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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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pjf: uh, it's wrap, like you're wrapping a gift (or in this case a planet). That would be your problem. :]

(If wrap is in fact disabled, then the sun won't shine through, which is because I forgot to scale colliders when wrap is enabled).

Kethane's grid not matching RSS planets is a know issue I'm talking to Majiir about.

And thanks so much! <blush>

dlrk: if wrap = false, it doesn't matter whether the OBJs exist or not.

Black sky is either because things aren't being scaled correctly, or a memory issue.

pingopete: Huh. And that happens without EVE? I have wrap disabled on Kerbin for EVE compatibility, so that might be part of the problem...

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Is it safe to temporarily disable the extra Planet Factory planets so the game loads faster, if I don't have any craft near them? If so, how should I do it safely so the game doesn't load the large assets?

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I just tried reinstallng KSP, and starting over. I'm still getting the black when using 10X and only then. No texture issues are showing in the log. Jsimmons, any ideas? Anyone able to get 10X to work? Memory isn't the issue, it's at 1.5gb

Edited by dlrk
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Are you using EVE? Is it plain or are you using a artist package as well. If so are you using BetterAtmospheres and what version? Is Astronmer's package installed?

Is the sky black at lanch or at the main menu when use are looking at the launch site? What does the tracker map look like?

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First I tried it with plain EVE and BetterAtmosphers, latest of both. I removed both, and the sky remained black. I did not use Astronmer's package at anypoint.

The sky is black past the main menu, once the game is loade. Kerbin appears normal from the map

Thanks

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I've just started modding and using this and realism overhaul as my foundation but I have a problem or rather a question?

When installed, the planets are all in the correct position only, the names are still the same as vanilla. Is it supposed to be this way or did I miss a step somewhere?

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I've just started modding and using this and realism overhaul as my foundation but I have a problem or rather a question?

When installed, the planets are all in the correct position only, the names are still the same as vanilla. Is it supposed to be this way or did I miss a step somewhere?

This is in the very first post...

Mercury is represented by Moho

Venus is represented by Eve

Earth is represented by Kerbin

Moon is represented by Mun

Mars is represented by Duna

Phobos is represented by Bop

Deimos is represented by Gilly

Jupiter is represented by Jool

Io is represented by Pol

Europa is represented by Eeloo

Ganymede is represented by Tylo

Callisto is represented by Ike

Saturn is represented by Dres

Titan is represented by Laythe

Uranus is represented by Minmus

Pluto is represented by Vall

Notice the word represented. What you see is what is supposed to happen.

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I've tried installing but my space center is underground when i start a game. When i launch, my rocket just hits an invisible ceiling at some point. any ideas?

Had this same problem, in my case I had to turn the terrain detail up to default, which leaves a 1 metre error, or turn it up to high which has no error.

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Found the problem with the kerbol 10x configuration. Removing AtmosphereFromGround from the config fixed the problem. I updated my default config at the same location on the OP. Please be aware 10x kerbol is very early in its development. I original created the first version for RSS 5.X. Then I was busy with life so I had not the time to properly support it. Now I'm starting to actually work on. Please be aware in future version of the config KSC might move. The current config's heightmap ends up altering the landscape to not match the biomes correctly. This latest update I moved the KSC to the default stock location but it far from the shore and sunk into the ground. Working on fixing the heightmaps.

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Found the problem with the kerbol 10x configuration. Removing AtmosphereFromGround from the config fixed the problem. I updated my default config at the same location on the OP. Please be aware 10x kerbol is very early in its development. I original created the first version for RSS 5.X. Then I was busy with life so I had not the time to properly support it. Now I'm starting to actually work on. Please be aware in future version of the config KSC might move. The current config's heightmap ends up altering the landscape to not match the biomes correctly. This latest update I moved the KSC to the default stock location but it far from the shore and sunk into the ground. Working on fixing the heightmaps.

I couldn't find it earlier in the thread but does using one of the 8k planet textures out there help resolve the issue where mountains like K2 just become a lump since the heightmap is getting stretched out? I'm tempted to go with a linux install of Kerbal just so I can do that plus still use all of my other mods. Active texture management has reached its limits for me.

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Hey :). I've installed RSS, but I can't figure out why my buildings load up inside of a crater in the middle of one of the poles! I've tried changing some settings (not all, so I haven't ruled out that possibility), altering the location (none of the space centers in any continent work). However, I can get out of it at ~20 km, and the flight remains nominal. If I look at the map, it says that my current location is above the launch site, not in any of the poles. Sorry if the problem has already been solved, but I just can't figure out this one. :) good day to you all

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Hi :) My computer(A 2 year old gaming laptop to clarify) spent 25 minutes yesterday producing the .obj files for the PF+RSS files. As far as I am aware the RSS +PF does not distribute the files for them- As I have the files would you like it if I set up a download for them so you don't have to generate them? (with permission OFC :))

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Hey :). I've installed RSS, but I can't figure out why my buildings load up inside of a crater in the middle of one of the poles! I've tried changing some settings (not all, so I haven't ruled out that possibility), altering the location (none of the space centers in any continent work). However, I can get out of it at ~20 km, and the flight remains nominal. If I look at the map, it says that my current location is above the launch site, not in any of the poles. Sorry if the problem has already been solved, but I just can't figure out this one. :) good day to you all

I got something similar when I tried Better Atmospheres -- the KSC was at the bottom of a 20km hole in the world. Removing Better Atmospheres and going with regular EVE (overhaul 9-2) fixed that.

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I got something similar when I tried Better Atmospheres -- the KSC was at the bottom of a 20km hole in the world. Removing Better Atmospheres and going with regular EVE (overhaul 9-2) fixed that.

First of all, thanks for answering. I had installed Better Atmospheres in another save, but my computer is not that great so my game got slower. My problem is still the same with regular low-res EVE. :/

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8k Textures will not help with the flattened mountains. The high resolution texture are only from when you are far eniough from the planet. if I understand it correctly a new normal map would have to be installed to make the mountains look majestic again. As for the hole in the ground I have seen this before. What config are you using? This either deals with the wrong altitude for were the space center is or is a heightmap issue. I know for my 10x kerbin I have issues with the height map which is making me use other sites more challanging.

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Who knows what part and or texture packs are used to replicate the launchers in the screenshots in the top post?

Sorry, for an off topic question, but I just could not help but asking, they look so nice and close to the real thing...

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Who knows what part and or texture packs are used to replicate the launchers in the screenshots in the top post?

Sorry, for an off topic question, but I just could not help but asking, they look so nice and close to the real thing...

Procedural Parts (formerly StretchySRBs, formerly StretchyTanks) and Procedural Fairings. Although the latest releases of Procedural Fairings appear to not allow texture changes any more. :( The procedural parts, however, allow different textures.

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The satellites themselves are from AIES, some communication dishes from Remote Tech 2, tanks and fairings seem procedural (Procedural Fairings, Stretchy Tanks, etc.), the inflatable centrifuge and crew quarters are from Porkjet's Habitat Pack, and the engines are probably from a wide assortment of mods (likely suspects: FASA, AIES, KW Rocketry, Nova Punch).

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Hi,

the mod itself is amazing but unfortunately I have some problems with it :(

1) There is a weird areola around Mars that also makes it transparent to the Sun.

2) I think something is wrong with Mars' atmosphere - aerobraking starts at 20km (shouldn't at around 45-50?) and the atmosphere is very thin - I tried to land a probe by only using aerobraking, and it ended with smashing into the ground at 2100m/s...

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