Rassa Farlander Posted July 3, 2014 Share Posted July 3, 2014 Hey guys!How do I get the rest of the planets like in this album: http://imgur.com/a/Mkqla#0Id really like to have a complete solar system Thanks for all the help! Link to comment Share on other sites More sharing options...
Hodo Posted July 3, 2014 Share Posted July 3, 2014 Hey guys!How do I get the rest of the planets like in this album: http://imgur.com/a/Mkqla#0Id really like to have a complete solar system Thanks for all the help!They are from the planet factory plugin. Link to comment Share on other sites More sharing options...
Rassa Farlander Posted July 3, 2014 Share Posted July 3, 2014 Yea you told me that in the other thread But I need to know how to get them Link to comment Share on other sites More sharing options...
Hodo Posted July 3, 2014 Share Posted July 3, 2014 Yea you told me that in the other thread But I need to know how to get them Just search for the Planet Factory plugin, down load and install, then install the Planet Factory cfg file in the OP of this thread. Link to comment Share on other sites More sharing options...
Agathorn Posted July 3, 2014 Share Posted July 3, 2014 ooooooooo I need to do a bit more testing but I think I finally found a way to fix the flickering hard to select buildings on first startup Link to comment Share on other sites More sharing options...
SpacedInvader Posted July 3, 2014 Share Posted July 3, 2014 (edited) So....?Log6.3 seemed to be working fine and then this...EDIT: Rebuilding the OBJ file seems to have fixed it for now.EDIT2: Rebuilt OBJ files didn't stay fixed. Had to temporarily move to spheresonly = true. Also getting graphical glitches while in space near Earth that look like white lines running all over the place. Edited July 3, 2014 by SpacedInvader Link to comment Share on other sites More sharing options...
steve000 Posted July 4, 2014 Share Posted July 4, 2014 When I go to mapview I get this weird larger than the actual body display. I have lurked around for a few days on various forums trying to fix it but have found nothing. any help? Its worse with clouds installed http://i.imgur.com/TJuk98u.jpg Link to comment Share on other sites More sharing options...
pjf Posted July 4, 2014 Share Posted July 4, 2014 steve000: You're not the only one. Nathan will be able to give you the technical reason why (and maybe some better pointers for fixing it), but if you set `wrap = false` in RealSolarSystem.cfg, that should eliminate the sphere. Technically you can turn it off just for the moon. Here's a file (RSS 6.2) that already has that done for the moon only. With that changed, you might find that the kethane grid now appears beneath part of the lunar surface. If you edit your Kethane/Grid.cfg file and change `Mun = 1.012` to `Mun = 1.05` you should find it sits at a good height.Hope this helps!~ pjf Link to comment Share on other sites More sharing options...
steve000 Posted July 4, 2014 Share Posted July 4, 2014 I knew there was something simple. Thanks heaps Link to comment Share on other sites More sharing options...
steve000 Posted July 4, 2014 Share Posted July 4, 2014 That fixed it. Im now in the process of fixing the other planets. I'll post their heights on here later. I found 1.05 to be too much and am at 1.03. Link to comment Share on other sites More sharing options...
Agathorn Posted July 4, 2014 Share Posted July 4, 2014 I think it has to do with the fact that Kethane and some other mods don't understand the scaled sizes. They just assume the bodies are stock size.I think NK has already made a fix for this but hasn't released it yet. Link to comment Share on other sites More sharing options...
NathanKell Posted July 4, 2014 Author Share Posted July 4, 2014 Agathorn is correct on both counts. Although I did release it as a prerelease here. But SpacedInvader noticed a problem with it. Has anyone else seen that issue, and SpacedInvader, can you verify it occurs with the new prerelease *only*, *not* RSS v6.2 itself? Link to comment Share on other sites More sharing options...
pingopete Posted July 4, 2014 Share Posted July 4, 2014 (edited) Agathorn is correct on both counts. Although I did release it as a prerelease here. But SpacedInvader noticed a problem with it. Has anyone else seen that issue, and SpacedInvader, can you verify it occurs with the new prerelease *only*, *not* RSS v6.2 itself?This might be unrelated but I've been trying to use a new .obj 3d model for deimos and phobos but get this in SS:And when I tried editing then saving the .obj file it gave me this.. lol:I don't really know what I'm doing wrong, I've switched them for their original .obj planet counterparts i.e. Gilly, and Bop. I haven't attempted anything like this before so probably not relating to the issue SpacedInvador was having.Btw when I force wrap = false it just gives me the original plant shape, and not deimos This is what it looks like in Photoshop: I also haven't been able to figure out what values to give it in the PQS height map distortion node, I have no idea.You can see the rough shape but it's horribly glitched out and way oversized.Here's the code for it in my RSS conifg:// Deimos = Gilly Gilly { //bodyName = Deimos SSTScale = 1 Radius = 4200 bodyDescription = The second natural satellite around Mars, Deimos is named after Phobos’ twin brother, said to personify terror. tidallyLocked = true Mass = 1.48E+15 atmosphereScaleHeight = 0.175 Orbit { // Target body name: Deimos (402) // Center body name: Mars (499) // Center-site name: BODY CENTER semiMajorAxis = 23458112.01759387 eccentricity = 0.0003294680798661700 inclination = 38.2773701383231 meanAnomalyAtEpochD = 323.5040336489673 LAN = 47.51893570799763 argumentOfPeriapsis = 263.8963868784089 referenceBody = Duna }SSColor32 = GameData/RealSolarSystem/Plugins/PluginData/DeimosColor.pnguseSphericalSSM = false CelestialBodyScienceParams { flyingAltitudeThreshold = 1000 spaceAltitudeThreshold = 5000 FlyingHighDataValue = 1 FlyingLowDataValue = 1 } }EDIT: just to clarify, I haven't encountered Spacedinvadors issue at all, only when I tried using a new .obj model Edited July 4, 2014 by pingopete Link to comment Share on other sites More sharing options...
griffin247 Posted July 4, 2014 Share Posted July 4, 2014 ok so i have re installed the basic mods required for RSS however everything loads nicely until it hits RSS fasa new Fairings theres something in that file that just frezzes the install....ok so if i remove said file then most of the ares stuff locks up the install Link to comment Share on other sites More sharing options...
NathanKell Posted July 4, 2014 Author Share Posted July 4, 2014 I use a hacked-together "super-OBJ" format that includes tangent info too. So while you can import it into a 3d package, what you export won't be usable. When wrap = false it will, indeed, not wrap things, i.e. use the original scaledspace mesh.Gilly, like Minmus, doesn't have a heightmap. It just has a pair of noise mods that tweak vertex height (one directly, and one that provides better slopes). When I get done dealing with impending .24 I'll get back to working on the mod adder-loader-remover so a heightmap can be added. Link to comment Share on other sites More sharing options...
NathanKell Posted July 4, 2014 Author Share Posted July 4, 2014 griffin247: for the love of Pete, don't double post like that! Also, since RSS has nothing to do with FASA, it's not relevant here. Also also, I already answered your question on the other thread you posted it on. Unless you posted it on a third thread or something. Link to comment Share on other sites More sharing options...
SpacedInvader Posted July 4, 2014 Share Posted July 4, 2014 Agathorn is correct on both counts. Although I did release it as a prerelease here. But SpacedInvader noticed a problem with it. Has anyone else seen that issue, and SpacedInvader, can you verify it occurs with the new prerelease *only*, *not* RSS v6.2 itself?Currently testing on my dev build which is pretty bare bones. Haven't had much time to put it through the numbers just yet... will know for sure in a day or two. Link to comment Share on other sites More sharing options...
pingopete Posted July 5, 2014 Share Posted July 5, 2014 I use a hacked-together "super-OBJ" format that includes tangent info too. So while you can import it into a 3d package, what you export won't be usable. When wrap = false it will, indeed, not wrap things, i.e. use the original scaledspace mesh.Gilly, like Minmus, doesn't have a heightmap. It just has a pair of noise mods that tweak vertex height (one directly, and one that provides better slopes). When I get done dealing with impending .24 I'll get back to working on the mod adder-loader-remover so a heightmap can be added.Ok thanks for the info, if you get round to adding tangent info etc for deimos and phobos, you can get premade .obj models for them here: http://planetpixelemporium.com/mars.html-So are you saying I could potentially implement this for Bop without to much hassle atm?p.s. soz for the insanely long previous post Link to comment Share on other sites More sharing options...
windows_x_seven Posted July 6, 2014 Share Posted July 6, 2014 Hello. I have a problem here. For some reason KSC is underground. Is that normal? Link to comment Share on other sites More sharing options...
jrandom Posted July 6, 2014 Share Posted July 6, 2014 Hello. I have a problem here. For some reason KSC is underground. Is that normal?I had this happen when RealSolarSystem managed to exceed the 3.5GB RAM cap w/out actually crashing. Strip down your install to the bare minimum and see if that still happens. (No extra parts mods, no extra textures. Make sure you've installed Active Texture Management and GreenSkull's configs for that mod.) Link to comment Share on other sites More sharing options...
Agathorn Posted July 6, 2014 Share Posted July 6, 2014 I had this happen when RealSolarSystem managed to exceed the 3.5GB RAM cap w/out actually crashing. Strip down your install to the bare minimum and see if that still happens. (No extra parts mods, no extra textures. Make sure you've installed Active Texture Management and GreenSkull's configs for that mod.)What configs do you refer to? Link to comment Share on other sites More sharing options...
jrandom Posted July 6, 2014 Share Posted July 6, 2014 What configs do you refer to?I thought they'd be easy to find, but a few google searches proved me wrong. I did eventually find a direct link to version 1.1 of the configs, but I can't find the original release comment. Link to comment Share on other sites More sharing options...
Agathorn Posted July 6, 2014 Share Posted July 6, 2014 I thought they'd be easy to find, but a few google searches proved me wrong. I did eventually find a direct link to version 1.1 of the configs, but I can't find the original release comment. Yeah I tried searching first Link to comment Share on other sites More sharing options...
NathanKell Posted July 6, 2014 Author Share Posted July 6, 2014 Have a problem? Check the FAQ. If that fails, logs. Link to comment Share on other sites More sharing options...
VonFrank Posted July 7, 2014 Share Posted July 7, 2014 Is there any way to set the altitudes for warp thresholds? It would be nice to be able to set the minimum altitude for each of the warp levels on each planet/moon, especially since diameters are vastly different from what they are in stock KSP. Link to comment Share on other sites More sharing options...
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