NathanKell Posted September 5, 2014 Author Share Posted September 5, 2014 Changelogv7.3 \/*Added LightShifter (ported by regex, based on Alternis Kerbol source). You can now adjust light. See wiki for details.*Update to Custom Biomes 1.6.6*Now supports ModuleManager 2.3.x (Launch Sites work again)*asmi: fixed Baikonur elevation and default azimuth*regex: can now set PQS radius independent of CB radius*Updated message display on change KSC location to use display name, not internal name*Add more attempts at garbage collection during RSS load; they probably run as coroutines and therefore it doesn't help, but...*Darkened Earth a bit (was too bright for non-EVE users(*Upgrade to Module Manager 2.3.3NOTE: RSS WANTS YOUR SCREENSHOTS.The OP needs a facelift now that things are prettier. If you have screenshots, albums, videos, etc, please post 'em here and you might get into the OP! Link to comment Share on other sites More sharing options...
Bothersome Posted September 5, 2014 Share Posted September 5, 2014 NathanKell, Firstly, thanks much for your effort into this mod.I was going to get a screenie for you but it just doesn't look right with the city lights in the ocean. I put in the main.png file to make the lights in the proper place. I can see the shape of the contents are correct, but the alignment is off. I've also changed my cloud rotation and heights from the BA install to reflect more accurate a real sized Earth. Default, the winds would have to be very, very strong to blow the clouds that fast. It now looks more normal. I can send you the clouds.cfg file if you'd like to take a look. I haven't changed any other planets yet though. Link to comment Share on other sites More sharing options...
Ippo Posted September 5, 2014 Share Posted September 5, 2014 Hey Nathan, what's the deal with "RealHeat"? It is mentioned a couple times in this thread and there is a config for it in RSS, but I can't find anything on the forum even with google... From the config file it looks like something that gives atmospheres a proper temperature, is it correct? Link to comment Share on other sites More sharing options...
Bothersome Posted September 5, 2014 Share Posted September 5, 2014 On 7.3, still can't change the launch sites. I don't have the button on the map screen that toggles them on and off. Did that somehow get turned off and needs turning back on? Link to comment Share on other sites More sharing options...
Bothersome Posted September 5, 2014 Share Posted September 5, 2014 (edited) Here are some screens for your viewing pleasure, trying to show the planet/moon not the craft. (someone tell me how to place them behind spoilers)Notice how the hills and craters cast shadows. Yes the terrain changed from stock KSP. Edited September 6, 2014 by Bothersome Put screenshots behind spoilers Link to comment Share on other sites More sharing options...
Starwaster Posted September 5, 2014 Share Posted September 5, 2014 Spoilers: Surround this with [] (I have to separate it or it wont display the code)SPOILER=Put Some Display Text HereClose it with this:There's some better options for Imgur, but I forget how to do it; when I tried to do an example here I kept munging it. I wonder if something changed... Link to comment Share on other sites More sharing options...
NathanKell Posted September 5, 2014 Author Share Posted September 5, 2014 For imgur, if you have an ablum, you can enclose just the album name (the alphanumeric characters at the end of the URL) in [ imgur ] and [ /imgur ] tags.Bothersome: Non-Overhaul EVE has serious issues with RSS. I suggest you use Overhaul. As for the launch sites, sounds like an install issue: make sure you cleaned out the old install, installed 7.3 (and any textures) fresh, and have one (and only one) Module Manager 2.3.3 (or 2.3.4) in your gamedata root.Thanks for the awesome screens! I'll do an OP update soonish Ippo: https://github.com/NathanKell/DeadlyReentry/tree/Reworkferram4 and I are rewriting DRE so that it will actually entirely replace the stock temperature system and turn it into a heat system (where mass, heat capacity, emissivity, conductance, etc. matter). Link to comment Share on other sites More sharing options...
rhoark Posted September 5, 2014 Share Posted September 5, 2014 RealHeat should be quite helpful - some comments though.Partially shielded parts would be more accurate if they could have 2 instances of the module with a conductive link between them. Each would filter every source of flux to only process those that come from appropriate vectors. The difference would be observable, at a minimum, in that the vehicle would continue to receive significant flux from any non-ablative shield even after landing. The shuttle boiled and vented ammonia to deal with this.Secondly, solar luminance should be recalculated from time to time for compatibility with StarSystems. Link to comment Share on other sites More sharing options...
ferram4 Posted September 5, 2014 Share Posted September 5, 2014 There's already some conduction code in there, although it needs a lot more work. Convection and radiation seem to work pretty well, but conduction seems off to me. Link to comment Share on other sites More sharing options...
NathanKell Posted September 5, 2014 Author Share Posted September 5, 2014 And yes, we do model single-part capsule-shield as having separate stats for the shield, and solar luminance is calculated, although right now it's normalized such that Earth-level luminance is assumed to be the luminance at Kerbin's SMA (or Kerbin's parent's SMA if Kerbin's a moon). Link to comment Share on other sites More sharing options...
Raptor831 Posted September 5, 2014 Share Posted September 5, 2014 Know this is a bit off-topic, but will RealHeat require the use of radiators to dump waste heat (i.e. Space Shuttle and ISS)? Would be quite nice if it did. Link to comment Share on other sites More sharing options...
NathanKell Posted September 6, 2014 Author Share Posted September 6, 2014 If you're producing more heat than you can emit, then yes. (Not that radiators will be Special, they'll just have higher emissivity and conductance. Woohoo for less special-casing!) Link to comment Share on other sites More sharing options...
Ippo Posted September 6, 2014 Share Posted September 6, 2014 /me drools. Do want. Link to comment Share on other sites More sharing options...
Bothersome Posted September 6, 2014 Share Posted September 6, 2014 Thanks, guys for the tips, I've about decided to RESTART my career AGAIN because I looked at the awesome Kerbal Construction Time mod thread. Link to comment Share on other sites More sharing options...
pingopete Posted September 7, 2014 Share Posted September 7, 2014 (edited) Hey nathan, please could you include values for Esun Kr and Km in the config, cheers Also I noticed the afg ring goes far beyond the terminators on RVE as they're less defined than sharp as defined by my config with the terrain manager, any way to increase the drop off speed so the blue horizon doesn't extend into the dark side (this is visible the the latest imgur album I posted).EDIT: and also for the far clipping distance and camera's, the values at the bottom here work well (i.e. pressing p/x0.5 four or five times) - four is safer i think, going to high starts causing visual artifacts Edited September 7, 2014 by pingopete Link to comment Share on other sites More sharing options...
The Pink Ranger Posted September 7, 2014 Share Posted September 7, 2014 Hey if any of you are using stock sized parts with RSS I think I've got a little band aid for the ballistic coefficient problem:@PART[*]{ @mass *= 0.33}This will cut the masses of all parts in the game to 1/3rd of their original values but you can use any multiplier you want. If you're using real fuels and raptor's stockalike engine configs then the masses of the tanks and engines will get overwritten with the right values.I'm sure you could get fancy with it and get it to exclude parts with engine modules but I'm not sure how. Link to comment Share on other sites More sharing options...
Bothersome Posted September 7, 2014 Share Posted September 7, 2014 I've been working with this atmosphere stuff all day trying to get it right. The overhaul version just didn't do it for me. Had great looking city lights but the clouds were way out.Better Atmospheres had the best clouds but the city lights were in the ocean (because they were set to Kerbin, not Earth).Anyway, finally got what I wanted. I had to mix it up a bit using parts from both mods and finding what works best. So here's the results. What do you think? Link to comment Share on other sites More sharing options...
Motokid600 Posted September 7, 2014 Share Posted September 7, 2014 I think take more pictures, lol. That looks great! Link to comment Share on other sites More sharing options...
CDK Posted September 7, 2014 Share Posted September 7, 2014 ferram4 (lots of posts ago): The problem was that I didn't have .24.2 I had .24 and now I got .24.2 and I downloaded the regular version and now the box doesn't show up and now the space center is in some kind of grassland. Please know a solution for this! Link to comment Share on other sites More sharing options...
NathanKell Posted September 7, 2014 Author Share Posted September 7, 2014 pingopete, they *are* included in cfg processing...all the values you can edit in that GUI, you can set in cfg. (Uh, apparently I removed the part that read clip planes from cfg, I'll put it back. But certainly all AFG parameters are read from cfg). Here is where it starts reading from cfg; note the section at the bottom including Kr, ESun, etc.CDK: That's an install issue. Remove any trace of RSS, and then install it exactly as the instructions in the OP say. Link to comment Share on other sites More sharing options...
pingopete Posted September 7, 2014 Share Posted September 7, 2014 A semi finished city texture for RSS at day Link to comment Share on other sites More sharing options...
CDK Posted September 8, 2014 Share Posted September 8, 2014 That texture looks cool! Link to comment Share on other sites More sharing options...
tntristan12 Posted September 8, 2014 Share Posted September 8, 2014 (edited) Okay, so I'm stumped. First off, let me preface that I believe I followed the instructions in the OP exactly. If I made a mistake then it wasn't something I did knowingly.Now, I'm trying to start a new save with the full Realism Overhaul suite installed. However, I'm having trouble installing the cornerstone mod: RSS. I initially had all the required and highly recommended mods for RO installed but was having problems with textures not loading, so I nuked everything and started over with a stock install and tried to add RSS by itself.In order to make sure I had the most up to date versions of everything, I installed RSS, CustomBiomes, and ModuleManager separately from their own threads. Since the OP stated that CB requires toolbar to work, I installed that as well. At the time of this posting, those are the only mods I have installed.Now here's what's interesting. When I *just* install RSS without textures, it loads up just fine: The planets are re-sized and in their correct position. However, as soon as I unpack the textures into their appropriate places (I'm using the full suite of 8192.zip textures), I start getting reliable CTDs on startup, right after everything loads but before the main menu comes up. Here are the output files:Output_Log.txt: http://slexy.org/view/s20OnGEt6yError.txt: http://slexy.org/view/s2HqeF76XgI suspect the problem may be that the textures are too large, but I did not think this would manifest itself on startup. I've used high-res textures before with my graphics card (nvidia geforce gtx 660M with 2GB of RAM) and not had problems before. I will try the lower res textures, but in the mean time any insight is appreciated.Thank you!EDIT: And just to ninja the "are you running on x64 windows" question: no, I know about the instability of x64, so I decided to run this on the 32 bit version.EDIT2: Yup... Using 32 bit windows *and* large textures shot me in the foot. Sad that I upgraded my RAM for nothing! Edited September 8, 2014 by tntristan12 Link to comment Share on other sites More sharing options...
NathanKell Posted September 8, 2014 Author Share Posted September 8, 2014 Then you will almost certainly be running out of memory. (As indeed your log shows). Basically, you will have to pick and choose what hirez textures you want. I currently run with ATM scaling by 2 (sometimes by 4) and 8192s only for Earth (with *no* textures for other planets).I'm not even sure you can get away with running *just* RSS and the 8192 pack in 32bit, let alone that plus other mods. At this point your options are:1. Use very aggressive ATM (perhaps scale > 2) and only one or two planets at 8192, with the rest using 2048s2. Use very aggressive ATM (perhaps scale > 2) and the 4096 pack3. Install linux, whose KSP x64 is stable. Link to comment Share on other sites More sharing options...
tntristan12 Posted September 8, 2014 Share Posted September 8, 2014 3. Install linux, whose KSP x64 is stable.Linux, you say... I might bust out my VM again! Link to comment Share on other sites More sharing options...
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