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[1.12] Real Solar System


Theysen

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9 hours ago, QwertyPixel said:

I'm new to KSP and KSP forums. How do I download the mod from this thread?

CKAN. But the previous poster is right that this is not where to start (but if you really want to, mouse over CKAN and you should get enough search information to sort you out...)

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  • 2 months later...

Hi! How does RSS get Remote Tech to recognize a 24 hour day? I don't see anything in the Remote Tech patch and Remote Tech doesn't seem to have a setting for it. I want to figure out how to get remote tech to recognize a 24 or 12 hour day with JNSQ.

Edit: I did ask the Remote Tech team, but they directed me to see how RSS does it.

Edited by Mitokandria
additional info
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On 7/23/2023 at 7:29 AM, Mitokandria said:

Hi! How does RSS get Remote Tech to recognize a 24 hour day? I don't see anything in the Remote Tech patch and Remote Tech doesn't seem to have a setting for it. I want to figure out how to get remote tech to recognize a 24 or 12 hour day with JNSQ.

Edit: I did ask the Remote Tech team, but they directed me to see how RSS does it.

Are you thinking of this? 

 

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On 7/24/2023 at 9:53 PM, NathanKell said:

Are you thinking of this? 

[snip]

Sorry for the delayed reply. Spent a good bit looking through the code and I think that's exactly what I'm looking for! I found the segment I need to change, just gotta figure out how to compile it.

Thanks!

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On 7/26/2023 at 3:25 PM, Mitokandria said:

Sorry for the delayed reply. Spent a good bit looking through the code and I think that's exactly what I'm looking for! I found the segment I need to change, just gotta figure out how to compile it.

Thanks!

I have a vague recollection that Sigma wrote a generic version of that? Not sure. Think someone did. Worth digging around the forum and CKAN to see if someone's already done what you want. Cheers!

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16 hours ago, NathanKell said:

I have a vague recollection that Sigma wrote a generic version of that? Not sure. Think someone did. Worth digging around the forum and CKAN to see if someone's already done what you want. Cheers!

I think that might be Kronometer. I found that JNSQ has an Offset cfg utilizing Kronometer and JNSQ Rescale is supposed to change the offset back to 6hr/day, but it isn't recognized by RemoteTech. I commented out the offset time, but that didn't seem to change RemoteTech reading a 24-hour time.

I'll probably have to reach out to JNSQ team and see if I can get some guidance on that. Since default JNSQ is a 12-hour day I'm thinking it's also possible something else is modifying the timescale. But I've derailed your thread more than I feel comfortable with so I'll move it over to JNSQ. :)

P.S. I did learn how to open, create/edit, and recompile KSP mods~ I bow to you all in acknowledgment of how much sweat, knowledge, and expertise in astrophysics, thermodynamics, and aerodynamics goes into these mods. Thank you muchly.

Edited by Mitokandria
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3 hours ago, Mitokandria said:

I think that might be Kronometer. I found that JNSQ has an Offset cfg utilizing Kronometer and JNSQ Rescale is supposed to change the offset back to 6hr/day, but it isn't recognized by RemoteTech. I commented out the offset time, but that didn't seem to change RemoteTech reading a 24-hour time.

I'll probably have to reach out to JNSQ team and see if I can get some guidance on that. Since default JNSQ is a 12-hour day I'm thinking it's also possible something else is modifying the timescale. But I've derailed your thread more than I feel comfortable with so I'll move it over to JNSQ. :)

P.S. I did learn how to open, create/edit, and recompile KSP mods~ I bow to you all in acknowledgment of how much sweat, knowledge, and expertise in astrophysics, thermodynamics, and aerodynamics goes into these mods. Thank you muchly.

Oh it's also possible that RemoteTech just doesn't use the correct KSP interfaces when displaying time, i.e. the bug could be there rather than in Kronometer (and yeah that sounds like what I'm thinking of). Good luck! Cheers. :)

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  • 2 weeks later...
26 minutes ago, Sup3r_Tyl3r said:

Interesting mod! I was wondering if you would ever add more dwarf planets, like Eris or Haumea, would be really cool to see!

There is a RSS expansion mod for that.

It’s kinda outdated, though.

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  • 1 month later...
On 8/11/2023 at 3:46 PM, CalvonVulcan said:

i see there are configs for parallax 2.0, but the scatterers dont work, so i dont get rocks on the moon surface and other places, any idea whats happening

It doesn't have parallax 2.0 compatibility yet. Only ground textures. I'm not sure sure anyone's working on it.

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  • 2 weeks later...

Hello, I have an issue with RSS / Scatterer or Kopernicus maybe :

During the flight, between approximatly 100 km and 150 km, land disappears and become invisible, just big blue fog and i can not make distinction between sea and terrain. Above 150 km terrain is visible.

Someone have any idea ? Thank you

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  • 4 months later...

I'm struggling with adding a launch site. Mine is about 50 meters in the air:


@KSCSWITCHER:LAST[RealSolarSystem]
{
	@LaunchSites
	{
		%Site[nl_texel]
		{
			%displayName = NL Texel
			%description = A significant part of the island was transformed into a spaceport. Starting at the original navy marine base de koog
			%PQSCity
			{
				%KEYname = KSC
				%changeGrassColor = true
				%latitude = 53.0995532
				%longitude = 4.808668
				%repositionRadiusOffset = 5 
				%repositionToSphereSurface = true
				%lodvisibleRangeMult = 6
				//%reorientFinalAngle = 16.4
				%reorientToSphere = True
				%repositionToSphere = True
				%repositionToSphereSurfaceAddHeight = true
				%commnetStation = True
			}
			%PQSMod_MapDecalTangent
			{
				%radius = 5000
				%heightMapDeformity = 50 //60
				%absoluteOffset = 1
				%absolute = true
				%latitude = 53.0995532
				%longitude = 4.808668
			}
		}
	}
}

screenshot0.png?ex=65cb8649&is=65b91149&

Every time I change one parameter a bit and boot the game for another 10 minutes. A bit of help would be greatly appreciated

 

It now looks ok the first time it boots up, but jumps after a scene change

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  • 3 weeks later...
On 2/4/2024 at 3:21 AM, Constel4cion said:

Hi!

Just installed this mod yesterday using CKAN, i chose the option RSS Visual Enhancements - High Resolution and i was wondering is it normal for clouds to look like this?

 

afgo6jO.png

Yes

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  • 1 month later...
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Awesome mod, it inspired me to make my planet pack in real universe size, and thanks to this mod I found out the solution for a bug that has been hindering me for over two months! :D

I might add a patch for my mod that adds our real solar system as a distant star system if RealSolarSystem is installed.

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  • 1 month later...

Hello! I think I found a bug, but i'm not sure: The custom science experiment reports are not working! The config file is in the folder and it should be working correctly, but for some reason, every experiment just shows the stock generic text... Am I installing something wrong somehow? If anyone could help me figure it out, it would be greatly appreciated!

 

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Getting into Lunar Equatorial Orbit

I am trying to complete RP-1 program contracts for "targeted lunar landings". I see several historic Apollo landing sites fairly close to the Moons equator. So I want to establish a lunar orbit with near 0 degree inclination.
I can use MechJeb and the Lunar Transfer Planner mods to minimize delta-v during TLI... but I don't know how to adjust my maneuver node to minimize my destination orbit's inclination. I don't even know if it is possible. (also, MJ doesn't show destination orbit inclination, only Pe, so I am eyeballing it).

I know I can wait until reaching the Moon's SOI, and then get the inclination and LAN info. At that point, I can somewhat adjust inclination with a burn just inside the SOI. But I cannot get close to 0 degrees unless I burn at the closest Ascending Node or Descending Node, at which point, I am close enough that it will cost a lot of fuel.

I would think that the Moon's equatorial/rotational plane would intersect the Earth twice per month, and that would be my window for a Hohmann transfer, but can't seem to see that happening. To clarify before any confusion, I am not asking about the Moon's 'orbital plane', which intersects my launch site's plane twice a day. That'll get me a lunar encounter just fine, but puts me into a higher inclination orbit about the moon (usually 28 degrees or so).

I could be thinking about this all wrong, so please point me in the right direction.

My questions:

Is there a way to minimize the delta-v needed for that late plane change to 0 inclination, with better timing or adjustments during the TLI burn back at LEO? Or perhaps a mid-course correction burn (half way) still days away from Moon SOI?

Is it a mistake to even try for a lunar equatorial orbit for this mission? Can this only be done with an expensive burn close to the Moon? Is a MechJeb Hohmann transfer simply the wrong starting point, and I need to instead make several manual burns? Or is there a calculator that exists to do this?

How did the real Apollo missions seem to arrive at the Moon? I've read "Apollo by the Numbers", which gives lots of details, but still can't find out the inclination in their lunar orbits (just Ap/Pe). All I can tell is, most Apollo CSM crafts did a single plane change while in a circular orbit after they decouple the LM, so as to make rendezvous easier. That may imply were not equatorial. But I still don't understand what inclination they arrived into orbit with.

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  • 5 weeks later...

I'm not sure if this is intentional or because of a mod issue, but I have 2 questions.

1. When I'm looking at Earth on the map or tracking station, everything is tilted, and only a certain camera angle can make things look right. Is there a way I can adjust for this/fix it? Or is this how it's supposed to look?

2. At the KSC general view, the grass and buildings look considerably darker in color than the regular stock Kerbin. It is possible to fix/lighten it, or (again) is this how it's supposed to look?

 

Can anybody help me either/both of these?

Edited by alpine488
Forgot to write it
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1 hour ago, alpine488 said:

I'm not sure if this is intentional or because of a mod issue, but I have 2 questions.

1. When I'm looking at Earth on the map or tracking station, everything is tilted, and only a certain camera angle can make things look right. Is there a way I can adjust for this/fix it? Or is this how it's supposed to look?

2. At the KSC general view, the grass and buildings look considerably darker in color than the regular stock Kerbin. It is possible to fix/lighten it, or (again) is this how it's supposed to look?

 

Can anybody help me either/both of these?

By "everything" do you mean the moon and the other planets? If so, it's intentional.  Earth is tilted in real life too, in the game earth has 0 tilt relative to the camera so the rest of the solar system is tilted, this was done due to a game limitation or something like that which prevents all planets from having an axial tilt, but you get used to it. You can install the mod "principia" that allows the camera to be tilted, but it also implements newtonian physics, so it has quite a learning curve and it's not for everyone.

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