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Sᴄɪɴᴛɪʟʟᴀᴛᴏʀ

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Everything posted by Sᴄɪɴᴛɪʟʟᴀᴛᴏʀ

  1. It would be a bit embarrassing for a game published by a company with a market cap higher than the GDP of Malta to need to resort to using bounties to help fix the game they just released for €50 a couple of days ago...
  2. I'm partial to the more realistic skybox but I play with a scaled down RSS install mostly so that goes with the setting there, depends on what feel you want for the game.
  3. @IvanOV-104 Hi Ivan, if you meant night-time and by skybox you meat the actual ambient light then that can be adjusted in the regular game settings in the menu. Under graphics settings, turn Ambient light adjustment up to your liking, I find that a 10% boost is more than sufficient. If the actual atmosphere is black during the day then I don't have a fix, I believe it is a known scatterer issue that affects some people though. Could you post a screenshot of daytime at the space center with the scatterer menu open (Alt + F10)? And just curious as to what version of the game are you running in case that is affecting it for some reason?
  4. @IvanOV-104 Hello there, I coincidentally started a x2.5 scale RSS career recently. QSRSS is outdated and the Rescale! mod wasn't working for me either so I just ended up re-scaling it myself manually. It was a pain to get working with the visual effects and editing all of the various config files from the latest release of RSS to scale it down by a factor of four wasn't fun but I did eventually get it to a satisfactory state for a playthrough. There may still be some oddities with some of the planets/moons terrain meshes as I didn't have time to spend hours finely tweaking each one but it's overall pretty solid in my opinion. Here is a link to download the required portions of my GameData folder, just copy it into a fresh install of the game. Confirmed working in version 1.7.1 but Kopernicus should be the only mod that is version locked so if you have a different game version going forward then that should be the only mod you need to change out. [Download link removed by moderator. Please don't share out your actual GameData folder, due to licensing concerns. We realize you're just trying to be helpful, and we're sorry to have to remove the link. Log files are okay to share, and it's great to list which versions of which mods you have installed, but please don't share the actual contents of GameData. Thank you for your understanding.] Hope this helps you, Mojibake
  5. This is going to be an exciting launch, the start of a new era for commercial space travel. Hopefully all goes well.
  6. I over-engineer everything, often thinking about multiple possible avenues of expansion for each launched ship or craft that I don't intend to return home immediately. My space programs are rarely cost-effective because of this lol. "But what if I need to dock it with a craft that has different docking port types?" "But what if I need to draw more power from it in the future?" "But what if I move it further away from the sun and the solar panels become ineffective?" "But what if I need more life support capacity for a mission extension?" "But what if I run out of life support on another craft and the kerbals need to squat on the communications satellite? I'd need to keep supplies and seats on it then right?" "But what if I need to be able to land the space station on a planet? What if I need to launch the surface base into orbit?"
  7. Did you move the other files included in the download besides QuarterRSS to the GameData folder? Kopernicus and ModuleFlightIntegrator? If so, did you follow the next step and download a texture pack from here? https://github.com/pap1723/ScaledRSS-Textures/releases EDIT: Oh yeah, the mod also isn't updated for 1.3 yet. So if it still doesn't work after making sure you have correctly installed it then you might want to just revert to 1.2.2 if you want to use it. 1.3 is mainly a localisation patch, you aren't really missing anything if you go back to 1.2.2 and will actually have a larger selection of mods to choose from since 1.2.2 is 6 months old.
  8. Playing with Remote Tech installed and I noticed that there is only one ground transmission station and it's a thousand or so kilometers to the South of KSC. Is that a known issue with this mod or Remote Tech? I had a thought that it might be a leftover piece of code missed when converting Kerbin to Earth so the mission control coordinates are where KSC used to be on Kerbin. EDIT: Fixed it by copying the GroundStations settings from the QuaterSizedRSS RemoteTech_Settings file into the regular RemoteTech Default_Settings file. For some reason the custom config wasn't loading correctly for me.
  9. I haven't updated the game or any mods to 1.1.3 yet so that isn't it. I tried turning off the default scan setting and now scanning fully works for Phobos and Deimos so I'll just leave it like that. This issue is something to do with the default scanning system.
  10. I am using SCANsat with SSRSS and everything was working fine until I tried to do a resource scan of Deimos with the M700 Survey Scanner. I am getting the message "You must be in a stable polar orbit between 25km and 3km to perform an orbital survey" which makes no sense with the larger number being first. I tried anyway and have been unable to find any polar orbit between the surface and escape that will match whatever constraints are needed to do the scan and am at a loss for how to complete it. I looked through all the cfg's I could find related to orbital scanning in my install but can't find anything sticking out that would cause this and could use some help in figuring it out. Thanks in advance to anyone that responds.
  11. I'm having problems doing a resource scan of Deimos with the M700 survey scanner, I'm getting a message which says I "need to be in a stable polar orbit between 25km and 3km" which makes no sense. Anyone else having this issue?
  12. @sDaZe @Berlin Could you please let me know if this is a known issue or something on my end? Its preventing me from finishing several contracts.
  13. So... Am I alone with this issue or something? Has anyone else tried to complete a contract which needs data from a low solar orbit?
  14. Is there something wrong with the value for low sun orbit? Its supposed to be at 1 Mm if its the same scale as stock but I managed to get down below 400,000 km (before beginning to explode due to heat) and still hadn't reached the threshold for low orbit.
  15. That looks amazing, exactly like the real thing. Any idea when the next update will be out?
  16. Thanks for the response, is there a work around in the meantime? I haven't seen this before in anyone's videos.
  17. Hey, I've just tried SSRSS out today and everything seems to be working OK except for this one bug that I keep encountering every single time a craft orbits past the night side of a planet. (1:00 in video) A Black disk begins to form and eventually obscures the entire space on the screen that the planet used to occupy and it remains there until the craft is reloaded. I have tried removing PlanetShine, TextureReplacer and turning off every individual setting on Scatterer but the bug persists and its driving me mad trying to troubleshoot it. Has anyone seen this bug before and does anyone know whats causing it and how to fix it?
  18. It does, two counter-rotating propellers. Its actually quite ingenious as it removes the problem of engine torque applying forces that drag the plane to one side.
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