M42-Orion Posted May 6, 2020 Share Posted May 6, 2020 Bravo! Can I translate the mod into Chinese?:D Quote Link to comment Share on other sites More sharing options...
Kierra Posted May 10, 2020 Share Posted May 10, 2020 On 5/6/2020 at 3:51 AM, M42-Orion said: Bravo! Can I translate the mod into Chinese?:D Of course ! But please wait 0.6.1 release for translate Mars Biome ! Some change on this planet Some news about 0.6.1 : - we've finally fixed the quicksave bug ! - KK-KSRSS will probably not be updated for 0.6.1. We can't place mapdecals properly, so we have a choice : let the lauchpads float and publish a non-final update (working but not pretty), or push back the release of KK-KSRSS for final release of KSRSS. What do you prefer? So... all major bugs were fixed. We'll release the 0.6.1 when we have decided what to do with KK-KSRSS. Quote Link to comment Share on other sites More sharing options...
winproof Posted May 11, 2020 Share Posted May 11, 2020 (edited) for me, kk-ksrss is just a fun option, the core of ksp is space and while waiting for kk, you can use ksp-switcher if you need more launchpad Edited May 11, 2020 by winproof Quote Link to comment Share on other sites More sharing options...
BadModder54 Posted May 11, 2020 Share Posted May 11, 2020 4 hours ago, Kierra said: Of course ! But please wait 0.6.1 release for translate Mars Biome ! Some change on this planet Some news about 0.6.1 : - we've finally fixed the quicksave bug ! - KK-KSRSS will probably not be updated for 0.6.1. We can't place mapdecals properly, so we have a choice : let the lauchpads float and publish a non-final update (working but not pretty), or push back the release of KK-KSRSS for final release of KSRSS. What do you prefer? So... all major bugs were fixed. We'll release the 0.6.1 when we have decided what to do with KK-KSRSS. Will the Mars biome changes affect anything currently on the surface? I have a 6-astronaut mission down there currently. And also, will previously gathered Martian science become broken? Also, great work on this mod! I tried to go back to normal RSS while I waited and it just isn't as fun as this. Quote Link to comment Share on other sites More sharing options...
Kierra Posted May 11, 2020 Share Posted May 11, 2020 7 hours ago, BadModder54 said: Will the Mars biome changes affect anything currently on the surface? I have a 6-astronaut mission down there currently. And also, will previously gathered Martian science become broken? Also, great work on this mod! I tried to go back to normal RSS while I waited and it just isn't as fun as this. Nop, there is any terrain change : Quote Link to comment Share on other sites More sharing options...
si2504 Posted May 11, 2020 Share Posted May 11, 2020 14 hours ago, Kierra said: Of course ! But please wait 0.6.1 release for translate Mars Biome ! Some change on this planet Some news about 0.6.1 : - we've finally fixed the quicksave bug ! - KK-KSRSS will probably not be updated for 0.6.1. We can't place mapdecals properly, so we have a choice : let the lauchpads float and publish a non-final update (working but not pretty), or push back the release of KK-KSRSS for final release of KSRSS. What do you prefer? So... all major bugs were fixed. We'll release the 0.6.1 when we have decided what to do with KK-KSRSS. I can wait for KK-KSRSS. But, correct me if I'm mistaken, that doesn't stop people having KK installed and creating our own KSC launch pads does it? I'm basically running 0.6 without KK-KSRSS and still have the stock KK installed so I can create my own KSC. Just release the 0.6.1 without KK-KSRSS I say Quote Link to comment Share on other sites More sharing options...
Kari Posted May 12, 2020 Share Posted May 12, 2020 On 5/10/2020 at 8:10 PM, Kierra said: Of course ! But please wait 0.6.1 release for translate Mars Biome ! Some change on this planet Some news about 0.6.1 : - we've finally fixed the quicksave bug ! - KK-KSRSS will probably not be updated for 0.6.1. We can't place mapdecals properly, so we have a choice : let the lauchpads float and publish a non-final update (working but not pretty), or push back the release of KK-KSRSS for final release of KSRSS. What do you prefer? So... all major bugs were fixed. We'll release the 0.6.1 when we have decided what to do with KK-KSRSS. I was thinking about translating it to portuguese but I guess I'll wait too. BTW, what's the best way for you to receive the file? About KK, I say release 0.6.1 without it Quote Link to comment Share on other sites More sharing options...
M42-Orion Posted May 12, 2020 Share Posted May 12, 2020 On 5/11/2020 at 7:10 AM, Kierra said: Of course ! But please wait 0.6.1 release for translate Mars Biome ! Some change on this planet Some news about 0.6.1 : - we've finally fixed the quicksave bug ! - KK-KSRSS will probably not be updated for 0.6.1. We can't place mapdecals properly, so we have a choice : let the lauchpads float and publish a non-final update (working but not pretty), or push back the release of KK-KSRSS for final release of KSRSS. What do you prefer? So... all major bugs were fixed. We'll release the 0.6.1 when we have decided what to do with KK-KSRSS. Thanks:DMy Github username is XCM42-Orion(I'm not very good at English) Quote Link to comment Share on other sites More sharing options...
gbggk Posted May 13, 2020 Share Posted May 13, 2020 It's great, but I have a little bit of a problem. When it's about 100km from the ground, there's a black edge in the distance. It's the same with other planets. What did I miss Quote Link to comment Share on other sites More sharing options...
Kierra Posted May 13, 2020 Share Posted May 13, 2020 10 hours ago, gbggk said: It's great, but I have a little bit of a problem. When it's about 100km from the ground, there's a black edge in the distance. It's the same with other planets. What did I miss We can't do anything if you don't provide screen of your GameData and KSP.log Quote Link to comment Share on other sites More sharing options...
gbggk Posted May 13, 2020 Share Posted May 13, 2020 Thank you. I've solved it. Great Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 13, 2020 Share Posted May 13, 2020 (edited) On 5/10/2020 at 4:10 PM, Kierra said: - KK-KSRSS will probably not be updated for 0.6.1. We can't place mapdecals properly, so we have a choice : let the lauchpads float and publish a non-final update (working but not pretty), or push back the release of KK-KSRSS for final release of KSRSS. What do you prefer? What trouble are you having with floating launchpads/map decals? I just fixed a similar sounding issue in my Airports mod. Edited May 13, 2020 by Nightside Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted May 13, 2020 Share Posted May 13, 2020 6 hours ago, Kierra said: We can't do anything if you don't provide screen of your GameData and KSP.log It might be the changing view from ground view and space view. Quote Link to comment Share on other sites More sharing options...
Kierra Posted May 14, 2020 Share Posted May 14, 2020 17 hours ago, Nightside said: What trouble are you having with floating launchpads/map decals? I just fixed a similar sounding issue in my Airports mod. I am unable to put map decals under launchdpads & other KK statics. There are just not spawning, and i'm unable to find why Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 14, 2020 Share Posted May 14, 2020 // ActualSizeAirports config by Nightside // Map Decal For GroupCenter_NSAS_AAL KK_MapDecal { Name = NSAS_AAL_MapDecal CelestialBody = Earth //Make sure this is set to Earth Latitude = 57.09275891 Longitude = 9.849243164 Radius = 30000 HeightMapName = height_KSC //no file type suffix, make sure the HeightMap is properly defined ColorMapName = None RemoveScatter = True UseAlphaHeightSmoothing = True UseAbsolut = True AbsolutOffset = 3 CullBlack = False HeightMapDeformity = 1 SmoothColor = 0 SmoothHeight = 0.125 Angle = 0 Order = 110000 //Draw order - this value is hard to adjust within Kerbal Konstructs Group = NSAS_AAL } I've experienced something similar, (although not my recent issue -that was just me making a unit conversion error between runways and map decal ground levels). The config above has a few notes that might help. Maybe you already know all this, but hopefully there is something helpful here. 1. If you are using a custom height map make sure you also make a config file for it. 2. It could be related to Order. If you have 2 overlapping Map Decals in one place the one with the higher order will supersede. That is straight forward, just within Kerbal Konstructs. However, Kopernicus may also be changing things - and this is where I've been confused in the past when I am trying to work with both Kopernicus and KK mapDecals at the same time. Basically, make sure KK MapDecal Order > Kopernicus MapDecal Order. Kopernicus's vertex and noise stuff may also interfere with Kopernic 3. If none of that works, you can also just define height map directly in Kopernicus, but it is more difficult to edit. Here is an Kopernicus map decal that someone made, that I use in my full size RSS. https://github.com/AnticlockwisePropeller/RSSHiDefCape Hopefully that helps! Thanks for putting together such a great looking system! Also, I was able to use your configs as an example to finally learn how to define terrain scatters, so thank you! Quote Link to comment Share on other sites More sharing options...
BadModder54 Posted May 14, 2020 Share Posted May 14, 2020 I would personally release KSRSS 6.1 without the KK configs, since they are the only thing delaying release. That way, the KK stuff could be developed and released later as not to hold up development. Just my opinion, keep up the great work! Quote Link to comment Share on other sites More sharing options...
alberro+ Posted May 14, 2020 Share Posted May 14, 2020 Just now, BadModder54 said: I would personally release KSRSS 6.1 without the KK configs, since they are the only thing delaying release. That way, the KK stuff could be developed and released later as not to hold up development. Just my opinion, keep up the great work! 100% agree with this. KK should be delayed, and taken care of later. Quote Link to comment Share on other sites More sharing options...
DA299 Posted May 17, 2020 Share Posted May 17, 2020 I have a question: Is this mod compatible with Kerbalism? Quote Link to comment Share on other sites More sharing options...
tony48 Posted May 19, 2020 Author Share Posted May 19, 2020 BUGFIX 0.6.1 Changelog : Added Commnet Stations Fixed lag on Saturn moons Added Dione terrain preset Fixed KSC Height in x2.5 Fixed diplay pressure on Venus, Titan, Mars New PlanetShine config Added mars biomes Added an install checker Added Final Frontier ribbons Fixed quicksave bug by removing MH launchsites Added loading screens (Thanks @Zarbon44 for the Titan loading screen) Added chinese localization by New atmospheres for Jupiter, Saturn, Uranus and Neptune fix localization bugs new Mars colormap new moon colormap new mercury colormap reduced pluto biomemap size To update, delete KSRSS and KSRSS-Textures in your GameData and install the new version. On 5/17/2020 at 12:16 PM, DA299 said: I have a question: Is this mod compatible with Kerbalism? Not yet. Quote Link to comment Share on other sites More sharing options...
winproof Posted May 20, 2020 Share Posted May 20, 2020 Hi Problem "new text" in settings is still here. (on french ksp version, not tested on english version) and can we use scatterer 0.0610 or only 0.055? Quote Link to comment Share on other sites More sharing options...
tony48 Posted May 20, 2020 Author Share Posted May 20, 2020 26 minutes ago, winproof said: Problem "new text" in settings is still here. (on french ksp version, not tested on english version) That’s a stock/Kopernicus bug. 27 minutes ago, winproof said: and can we use scatterer 0.0610 or only 0.055? We didn’t test KSRSSVE with 0.0610 but it should work. Quote Link to comment Share on other sites More sharing options...
si2504 Posted May 20, 2020 Share Posted May 20, 2020 @tony48 great work, Fixed quite a few of my issues. May i ask how i can prevent cities from changing to city lights as you go above a certain height in the day side of Earth? I have brought up the issue before but i'm unsure as to whether or not the issue was picked up by yourselves or looked at. Its not major but can look a little weird when ascending from the ground. If you know where this is configured i can have a look for myself until the next bugfix/version release. thanks Quote Link to comment Share on other sites More sharing options...
theorimha Posted May 21, 2020 Share Posted May 21, 2020 13 hours ago, tony48 said: We didn’t test KSRSSVE with 0.0610 but it should work. Scatterer works splendidly, however EVE won't show up any clouds on any body, the ingame Config Editor just says 'invalid name' for the cloud configs. Quote Link to comment Share on other sites More sharing options...
si2504 Posted May 21, 2020 Share Posted May 21, 2020 9 minutes ago, theorimha said: Scatterer works splendidly, however EVE won't show up any clouds on any body, the ingame Config Editor just says 'invalid name' for the cloud configs. That's strange, they are working fine on my game. Quote Link to comment Share on other sites More sharing options...
theorimha Posted May 21, 2020 Share Posted May 21, 2020 1 hour ago, si2504 said: That's strange, they are working fine on my game. Turns out this EVE stuff is just plain weird. I restarted the game and bam, beautiful clouds on every (configured) planet. Well, I'm not complaining... Quote Link to comment Share on other sites More sharing options...
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