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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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Ah bad reading :blush:, so im back to the 1st problem, when i install RSS i get the "no connection" problem on launch, if i remove RSS i get RemoTech2 to work well again. I've no idea why this is happening, anyway i can help to find what's happening? I really like your mods, ty for that :)

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Ah bad reading :blush:, so im back to the 1st problem, when i install RSS i get the "no connection" problem on launch, if i remove RSS i get RemoTech2 to work well again. I've no idea why this is happening, anyway i can help to find what's happening? I really like your mods, ty for that :)

Well...why don't you read my response again...or to make it easier for you...

Yes, RemoteTech2 does work with RSS. On the RO thread, 2nd post there is a RT2 config file that adds more ground stations (as in real life). Not required, but does help, and is more realistic. Also ensure your craft has a good antenna on it, or else you won't get reception.
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Ah bad reading :blush:, so im back to the 1st problem, when i install RSS i get the "no connection" problem on launch, if i remove RSS i get RemoTech2 to work well again. I've no idea why this is happening, anyway i can help to find what's happening? I really like your mods, ty for that :)

It really sounds to me like you are either:

A) Not including a proper antenna on your probe (IIRC there is only one or two antennas that start out in the active state, the rest need to be deployed)

B) You don't have the proper RSS/RO configs installed for RT2

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I've got a strange issue. I've been happily using RO/RSS and various other mods for a few weeks. I then installed Better Atmospheres, and immediately lost ability to switch KSC's location to the other launch sites (the KSC Switcher buttons in the Tracking Station have completely disappeared, as have the icons superimposed over Earth), and when I go to launch, I get the awesome "No Connection" from RT2.

While it's beautiful, as you can see from the screenshot, my launch site is apparently just off the equator on the eastern coast of South Africa. This is the only change I made from what was an otherwise working game, and I'm wondering if anybody may know why Better Atmospheres could have caused this? All of its dependencies were installed prior, with EVE, and the game was working fine.

gNpUYM1.png

EDIT: I did some further searching and apparently Better Atmospheres simply doesn't work with RSS. Has anybody been able to hack together a way to get something a bit better looking and more dynamic than the default RSS Earth and clouds?

DOUBLE EDIT: That also isn't Africa. I'm a dummy.

Edited by woahprettyricky
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Thanks! That does look amazing. Here's hoping I can get it to work right!

I know it involves using a pre-release RSS and whatnot, but I haven't seen mention of this anywhere, it may be worth noting that this exists in the main RO post for those of us brave enough to mess with pre-release mods? The EVE thread only mentions 3, none of which play nice with RSS in my attempts so far, and I don't recall but I don't think either this thread, or the RSS thread point to a pack for EVE that works, but rather suggest just downloading EVE.

If this sucker works, I'll be super happy. :D

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Huge lander error:

Whenever I send a lander to the moon (and maybe other bodies, though I don't know yet) it will disappear once I switch to another craft or to the space centre. Naturally this is a problem in that it totally removes the ability to have impact monitors on surfaces, or rovers, or landing beacons/collect later probes. Also removes any 'historical' things like old dead probes to go look at, or flags.

If anyone has any idea what is causing this I'd really love to know how to fix it.

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You should use pingopete's EVE enhancement pack *designed* for RSS. It looks amazing.

Well, I installed it and it broke my game :(

If I hit resume saved, nothing happens. If I hit start new, I can name my game, pick my flag, and then it just goes back to the Resume Saved/Start New screen with all the buttons unresponsive. Bummer.

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For the last few weeks I have started to work on the 10x kerbal system config to make it well fun. I will be releasing this soon and wanted to give you a peek into the KSC2 I put together. I want to give lots of thanks to Nathan how took time out to answer my questions.

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Edited by jsimmons
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jsimmons: that looks great!

That reminds me. regex (who's contributed all the switching code and other cool things) and I talked it over, and due to the expanding use of the RSS plugin, I'm going to call the plugin itself Modular Solar System (MSS) and RSS will be a config for it. This will, I hope, lead to much less confusion from users (who wonder what they're signing up for, or don't know there are non-Earth configs) and from modders (who may not be aware of the toolset RSS, now MSS, provides, and therefore don't realize they can use this plugin to do all sorts of things).

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aMkWCFI.png?1

Success! Apparently Final Frontier had an incompatibility. Here's a shot of my newly designed satellite launch vehicle over Cape Canaveral. Getting a weird problem where at ground level the grass at the space center is a different color than the ground around it, but otherwise, gorgeous!

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aMkWCFI.png?1

Success! Apparently Final Frontier had an incompatibility. Here's a shot of my newly designed satellite launch vehicle over Cape Canaveral. Getting a weird problem where at ground level the grass at the space center is a different color than the ground around it, but otherwise, gorgeous!

This reminds me of a harpoon missile :)

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Because the earth has an axial tilt of approximately 23 degrees and we apparently can't simulate that in KSP, so we instead make the relative inclination the same by increasing the moon's. Such is my understanding.

SpacedInvader: I built that with the intent of using it with a non-gimballing main engine (though the one it has in my sandbox playthrough gimbals, I turn it off for stability - the extra strake starts the gravity turn automatically by unbalancing the weight).

It flies like a champ. 2.5m, ~5 tons to GTO.

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Question: Why is the moon in RSS orbiting kerbin with a 30 degree inclination? Earths moon really only is at about 5.7 degrees?

This is to simulate the Earth's axial tilt. Because KSP doesn't actually support axial tilt, Nathan has tipped the entire solar system 23.4°.

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Because the earth has an axial tilt of approximately 23 degrees and we apparently can't simulate that in KSP, so we instead make the relative inclination the same by increasing the moon's. Such is my understanding.

SpacedInvader: I built that with the intent of using it with a non-gimballing main engine (though the one it has in my sandbox playthrough gimbals, I turn it off for stability - the extra strake starts the gravity turn automatically by unbalancing the weight).

It flies like a champ. 2.5m, ~5 tons to GTO.

My launch vehicles have been a bit bigger to date, though I usually design for the 10-40 ton range. The best I've come up with so far is a Delta-ish replica that'll do 20T to GTO, though I'm not really sure why I'd need 20T out that far...

95B7R4N.png

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Earth's moon is at 5.7 degrees to the ecliptic, ~28 degrees to Earth's equator. The plane of reference in RSS is not the ecliptic, it's Earth's equator. This is why *all* the planets have massive inclinations in RSS. It's to allow the Earth to have axial tilt.

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Jumping back a few posts... Have all of the problems with EVE been worked out yet? Been wanting to have it back since I moved to RSS for the second time, but it always seemed too buggy to make work...

It's a bit of an adventure to get RSS-EVE to work, but it does work. (I had to scale down all 8k textures to 4k and get very aggressive with lowering texture resolution in KSP and configuring Active Texture Management).

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Hey Nathan, I've got one for you:

Using pretty much exclusively recommended mods, I occasionally run into a problem where I'll go to launch a vessel and it'll bug out (displaying the earth from far above, hard to explain. I'll snap a screenshot when it happens next.), and when I revert to the VAB the name of the ship changes to "Vessel Name" and I have to create a new ship.

I have yet to find a common thread in all of these ships except either: RCS pods, or AIES fuel tanks, but those are purely speculation. There's just too many factors. Is this one you've seen before? I only ask here because I never once saw it before using RO/RSS, and I'm wondering if I've done something wrong.

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I've been hit by that "Vessel Name" problem before (completely breaks staging in the VAB, too), but I have no idea what causes it. It hasn't happened to me for a week now, but I've been swapping mods in and out so much (and updating configs and lowering RAM usage) that I have no way of determining what the cause was.

The only for-sure incompatibility I've found is that Final Frontier can cause all sorts of weird behavior. I'm rather bummed out, too. It's a really cool mod. (Much more interesting than the description makes it out to be.)

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