KerbalabreK Posted August 17, 2021 Share Posted August 17, 2021 5 hours ago, KerbalabreK said: according to my test it turned out that the same problem also occurs in 1.12.1 i wondered if there're some mods conflict after some tests, RSS seems to conflict with FAR in 1.12. removing far makes everything work again Quote Link to comment Share on other sites More sharing options...
Ricovandijk Posted August 19, 2021 Share Posted August 19, 2021 (edited) Hi all, I hope this is the right place for my question, I have just started playing RSS with RP-1 and it works like a charm, mostly. However I run into this problem, It doesn't matter how I configure the actuation toggles in the VAB, or if I use staging or set them to active. using the KIJLHN keys for translation, the RCS all work fine. Whenever in flight the RCS controls for roll pitch and yaw instantly switch to OFF whenever I press any of the WASD keys to steer, resulting in no RCS control. Whenever I let go of the key, the actuation toggles back to ON, also when the SAS tries to use the RCS to adjust the attitude the roll pitch and yaw channels of the actuation toggles switch to off. edit: I just found out that by removing mechjeb I also removed the problem. As I’m not a great MJ user I can live with this. I leave this here in case anyone else has this issue. cheers! Rico Edited August 20, 2021 by Ricovandijk Found the culprit Quote Link to comment Share on other sites More sharing options...
GeneralGizmo Posted August 26, 2021 Share Posted August 26, 2021 Hey guys, I would like to know if it is possible to turn off the other launch sites ? I did not install that switcher plugins as i would only like the default launch site. I like to use remote tech to build a satellite system around the solar system in order to make unmanned missions difficult, but I am getting all the extra launch sites none the less. I can't switch to them as i did not install the switcher plugin, yet they still exists and work to relay a signal to the craft, I would like to have this disables as well, but it seems to come with RSS. If this is possible, this would be very awesome Quote Link to comment Share on other sites More sharing options...
jd284 Posted August 30, 2021 Share Posted August 30, 2021 On 8/26/2021 at 8:38 PM, GeneralGizmo said: I like to use remote tech to build a satellite system around the solar system in order to make unmanned missions difficult, but I am getting all the extra launch sites none the less. RSS comes with a RemoteTech patch (RemoteTech_Settings.cfg), you can probably just delete that, or remove everything but the Cape Canaveral station from it. Quote Link to comment Share on other sites More sharing options...
serg1983 Posted October 8, 2021 Share Posted October 8, 2021 Why did you get such a small sun? Quote Link to comment Share on other sites More sharing options...
siimav Posted October 9, 2021 Share Posted October 9, 2021 v18.2.0 for KSP 1.10+ Changelog Fix wrong atmospheric pressure being shown in CelestialBody KBApp @NathanKell Set default surface/orbital navball transition altitude for all bodies @al2me6 French body names by @eggrobin in #244 Fix the bad tangent in Venus pressureCurve @siimav Add comets to Custom Asteroids config by @Starstrider42 in #226 Quote Link to comment Share on other sites More sharing options...
kerbalcommander563 Posted November 7, 2021 Share Posted November 7, 2021 does this mod work in 1.12.2? Quote Link to comment Share on other sites More sharing options...
1FingerSalute Posted November 7, 2021 Share Posted November 7, 2021 2 hours ago, kerbalcommander563 said: does this mod work in 1.12.2? Yes, I've installed it through CKAN and it works flawlessly. EVE and Scatterer also work well. Jimbodiah's Simple RSS Patch makes it close to realistic rocket performance also. Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted November 18, 2021 Share Posted November 18, 2021 Apologies if this is asked and answered; I tried to read through the whole thread, but it is very possible I missed it. Anyhow, which celestial bodies are capable of being landed on? In the opening post, some are bolded and some are not, which lends itself to being that some are capable of being landed on while others are not. And I couldn't find anything that stated it definitively or not. Why am I asking? I'm currently doing the Kerpollo Chsllenge, where you get 8 launches to land on every body in the Kerbol system. When I'm done with that, I want to see if I can take that challenge in a different direction and do that with RSS...but I need to know which bodies can be landed on first so I can design my way through it. Thanks in advance for the answer! Quote Link to comment Share on other sites More sharing options...
Xt007 Posted November 18, 2021 Share Posted November 18, 2021 Any that aren't gas giants Quote Link to comment Share on other sites More sharing options...
juanml82 Posted November 18, 2021 Share Posted November 18, 2021 Venus can be problematic if part pressure limits are enabled. I'm actually unsure if there are parts capable of surviving Venusian pressure. I don't really know, I've only tried to land a probe there once and it blew because of the pressure some few thousand meters above the ground Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted November 19, 2021 Share Posted November 19, 2021 12 hours ago, Xt007 said: Any that aren't gas giants Well, i was kind of hoping for an actual list... Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted November 19, 2021 Share Posted November 19, 2021 (edited) 25 minutes ago, Scarecrow71 said: Well, i was kind of hoping for an actual list... Mercury, Venus, Earth, Moon, Mars, Phobos, Deimos, Vesta, Ceres, Io, Europa, Ganimede, Callisto, Mimas, Enceladus, Tethys, Dione, Rhea, Titan, Iapetus, Miranda, Ariel, Umbriel, Titania, Oberon, Triton, Pluto, and Charon. Edited November 19, 2021 by mateusviccari I forgot the moon Quote Link to comment Share on other sites More sharing options...
ksp player Posted November 19, 2021 Share Posted November 19, 2021 Do I put the textures in the RSS file, or do I put it seperate from the RSS folder? Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted November 20, 2021 Share Posted November 20, 2021 3 hours ago, ksp player said: Do I put the textures in the RSS file, or do I put it seperate from the RSS folder? Separate. Inside your game data, there must be a RealSolarSystem with Comaptibility, Localization, Plugins, etc. inside, and another inside GameData called RSS-Textures, with PluginData, Earth_NRM.dds, etc. inside. Quote Link to comment Share on other sites More sharing options...
ksp player Posted November 20, 2021 Share Posted November 20, 2021 (edited) 11 hours ago, mateusviccari said: Separate. Inside your game data, there must be a RealSolarSystem with Comaptibility, Localization, Plugins, etc. inside, and another inside GameData called RSS-Textures, with PluginData, Earth_NRM.dds, etc. inside. Got it. Edit: also, it says that kopernicus isn't supported on 1.12.2, what do I do? https://imgur.com/gallery/rGqffpr Edited November 20, 2021 by ksp player Quote Link to comment Share on other sites More sharing options...
SpaceObli Posted November 20, 2021 Share Posted November 20, 2021 (edited) Hi, just a question... do i need any addon for going... anywhere??? I'm playing stock parts and science mode, and i doubt i'm going to be able to just orbit earth with my low profile engines etc ... Thank you in advance. Edited November 20, 2021 by SpaceObli Quote Link to comment Share on other sites More sharing options...
juanml82 Posted November 20, 2021 Share Posted November 20, 2021 1 hour ago, SpaceObli said: Hi, just a question... do i need any addon for going... anywhere??? I'm playing stock parts and science mode, and i doubt i'm going to be able to just orbit earth with my low profile engines etc ... Thank you in advance. You can use SMURFF to adapt the stock parts (and plenty of mods) to more realistic mass and dry/wet weights so you can use them in RSS without the massive behemoths I think you'll need if you just use the stock parts as they come. You will still need bigger diameter parts than the stock ones for lifter stages, so you should download a few part mods. Near Future Launch Vehicles and SpaceY have 5-10 meter parts. SSTU isn't covered by SMURFF. Alternative, you can go all the way and use the entire Realism Overhaul pack Quote Link to comment Share on other sites More sharing options...
Entropian Posted November 23, 2021 Share Posted November 23, 2021 On 11/20/2021 at 6:54 AM, SpaceObli said: Hi, just a question... do i need any addon for going... anywhere??? I'm playing stock parts and science mode, and i doubt i'm going to be able to just orbit earth with my low profile engines etc ... Thank you in advance. Nope! It's hard and requires skill and dedication, but you can go everywhere with purely stock parts. Quote Link to comment Share on other sites More sharing options...
SpaceObli Posted November 24, 2021 Share Posted November 24, 2021 On 11/20/2021 at 3:53 PM, juanml82 said: You can use SMURFF to adapt the stock parts (and plenty of mods) to more realistic mass and dry/wet weights so you can use them in RSS without the massive behemoths I think you'll need if you just use the stock parts as they come. You will still need bigger diameter parts than the stock ones for lifter stages, so you should download a few part mods. Near Future Launch Vehicles and SpaceY have 5-10 meter parts. SSTU isn't covered by SMURFF. Alternative, you can go all the way and use the entire Realism Overhaul pack Oh, thank you for your advice. Finally i've installed RO RP1 and i'm enjoying every sencond of gameplay (first orbit yesterday!). Quote Link to comment Share on other sites More sharing options...
SpaceObli Posted November 24, 2021 Share Posted November 24, 2021 On 11/23/2021 at 4:29 AM, Entropian said: Nope! It's hard and requires skill and dedication, but you can go everywhere with purely stock parts. Ok... maybe is too much for me! Just trying RO RP1... awesome game!! Thank you. Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted November 28, 2021 Share Posted November 28, 2021 On 11/20/2021 at 9:54 AM, SpaceObli said: Hi, just a question... do i need any addon for going... anywhere??? I'm playing stock parts and science mode, and i doubt i'm going to be able to just orbit earth with my low profile engines etc ... Thank you in advance. If you're still undecided, take a look at the settings I just released, to play the game with stock parts and real fuels, with a performance similar to the stock game: Quote Link to comment Share on other sites More sharing options...
1FingerSalute Posted December 11, 2021 Share Posted December 11, 2021 (edited) Has anyone else had problems getting jet aircraft beyond the speed of sound? No matter how sleek the craft or overpowered the engine there's no getting past 330ish m/s. I had realistic atmospheres installed but removed it thinking it was wigging out but it didn't change anything. This is a fresh install with less than 60 (very light) mods installed. Edited December 11, 2021 by 1FingerSalute Quote Link to comment Share on other sites More sharing options...
Sargent Posted December 14, 2021 Share Posted December 14, 2021 The title says 1.8.+ but kopernicus isn't working, what should i do to fix it Quote Link to comment Share on other sites More sharing options...
1FingerSalute Posted December 14, 2021 Share Posted December 14, 2021 (edited) Links to up to date versions: https://github.com/Kopernicus/Kopernicus/releases https://github.com/KSP-RO/RealSolarSystem/releases I just used CKAN to install, it makes it very easy to install and keep updated. https://github.com/KSP-CKAN/CKAN/releases Edited December 14, 2021 by 1FingerSalute Quote Link to comment Share on other sites More sharing options...
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