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[1.12] Real Solar System


Theysen

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I have this problem on my clean KSP install. I am using Bleeding Edge Kopernicus, EVE, scatterer, RSSVE and principia only. Help needed

https://skr.sh/s4pliPaA5Mq

https://skr.sh/s4p8jksH6Uj

 

Partially fix this with this - https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip110x-scatterer-atmospheric-scattering-v00632-26082020/&do=findComment&comment=3859515

 

Edited by -Medved-
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9 hours ago, Commodore_32 said:

I tested it in KSP 1.10.1 with 4k textures and it is working fine, you got any logs?

What is your definition of "doesn't work"?

Kopernicus (Bleeding Edge) is displaying a message in the main menu: Kopernicus wasn't able to load the custom planetary system due to an exception in the loading process. I'm also using 2k textures. Here's the KSP.log. https://mega.nz/file/hK5DXC6J#_a3MbLaEhAvV0B6jKnxS7FpCypfwdNEVkh14tb-icsg

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2 hours ago, computercat04 said:

Kopernicus (Bleeding Edge) is displaying a message in the main menu: Kopernicus wasn't able to load the custom planetary system due to an exception in the loading process. I'm also using 2k textures. Here's the KSP.log. https://mega.nz/file/hK5DXC6J#_a3MbLaEhAvV0B6jKnxS7FpCypfwdNEVkh14tb-icsg

Ok, then go ask this in the Bleeding Edge thread so more people can help.

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  • 3 weeks later...

i think it would be cool if there was RSS secondary, to place the system around 12 light years away as an end game experience for heavily modded games with warp drives and fusion engines (Like the ones in KSPIE)

EDIT: or maybe place the kerbal system 12 light years away, that would be cool too

Edited by Souptime
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On 10/30/2020 at 6:54 PM, Cochies said:

Installed RSS 18.1.3 and textures 18.3. I noticed a strange thing at the height map: many lakes without water, the northern polar ice under water.
Is this problem just for me, or did someone come across this too?

This is a known issue.

https://github.com/KSP-RO/RealSolarSystem/issues/209

I will probably get a fix sorted for it in the next week or so.

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On 11/21/2020 at 6:46 PM, Flibble said:

This is a known issue.

https://github.com/KSP-RO/RealSolarSystem/issues/209

I will probably get a fix sorted for it in the next week or so.

It seems to me that this is caused by an excessively real surface height map.
The case when too much realism is bad.

This is the best RSS release, but such trifles spoil the whole impression.

I will be very happy if a new heightmap appears.

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I have a problem, I installed manually, new launch pads appeared, but the kerbin itself has not changed, and some launch pads are in the air, version 1.6.1 did not work for me, and I installed 1.7.3. Please help!

Edited by James Kerman
Fixed formatting
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On 11/25/2020 at 4:53 PM, Peeper said:

I have a problem, I installed manually, new launch pads appeared, but the kerbin itself has not changed, and some launch pads are in the air, version 1.6.1 did not work for me, and I installed 1.7.3. Please help!

Check the Kopernicus version - it should EXACTLY match the KSP version. Also check if you've forgotten the RSS textures.

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I've been using RSS for quite some time now but I always found that the heightmapping was always a bit lacking, when using other launch sites besides the KSC. The Tanegashima space center, Which I have been using a lot for example, has a lot of mountainous terrain around it and in KSP that is something that is missing. Also the shape of the island is not really correct and that is a bit bummer when trying to reposition the launch sites with Kerbal Konstructs. 
The above mentioned cons are shown here: https://imgur.com/a/z8wBUlL

So my question is, How do you all go about making/updating/etc the terrain for RSS? Bc I have some heightmaps, saved in a .png file, laying around of the south of Tanegashima that I used in the past for making a map for a different game.

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On 11/29/2020 at 4:17 AM, Pointblank66 said:

I've been using RSS for quite some time now but I always found that the heightmapping was always a bit lacking, when using other launch sites besides the KSC. The Tanegashima space center, Which I have been using a lot for example, has a lot of mountainous terrain around it and in KSP that is something that is missing. Also the shape of the island is not really correct and that is a bit bummer when trying to reposition the launch sites with Kerbal Konstructs. 
The above mentioned cons are shown here: https://imgur.com/a/z8wBUlL

So my question is, How do you all go about making/updating/etc the terrain for RSS? Bc I have some heightmaps, saved in a .png file, laying around of the south of Tanegashima that I used in the past for making a map for a different game.

Height data is taken from NASA's Shuttle Radar Topography Mission, specifically the STRM-30 dataset. it should be accurate to within a few metres for non-extreme elevations, what is the lat/long of the problem area?

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On 12/2/2020 at 8:38 AM, Flibble said:

Height data is taken from NASA's Shuttle Radar Topography Mission, specifically the STRM-30 dataset. it should be accurate to within a few metres for non-extreme elevations, what is the lat/long of the problem area?

What I mean is the shapes of the landmasses are pretty much alright. But since I'm mostly gonna fly from the Tanegashima Space Center, I noticed that the area around it is pretty flat. But if you look at the last 4 images in the Imgur album I posted, you can see a comparison on how it looks in google maps, a merged hightmap of ASTER and SRTM-30, and KSP.
You can see in the hightmap and the 3d image of that Tanegashima is ofc not flat. Also the shape of the island is not really same as on google or in the partial heightmap. There are a lot of jagged edges along the island.
Idk what the cause is of that, for all I know it could be complication with the unity engine itself.
But all I'm saying is that if you need some heightmaps of Tanegashima, I can provide you some that are merge of ASTER and SRTM-30, which pretty much compliment eachother. Even the ASTER maps alone already have enough detail to implement some mountains and hills for areas that lack them.

So please take a look at the Imgur album to see what I'm talking about

https://imgur.com/a/z8wBUlL

 

EDIT: Another thing I noticed is that some launch sites do not match the elevation of the surface their on. For example, the building foundations at the Tanegashima Space Center are floating above the ground. This means I can walk/ride under it with a kerbal/vehicle.

Edited by Pointblank66
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Ah, I see what you mean, unfortunately this is not easily fixable.

This is what the 16k heightmap has for that area:

y4mCSAzuqSAGVLW97ekoRi_ylIJk7kOILbeBjyax

As you can see there isn't enough resolution to give better height detail.
Even with higher res, you run into the resolution of the PQS system well before you can get the level of detail you want. Not to mention having the whole world at ASTER resolution would require 2 terabytes of height data, which we definitely can't do.

I think the only way to get the results you would like is to patch in a model for the area via KK or similar.

The launch site heights can be fixed via editing the cfg file.

Edited by Flibble
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Hi people. So i am getting this on my log file: 

Spoiler

[OD] Adding for body Deimos map named DeimosColor (G) for Deimos of path = RSS-Textures/PluginData/DeimosColor.dds
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[OD] Adding for body Deimos map named DeimosHeight (G) for Deimos of path = RSS-Textures/PluginData/DeimosHeight.dds
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
 
(Filename: C:\buildslave\unity\build\Runtime/SceneManager/SceneManager.cpp Line: 566)
 

I only wanna know if this is normal or not. 

Log: https://drive.google.com/file/d/1wEcGzJWNivzCp4n8lOPMto5OBGpS7qpo/view?usp=sharing

Mod list: 

Advanced Jet Engine (AdvancedJetEngine v2.15.0)
Community Resource Pack (CommunityResourcePack 1.4.2)
Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.0.1)
Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.1)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.8.1-1)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.7.0)
Module Manager (ModuleManager 4.1.4)
Real Fuels (RealFuels rf-v12.8.5)
Real Plume (RealPlume 2:v13.3.2)
Real Solar System (RealSolarSystem v18.1.3)
Real Solar System Textures - 4096 x 2048 (RSSTextures4096 v18.3)
RealChute Parachute Systems (RealChute v1.4.8)
RealHeat (RealHeat v5.1)
Realism Overhaul (RealismOverhaul v12.8.1)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
Solver Engines plugin (SolverEngines v3.8.0)

Thanks in advance.
 

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Now that Kopernicus more or less supports it I've been playing with adding Breaking Ground planetary features (ROCs) to RSS.   I've simply remapped their locations and changed the descriptions to match their new homes.  They seem to work well (except Earth/Kerbin features which don't show) but I'm wondering if anyone knows if the devs are working on or interested in official support for this.  

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