gliders will be continued at all depends primarily on my time and motivation, the latter is directly linked to the interest and participation of the community.There may be an interim or compatibility update in the next few weeks, possibly using the effect mod Waterfall instead of Real-Plume.
Space gliders are some of the best things. They have good aerodynamic characteristics for a smooth descent into the atmosphere, and they are also very beautiful (DreamChaser, Klipper). It's just that Contares is a special mod that will either force you to play in the warehouse, or rebalance it to x2.5 on its own, several people will go for such a feat (including me) I think because of this and the low popularity of the mod. But Contares is the best I've ever seen, because it allows you to collect a collection of space technology from the whole world and not just one country. Therefore, I wish you every success and look forward to the update from waterfall. It seems that Zorg has already created exhaust templates for various fuels.
Spoilerps. sorry for bad english
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1 hour ago, Zorg said:
I've also actually applied a few of the new templates for testing purposes and can submit these in a PR.
Kero booster (with film cooling), Kero booster alt, kero sustainer, kero upper.
Kero upper in vacuum. All the new kero plumes I added look similar in vacuum. Will try to introduce some variety with modifications in the future maybe (that wont affect sizing).
New cryo sea level and vac on the J2. Vac az50 on the apollo SPS.
Putting aside Waterfall restock for a moment, just as a general point for Waterfall Core, the newly added templates are:
Improved (configs using these may need adjustment though hopefully minimal). CryoEngines already updated.
hydrolox-upper-1
hydrolox-lower-2
hydrolox-lower-3New Configs
Hypergols
AZ50+NTO upper
AZ50+NTO lower
IRFNA+UDMH upper
HDA+UDMH upper
UDMH+NTO upper
UDMH+NTO lower
Hypergolic white upper generic (for MMH+MON or IWFNA+UDMH etc)
Hypergolic vernier upperKerolox
These all feature colour change from yellow to red to blue as the rocket ascends the atmo. FInal vac form will have a yellow plume with blue trailing effectsKerolox booster (w shock cones)
kerolox booster (alternate look, more flamey looking)
Kerolox sustainer
Film cooled versions of the later two
kerolox upper
kerolox vernier (sl or vac)Methalox
BE4 based sea level
BE4U based (sustainer)
Raptor based sea level
RaptorVac based (sustainer)
Upper (generic)
Vernier (TQ11 based)Utility
Simple nozzle glow effects to fill in the bell of an engine if the built in emissive is not sufficient.
Config makers should Apply template to an ADDITIONAL Waterfall module with a different module ID. Can then be adjusted independently of the main plumeAvailable in orange, blue, yellow and white (yellowish tint)
A few more previews applied to other mods
new keroxide plume
Kerolox plume undergoing expansion
Alcolox plume at sea level
UDMH + NTO plume
Expanded Aerozine 50 plumes
(Im keeping the methalox previews under wraps, you'll see them with the CryoEngine update
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Very nice! I appreciate the realism in KSP and you've taken it one step further.
I confess that my favorite fuel is various toxic substances, for example, UDMH -
The new nuclear reactor is amazing ...
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Played with the Waterfall. This is probably not the limit. Deadalus, it's a pity that on low thrust this beauty is not visible (((
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5 hours ago, AeroSky said:
Hello!
Does this mod change the orbital inclination and orbit of planets or do the planets stay in their stock orbits and inclinations?
Also, does this work with KSC Switcher?
Thanks!
This is a 100% copy of the RSS with all exact orbits, only in Kerbin's size.
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It is very gratifying that you are fixing such important things that actually lead to an improvement in the KSP-I gameplay.
The more things work easier, clearer and without bugs, the more enjoyable and fun it is to play.
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18 minutes ago, AeroSky said:
Как это сделать в моей игре? Ночью выглядит феноменально!
To be honest, I don't know how to correctly make and attach a new effect from waterfall. Yesterday I was able to create, bind and save this effect in the 1-stage of "Proton" using a few poke methods. Besides, this is just my raw test version, the exhaust is not perfect and you will probably have to calibrate it. But as far as I know, you need to replace the CFG configuration of the first stage of the "Proton" at Kerbal Space Program \ GameData \ TantaresLV \ parts \ PROTON. (Also make sure you have Waterfall installed)
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Quickly made an exhaust for the Proton on the new Waterfall. RIP RealPlume.
Same settings, but very nice effect at night.Spoiler
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
in KSP1 Mod Releases
Posted · Edited by Perantor
And so I did a clean install without sigma dimensions. The Venus cloud problem is gone
Kopernicus 56, Eve Redux, Scatterer 0.772
Max setting \ texture
However, the atmosphere of Mars still artifacts for reasons unknown to me.
I can say:
1. Configuration rescale x2.5 configured incorrectly (as I expected)
2. Artifacts on Mars are caused by some problem not rescale.