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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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maccollo: It shoudl work fine on x32, although you probably need to use lower res and/or fewer textures. Also, the shot is too dark for me to see what you mean. Unless that's what you mean. You can tweak the brightness of the textures by editing the blend = line in the PQSMod_VertexColorMapBlend entries.

I mean how the ground texture is... Well I don't think it's pretty. The planet look fantastic once it switches to the solid mesh, but at ground level everything looks terrible. The other problem is that the tile tearing, which I think was reduced in 6.2, is back with vengeance.

*edit*

It appears the tile tearing goes away after I enter one of the buildings and go back out again.

rss7_2.jpg

Edited by maccollo
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Working on a new Kerbin texture set. This map isn't my work, I grabbed it from here and all I'm doing is adapting it to RSS. It looks like a modified version of one of NASAs maps.. I liked the look of this as it gave Kerbin a nice arid, dry, and drought stricken world.

http://i.imgur.com/fprgrEH.jpg

http://i.imgur.com/4ylU1FG.jpg

http://i.imgur.com/z0mTB4N.jpg

Wow, looks nice, but kind of out of place with the water. Or the water looks out of place now... don't know if that's something that can be readily improved......

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Wow, looks nice, but kind of out of place with the water. Or the water looks out of place now... don't know if that's something that can be readily improved......

The water can be delt with. That's my next area I'll tackle when I get bored enough, or drink enough beer. And usually bordem is in direct correlation w/ the amount of beer I drink. :)

Edited by styckx
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Update to my re-texture of Kerbin (Earth). Beer has been drunk!

Gave the continents an even more dry and drought stricken look but left enough contrast to show people still/once thrived there.

The oceans have officially dried up... Taking Klobal Warming to the extreme

Things to do:

Edit water out of lakes

Edit water off some coastlines

Edit the poles snow some maybe

Figure out how to eliminate the actual ocean configurations so you can actually land where oceans once were

Attempt to bump map the ocean floor. Any actual "depth" where the oceans were is just texture illusions

Eliminate "blue" atmosphere effect on the horizon

Other stuff that alcohol will influence

Other stuff a possibility alcohol may or may not influence

8192x4096 textures

Looking down at the North America

1wDeEnL.jpg

Crossing the Atlantic approaching North Africa

Js38DqC.jpg

Edited by styckx
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1) The contract for "Set 5000m altitude record." does not appear to work with this mod. Even if I go up to 25000m it doesn't trigger. Haven't been able to see if the "Reach space" and "Reach orbit" do the same thing yet.

Funnily enough i didn't fulfill the 5km contract with an unmanned rocket that went up to 30km, but i got it with a manned jet at about 17km. No Idea what's going on there.

Also i didn't fulfill the requirement of flying at a certain altitude in other contracts to test parts (well, the one i tried so far to test a jet engine at about 17km) or the speed, both were in the margin that was given in the contract but they weren't checked off and i didn't fulfill the contract when i ran the test anyway.

EDIT: Only noticed later i got no messages at all for completed contracts, so i probably just missed that the rocket got the 5km contract.

Edited by Kertherina
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Update to my re-texture of Kerbin (Earth). Beer has been drunk!

Gave the continents an even more dry and drought stricken look but left enough contrast to show people still/once thrived there.

The oceans have officially dried up... Taking Klobal Warming to the extreme

Things to do:

Edit water out of lakes

Edit water off some coastlines

Edit the poles snow some maybe

Figure out how to eliminate the actual ocean configurations so you can actually land where oceans once were

Attempt to bump map the ocean floor. Any actual "depth" where the oceans were is just texture illusions

Eliminate "blue" atmosphere effect on the horizon

Other stuff that alcohol will influence

Other stuff a possibility alcohol may or may not influence

8192x4096 textures

Looking down at the North America

http://i.imgur.com/1wDeEnL.jpg

Crossing the Atlantic approaching North Africa

http://i.imgur.com/Js38DqC.jpg

You should keep the blue haze unless the atmospheric composition changed drastically and it would have to be extremely drastic.

Also, where did the ocean go? It's still there somewhere, even if it's in the atmosphere. So edit the fog component (except that I don't know if that affects scaled space?) and make the blue more whitish and maybe have an EVE file with MOAR clouds because all that water had to go somewhere.

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Does anyone know if the Neil Armstrong memorial is still present on the RSS upscaled moon, and if so, where it is located? I'm looking at the real Tranquility landing site coordinates of 0,41'15" N by 23,26'00" and am not finding it.

Any help would be appreciated!

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Hey folks, I know that a black sky in daytime is a fairly normal problem with this mod. But many of you posting pictures have a working sky. Is there something I can do to get my sky working? Cheers!

I have the same issue.

  • Installed 0.24.2
  • Installed latest version (Inclusing dependencies)
  • Sky is blue at launch
  • Sky goes black when a vehicle is launched
  • Sky then stays black until you go to main menu and reload.

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Jetwave: use CerberusRCAF's RT2 Groundstations config. You can get it from the first or second post of the Realism Overhaul thread.

p-groves: I will release a fix shortly that should hopefully solve that.

maccollo: Better? :)

7b2YPdHl.jpg

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Any word on a 1/10 config?

Seconding this - metaphor's config seems to result in a standard RSS scaling with the mod's most recent version.

Or maybe my wires've gotten crossed somewhere?

Edit: After looking at the default config for 7.0 again, I'm a bit surprised that things didn't mess up worse. Would attempt a rescaling of the new config, but I'm absolutely ignorant as to what would need to be done as of 7.0's changes. Maybe someone else can get it working?

Edited by Shively
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Maybe it has to be a manned flight for altitude records? Also for the part test altitudes you'd probably have to do some math to figure out the correct altitude. Let's say the default atmosphere scale is 5km, and it wants you to test at 5km. If the new scale is 9km, I would assume testing at 9km would achieve it and testing at 5 would not. Of course I just pulled those numbers out of my ass, but you get the idea.

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This mod makes my game crash right after the initial loading thing. This is the 32 bit version on Steam using Windows 7. Anything I can do?

Could you include the three files found inside the folder generated in your KSP directory? The folder should be called something along the lines of YYYY-MM-DD-some random number I assume is the time. There should be some text documents in there that would help to find the problem.

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This mod makes my game crash right after the initial loading thing. This is the 32 bit version on Steam using Windows 7. Anything I can do?

Crashing right after loading is usually an out of memory problem. Use the 2048 textures if you aren't already or use the 64bit executable.

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Crashing right after loading is usually an out of memory problem. Use the 2048 textures if you aren't already or use the 64bit executable.

Yup, that works too, my game only runs on x64 when using all the mods I've got installed (using the medium level textures for rss, by far the largest memory user). Bit of an annoyance that I can't use x64 with steam, but I don't really use the overlay in KSP anyways.

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there is something a little stange I noticed.... the Amto hight on earth was 180 km now its 13 km

Its intentional. Previously during reentry you had to sit through 5 boring minutes of physical time warp as your craft descended from 180km to 80ish km (where the atmosphere really starts to bite). The upper 50km of that old atmosphere did bugger all except eating our time and allowing for very soft aerobraking.

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Seconding this - metaphor's config seems to result in a standard RSS scaling with the mod's most recent version.

Or maybe my wires've gotten crossed somewhere?

Edit: After looking at the default config for 7.0 again, I'm a bit surprised that things didn't mess up worse. Would attempt a rescaling of the new config, but I'm absolutely ignorant as to what would need to be done as of 7.0's changes. Maybe someone else can get it working?

I'll write one up tomorrow. But I don't really have time to test it in the next few days, since I'm going to be busy trouncing NathanKell in the Kerbin Cup.

Basically it's just multiplying all lengths by 0.1, masses by 0.01, velocities by sqrt(0.1), and times by sqrt(0.1). Except atmosphere lengths, which are different.

Edited by metaphor
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I'll write one up tomorrow. But I don't really have time to test it in the next few days, since I'm going to be busy trouncing NathanKell in the Kerbin Cup.

Basically it's just multiplying all lengths by 0.1, masses by 0.01, velocities by sqrt(0.1), and times by sqrt(0.1). Except atmosphere lengths, which are different.

That would be excellent - I was about to try my hand at doing exactly that, but you're probably far less likely than myself to bungle the math or make some clerical error. I'll wait it out. :cool:

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