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soverign

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Everything posted by soverign

  1. I fixed my problem. I deleted the settings.cfg and had the game recreate it. The only thing now is the game takes almost a minute to close.
  2. Terrain detail was already set to high. Edit: I removed all other mods except Module Manager just to confirm it isn't a mod compatibility issue and found problem was still present.
  3. After some further investigation, I'm finding that the SOIs of all of the bodies seems to be stock values. That might be related to my problem. I've tried using the debug log but that doesn't seem to be showing any errors.
  4. Anyone have an idea why only a few planets change? Mercury through Jupiter change size and texture like they are suppose to but everything after Jupiter uses the stock size, orbit and texture. I don't think it's a RAM issue since I tried using different texture sizes and the problem was the same when I used a smaller texture pack.
  5. Did you delete the .obj files in RealSolarSystem/Plugins/PluginData before using the new config? Dres looks to be about the size of Saturn in the second picture which is what Dres represents in normal RSS.
  6. Pluto's Texture works fine for me. The Kethane grid is larger than it should be but that isn't limited to just Pluto. I noticed that even in the base RSS. Also, what version of EVE are you using? Here is what Pluto/Charon look for me.
  7. For those people who are having problems with the RSS with Planet Factory config, I've updated it to work with RSS v6.2. Redownload it and let me know if anyone is having any further problems with it.
  8. While using RSS, there always seems to be some volumetric clouds over the space center regardless if any clouds are present or not. I can go to map view and not see any clouds anywhere near the space center yet the volumetric clouds are always there. Anyway to fix this?
  9. I finally got around to updating the Planet Factory config for RSS v6.1.
  10. I've been trying to replicate some real rockets for use with RSS but have been running into an issue with the max thrust on the SRBs. I can get them to the proper size but the thrust is always is too low. Anything I can do to change that? Also, do you have any plans to do something like a procedural truss?
  11. The parts aren't rescaling for me either. I've checked and I only have one ModuleManger.dll in GameData and I don't have Interstellar installed. I've tried using both ModuleManger 1.5.7 and 2.0.1 and neither seemed to work. The previous versions of the mod worked fine.
  12. The clouds in mod appear to be based on Cumulus clouds which are low-level clouds typically only about 2 KM above the ground. I didn't really adjust the height on Mars yet since I'm waiting to so how the terrain will be adjusted. Venus and Titan are both completely covered by clouds in reality so I did the same. I disabled the cloud cover on the gas giants for now since the cloud layers didn't look all that good due to flickering.
  13. I added links to the cloud files in the post.
  14. I'm working on some proper clouds layers. Uranus and Neptune don't look very good currently. Uranus needs to be flatted out but everything I tried didn't seem to flatten it. The pack currently has no new Normal maps so the surface lighting is still default. That's why you can still see the islands on Neptune. Does anybody know if Specular maps are supported? It might be a good thing to add to Earth.
  15. metaphor, I updated your config to incorporate all of the changes in version 6 as well as updated the orbital parameters using the same method as the other planets. I also added the missing CelestialBodyScienceParams to each body that didn't have them. I have a link to it on page 233.
  16. Here is an updated version of metaphor's planet factory config. Includes textures for each planet and in some cases height maps. A blank normal map is used for most planets to eliminate stock details. Note you must delete the .obj files in RealSolarSystem/Plugins/PluginData before using the new config file or the game will use the wrong scaled space meshes for some planets. It will take a while the first time loading the game while it creates the scaled space meshes but after that, it will load normally. Textures - Updated 6/10/14 Config File for Real Solar System v6.2 - Updated 6/10/14 Body list: Mercury (Moho) Venus (Eve) Earth (Kerbin) Moon (Mun) Mars (Duna) Phobos (Bop) Deimos (Gilly) 4 Vesta (Inaccessable) Ceres (Minmus) Jupiter (Jool) Io (Pol) Europe (Eeloo) Ganymede (Tylo) Callisto (Ike) Saturn (Sentar) Enceladus (Vall) Titan (Erin) Iapetus (Ringle) Uranus (Skelton) Miranda (Ablate) Titania (Thud) Neptune (Laythe) Triton (Ascension) Pluto (Dres) Charon (Pock) Eris (Joker) Sedna (Serious)
  17. You can change between 6 hour days and 24 hour days in the options menu.
  18. I've been modifying the RealSolarSystem.cfg file to add in the Planet Factory planets and add more real planet textures. For some reason, a few of the planets are illuminated incorrectly. The day/night side is rotated 90 degrees from what it should be. Any ideas what could be causing this? Also, is there anyway for me to change the scaled space meshes of the planets? Earth looks fine but some things, like Pol, don't really look all that good.
  19. Does this have issues with RSS? I go to launch and I only see volumetric clouds for a short distance around the space center. The clouds seem to work right after I get into orbit though.
  20. Space Launch System Block II with Orion Multi-Purpose Crew Vehicle Here is the craft file for my rendition of the Crewed Space Launch System Block II. This has been tested to work with Modular Fuel System v3.2 with KATO engines.cfg. A cargo version of the craft is almost ready, I just need to fix a few things on it. I also plan to do more rockets based on real life designs. Note that the SRBs might move away from the radial decouplers when loading the craft in the VAB. This is a bug with Stretchy SRBs. Mods Required: Stretchy SRBs (Stretchy Tanks v5) AEIS SDHI Procedural Fairings KSPX Mechjeb Novapunch Action Groups: 1 - Deploy Solar Panels 2 - Deploy Parachutes 0 - Decouple Launch Tower and Capsule Faring (for use after Abort) Basic Vessel Stats: Vessel Takeoff Mass: 624.32 Tons Stage 1 Thrust: 8561 kN Total Vacuum Delta V 12417 m/s Craft File Link
  21. I did some further modifications to it. I can post a link to it later today once I do some final testing. I made the crew version and the cargo version. Mods: Stretchy SRB (Stretchy Tanks v5) AEIS (Stage 3 engine and SRB Nose Cones) SDHI PF KSPX (Escape Tower) Mechjeb Novapunch
  22. Here is my Kerbalized version of the Space Launch System Block II that NASA is developing. This is the crewed version with the Orion Multi-Purpose Crew Vehicle. I still need to adjust some things on it yet but it's done for the most part. It currently has about 11.5 km/s of delta-v.
  23. Does this modify the Tiberdyne Shuttle System parts?
  24. I like the idea of the requiring and setting up a network of satellites to send signals to probes. I would like to use this mod with the Real Solar System mod that is being worked on but the signal range from KSC isn't far enough to reach Keo-Stationary orbit. Is there anyway to change the range in a .cfg file or did you hard code it into the mod?
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