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Dr. Walther

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Everything posted by Dr. Walther

  1. Is somebody using this mod with the current version of RSS? It works fine with the Moon, but when I zoom at planets they just dissappear. Unfortunately this is something that makes the Pictozoom 2000 somewhat useless. Perhaps someone has an idea what to change, also with regards to distant object enhancement. Anyway, fantastic mod.
  2. @Angorek, people need to create a Dropbox account to download that file. Can you upload it somewhere else?
  3. I watched the video and it's something that I will consider, once I ever go that far out. What I like is that it adds new things like the unexpected orbits of Neptunian moons. What about Ceres, Vesta etc? I personally find the asteroid belt at least as important as a whole bunch of moons on Neptune. Also because there is still new research going on in our lifetimes, Uranus/Neptune is what we got from Voyager and that's that.
  4. At this moment in time, is there a way to get Earth clouds at least? RSS 10.1 is really beautiful and stable, it just feels a little incomplete without clouds. Reading this thread is confusing me, it sounds like some people have already done it, while others deny that it works (?)
  5. Is it normal that there is no terrain scattering on the Moon?
  6. Otto, you don't need it, only if you have Windows XP. 3GB switch for Windows XP. (I can't upgrade this computer for some special reason) What matters is that the game needs more than 2GB once I enter Moon's SoI. I use the 8K version of the Moon, all other planets are 2K.
  7. I noticed that I had crashes when entering the Moon's SoI, which only went away when I enabled /3GB. It's still crashing sometimes, but less than other mods.
  8. I'd wait until after the New Horizons flyby. My feeling is that the Pluto system won't the the same as it is now. There should be more smaller moons and interesting new features on Pluto and Charon. Although we could all be dissappointed. If we are honest, Pluto may just look like another cratered moon, and it isn't large, smaller than Europa in fact.
  9. OK. Of course, I should have known, gravity is not simply linear to mass. I realized that, just looked at your XYHeight.dds, you already use the best available data, of course you do .. Sorry for being so much behind things x) I'm still catching up .. At least I understand what Blacks is trying to do, he wants the terrain more lively. But I think it can only be done with how KSP renders terrain (i.e optimized for smaller planets), with the same map resolution we have the problem that noise/resolution is not available when we get really close, resulting in large flat areas. Stock KSP looks of course better at least altitude. Probably have to live with the fact that that's the way it is with 8K maps. - - - Updated - - - Exciting times, isnt it? We get to see Pluto this summer I wouldnt be surprised if New Horizons doesn't also discover a bunch of small moons. But since data transmission is supposed to take over a year (high resolution), we will at best have a lowres version for quite some time. The question to Nathan would be if the moons of Pluto will be done too (Charon at least), that would make for a super interesting mini system! If the Pluto/Charon barycentre cannot be modelled, it would not be the end of the world.
  10. @Blacks. I think I get it now. If you increase the values in EarthHeight.dds you are making everything higher. If you multiply values by 2, you are making Mount Everest 17.6 km high, and so on.
  11. To be honest I don't understand what you're doing, but I probably will some time from now .. I just thought .. Can't you simply use a heightmap EARTH http://visibleearth.nasa.gov/view.php?id=73934 MOON http://astrogeology.usgs.gov/search/details/Moon/LRO/LOLA/Lunar_LRO_LOLA_Global_LDEM_118m_Mar2014/cub at least for Earth and Moon they are available, in every resolution you want
  12. http://imgur.com/a/mnFyM Blacks: Nice, that's what I was talking about! Have you released something yet, or are you just teasing us?
  13. I think that no one asks you to do such "secondary" work, since you are much more needed for making the important foundation. However, would it still possible that you provide the necessary hints, how to scale the thing back?? I am saying that because without this knowledge a proper scale could drive people crazy. I.e. they will be making too many mistakes, and probably give up when the next version number arrive (like the people who tried it before). Now if we had a few simple formulas, basically the form of: c2 = 1/c1 with c1 the coefficient you have use in scaling the universe up (i.e. RSS=KSP*c1) and c2 the ones that we need to invert the scale back to KSP .. then my hope would be that the whole process could be automated. We only need to replace variables according to a certain known formula. (For the sake of feasibility I refuse to go through dozens of files and do the math at a hundred individual places, if the factors must be figured our or guessed.) A program generated scaling would have the advantage of being error free. But if it's done the "little-old-lady" method of doing all by hand, and figure it our by try and error, in my experience it would never be bug free If it's not clear what I mean, I am talking about something elegant like your MiniRO.cfg, just this time it's "MiniRSS_1_10th.cfg" P.S. I am currently using MiniRO.cfg and I like it. Getting payload into orbit has become a new challenge, but not unfair as doing it with the stock parts! - - - Updated - - - And something else. If there are more Windows XP users here, and who also happen to have problems with crashes (for example, yesterday my game CTD'd everytime entering Moon's SOI with the "too man heap sections" error) I could fix that by the good old 3GB fix to boot.ini multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /fastdetect /NoExecute=OptIn /3GB /USERVA=3000 I don't know if it's necessary, but some people also recommended to disable thermal gauges by hitting F10, and disable PPX in graphics settings. The reason is that those two features ALLEGEDLY cause a memory leak (KSP 1.0.2) Now everything runs smooth again, and I may even be able to use more 8K textures and stuff!
  14. Oh and one more thing. Can I simply use the deltaV map of the real thing? I am not sure, figures seem to match reality of course, but I would like a confirmation. So far, it seems to be all right though. I got on an orbit with the right inclination, and Trans Lunar Injection was something like 3400 m/s, which is more or less correct.
  15. This was not the question. The question was if someone is creating the 1/10 rescale (the one on the first page doesn't work anymore). I think there are a lot of people who would want that, who don't want the kind of domino effect where everything else in the game needs to be modded too. Stock scale would also improve the ground detail on planetary landings, which is currently not designed for such huge planets. I am personally trying to learn the game from scratch, and I like it. But there are many things not working right for me now (deltaV and clouds is one thing). At least I would like to have an alternative, if RSS scale does not work for me. I would do it myself, but currently lack the knowledge ..
  16. There is no official release for 1.0 yet, but there is a preview version on page 546 that works great.
  17. As to color maps, you may be 12 months too early. I assume they will release maps that surpass the existing ones by 1000x but the mission is still ongoing. This is the best I could find. It certainly is in a very early stage. http://www.nasa.gov/jpl/dawns-ceres-color-map-reveals-surface-diversity If you are really good in Photoshop filters you can still overlay the lowres color map with a (hires) black and white one, it could be made to look quite realistic. There is one linked on Steve Albers page which is of good quality. http://laps.noaa.gov/albers/sos/asteroids/ceres_rgb_cyl.png
  18. I would, but 9,400 m/s is a lot in KSP, and I can't get up with just a few small parts. All my best rockets from stock are just good for small suborbital flight in RSS, especially if they involve nuclear and ion propulsion they suck considerably in athmosphere. Not ever will I try again to get into space with just stock parts, even if you say it's somehow possible. Sorry
  19. I assume this is simply because no one knows how the missing portion of Triton looks like. The texture shows all that could be seen by Voyager when it made a fly. Some years ago, I did however make a Triton texture that tries to fill in those blanks. About 1/2 of the map is phantasy, by copying real terrain from the known 1/2. We are never going to know how it looks in reality, unless we send another spacecraft, and that would take 10 years and more to get there. I don't know if it helps the maker of this mod, but I thought I might make it available just in case. I have also tried to create such "completed" textures for Rhea, Europa and some other moons. Full resolution (4096x2048), ca 6 Mbyte http://www.global-explorer.de/20150613/triton-fill-4Kx2K.jpg Preview - - - Updated - - - I tried to install EVE before, but all it did was overwrite the Earth with Kerbin. so it does not work out of the box. Of course if you can make all required changes in the config files, it would eventually work, but how am I supposed to know how to do this? Even if I could learn everything that I need to know, I might as well make my own cloud mod then But if you know how to do it, it might be a much better idea if you release what you have done, so that we can all benefit from it too!
  20. A short feedback concerning the MiniRO.cfg that Nathan suggested http://pastebin.com/DYvg603b First of all: It works! I could get into orbit using the largest rockets available in KSP. There is huge potential for more. As I wrote earlier, the config seems to scale up deltaV roughly by a factor 1.5. Which is still not much considering that orbital speed requirement is almost 5 times (10,000 vs 2,300), but it helps immensely. The game feels harder as the rockets have immense structural problems now, I think this can make the game challenging and more realistic. SAS seems to want to rip rockets apart, so I mostly had to fly without it (no struts or anything) Thanks again Nathan, for providing me with a way to play the mod! The only remaining concern would be, is MiniRo.cfg subject to change, or does it already represent the intended scale to within a few percent? I don't mind either way, it is just ovious that if it is just a quick solution, making any calculations (and ship designs) based on it now would be rather worthless. The other remaining question is, is there is already a way to use this mod with clouds on Earth? (and hopefully Venus, Mars, Titan) I think I will spend a lot of time exploring the Moon for now (so Venus etc may come later), and fortunately it does not need any clouds. But having clouds on Earth would be even more realistic, so I of course want to enable that as soon as it is available. Anyway. To celebrate an historic event for me (my first successful flight with RSS) I made this image. It shows the Moon from my first Earth orbit, shot with the telescope from HullCam VDS. The telescope mod seems to work fine in RSS for close moons etc. Not for planets though. The mods setting would need to be upscaled to, but that is no concern because I can see everything that's within the range of the telescope, and the planets are simply too far away in the real solar system. Though Mars, Jupiter et al should allow at least some observation.
  21. NathanKell, Thank you very much! I have installed this cfg and this appears to be exactly the kind of solution that I am looking for (at least until something more complete is available). Can't yet say if it works, but the parts changed parameters (for example: LV-909 went from 0.5t to 0.2t and thrust from 60 tp 96). So it appears changes are in effect, now I got to see if I can make meaningful spacecraft. Who created the MiniRO.cfg by the way? I'd hate to lose such an elegant solution because I don't know how to contact the author for how it works. EDIT1: Is it intended that with the new config spacecraft like KerbalX are suitable for suborbital flights only? EDIT2: A ship that previously gave me 2,400m/s (orbital speed) now gives me 3,600m/s, so deltaV seem roughly increased by a factor 1.5. Intended? And to all TSS newbies who like me: Follow the link of NathanKell, then copy&paste the "raw paste data" into a text file, and rename that MiniRo.cfg. Put it in your \gamedata folder and it should be in effect the next time you load KSP. If all works, parts should have adjusted parameters to get you into orbit. - - - Updated - - - 10 - 20 km/s deltaV total with carefully designed stages, inlcluding NERVA, ION drive etc. I will certainly not use that to barely get from Earth, into orbit and perhaps a little bit beyond, and pretend that this is the way to play the game! The new config for all parts that is adjusted to RSS is what I am talking about, not somehow getting the stock parts to produce the (fantastic) numbers that I need.
  22. Fantastic mod! I will have this permanently installed unless someone makes a a new solar system. But I have discovered one strange thing so far. Tekto is sometimes in the game, and sometimes not. It seems like the engine decides to drops it based on some random criteria (memory should not be the issue as I don't run too many mods). Has somebody got an idea what I can do? Because I want to land on Tekto and use it's athmosphere!
  23. Just to clarify. The latest pre release RSS works fine for me. But I cannot get anything into space without RO. And for some reason CKAN doesn't work at all, mod list is empty and "Refresh" just gives a connection error. I understand that this is not a problem of RSS, but without lifting capability I cannot play the mod. My best rockets with stock reach 10-20,000 m/s, but that's hardly orbital missions ... I probably have to try again in some months.
  24. Thanks for the tip. Although I'd still need to know the exact ratios, ot the whole thing will not work. The problem is, I get RSS to work fine. But what are my options to build anything with it that can get into orbit? For once I simply can't install RO. I tried several versions of CKAN but it cannot make a connection, even if I get dotNET 4 to work. Theen I tried to look at manual installation, but there are dependencies that lead to other dependencies, and many dependencies are already outdated version numbers. I already know that if this is ever going to work, it will be only after I spent days and weeks. So what I'd like is a simple pack of engines that uses the same scale factor as RSS, and that does not take more than a day to install.
  25. In order to rescale everything to the original game, I tried to hand-edit RealSolarSystem\RSSKopernicus.cfg would it be enough to change this file only? Are these values enough to scale orbital velocities to 1/10, so that I can use the stock physics and parts? radius = 173710 mass = 7.34767309E+21 What is gravParameter = 3.986004418e+13 Is it the equivalent to mass when that is not used in the .cfg (on Earth?) Of course I assume that I also need to reduce rotationPeriod = 2360584.68479999 semiMajorAxis semiMinorAxis if I want the orbits and distances rescaled too .. Any tips appreciated. Nope .. this didn't work, my rocket immediately collapsed and exploded, destroying the whole launchpad in the process
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