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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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Where do I go to get help getting this running? I followed the instructions (yes I know hard to believe), but it keep running out of RAM despite using ATM. I've even going in and removed a ton of parts from AIES, Nova, and KW, and still get random out of mem crashes. I've installed RSS, RO and all the required and recommended mods from the RO main thread. If someone could point me in the right direction I would appreciate it, though with .25 around the corner maybe I'm wasting my time?

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Where do I go to get help getting this running? I followed the instructions (yes I know hard to believe), but it keep running out of RAM despite using ATM. I've even going in and removed a ton of parts from AIES, Nova, and KW, and still get random out of mem crashes. I've installed RSS, RO and all the required and recommended mods from the RO main thread. If someone could point me in the right direction I would appreciate it, though with .25 around the corner maybe I'm wasting my time?

What size texture pack did you go with? Have you tried one of the lower resolutions?

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The problem is also that all the required and recommendeds in the RO thread are too much for *any* KSP install, unless you use a quite impressive scaling level in ATM and use the 2048 planets. You'll need to be quite selective with what parts you keep from those mods, and which you delete.

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OpenGL fixed the crashing before I could launch anything, so I thank you for that one.

However now my "sputnik" test has no remote tech connection, even though I have a dipole on there along with other coms ant. and launch clamps (which I thought were supposed to function as a "hard line" to the probe with this version)

I see the problem the KSC command red dot is near the equater and it looks like the launch site is in the northern hemisphere now. Anyone have the solution?

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While most of the orbital characteristics seem to come directly from wikipedia or other 'sources'* the inclination is off. I know that for RSS it is slightly tilted for axial tilt. How do I convert for planets? Also which do I use from Wikipedia, the orbital tilt relative to a. the planet b. the ecliptic or c. the axial tilt of the planet

I believe it is b right?

I will have at least Triton done, with the heightmap from gimp tonight.

*I know wikipedia is unreliable at best but... I think it's good for this right?

You can use JPL's Horizons database to calculate orbital parameters. What planet(s) do you want them for?

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You can use JPL's Horizons database to calculate orbital parameters. What planet(s) do you want them for?

That is for the moon's and dwarf planets that I may end doing that don't have their data already done in your config. This is not for the immediate data but for later.

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I am now having trouble on my moon Titania now that I have done Triton. It was working before but since I added Triton, Titania is using the same color and height map as Triton. I have double checked that I put the right file names in.

This is Triton:

B5Bf6Nt.png

This is 'Titania': ShouyC8.png

even though this is the color map for titania: 6wg753g.jpg

My output log is here:

https://www.dropbox.com/s/2h53trvi8t9zm2i/output_log.txt?dl=0

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This mod is incredible and has totally renewed and supplemented my love of this game. I searched the thread a bit and I didn't quite find what I was looking for, so apologies if this has been asked a billion times:

The citylights config file in the OP is a .png file, whereas the citylights file in my Boulder folder appears to be .tga. As a result, I'm still seeing the Kerbin lights transposed over Earth. I'm also encountering what I think is called Z-fighting with Jupiter, in which you can see the Jupiter texture but there is substantial Jool green-ness overlapping it, and with Venus, which is entirely Eve-purple at the moment.

Is this an issue because I'm using EVE 7.whatever? I'd be very grateful for any guidance. And thanks again for this mod.

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Phylan: Awesome! :)

What version of EVE are you using? Release, or Overhaul?

(KSP cares not for texture extension; if you are told to replace a TGA with a PNG, put the PNG in the folder and delete the TGA; once a texture is loaded, it is referred to by its extensionless post-GameData path)

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I've been working on some RSS configs for fun, and one thing I've noticed is that Minmus seems to be ignoring the PQSMod_VertexHeightMap stanza under PQS.. I've noticed in the logs that various muns (specifically checked Minmus and Ike) tend to not load the VertexHeightMap at all.. is that normal?

(That might also explain why Minmus looks so flat in the 6.4x config)

(also, is there a reference 1.0 scale exported stock system somewhere?)

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That is for the moon's and dwarf planets that I may end doing that don't have their data already done in your config. This is not for the immediate data but for later.

Well here are the orbital elements for Neptune and Triton using the same data as the other planets (1950 epoch, relative to Earth equator, etc). Let me know if you need any others.


Neptune
Orbit
{
// Target body name: Neptune (899)
// Center body name: Sun (10)
// Center-site name: BODY CENTER
semiMajorAxis = 4497455831858.165
eccentricity = 0.008090397956671817
inclination = 22.30735942219246
meanAnomalyAtEpochD = 162.0995472049553
LAN = 3.512610707556779
argumentOfPeriapsis = 29.81485499342245
referenceBody = Sun
}

Triton
Orbit
{
// Target body name: Triton (801)
// Center body name: Neptune (899)
// Center-site name: BODY CENTER
semiMajorAxis = 354767243.5407871
eccentricity = 0.00001688014345366826
inclination = 112.3356618078263
meanAnomalyAtEpochD = 358.6561874819175
LAN = 197.1953239787470
argumentOfPeriapsis = 220.4523291697835
referenceBody = Neptune // change this to body name
}

The data in the Planet Factory config isn't anywhere near as reliable (also it doesn't account for inclination of the Earth's equator to ecliptic, and is for the wrong year).

Edited by metaphor
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I've been working on some RSS configs for fun, and one thing I've noticed is that Minmus seems to be ignoring the PQSMod_VertexHeightMap stanza under PQS.. I've noticed in the logs that various muns (specifically checked Minmus and Ike) tend to not load the VertexHeightMap at all.. is that normal?

(That might also explain why Minmus looks so flat in the 6.4x config)

(also, is there a reference 1.0 scale exported stock system somewhere?)

I don't know which PQSMod Minmus has that's causing it to act like that, but here is a partial list of the possible PQSMods in the game, that I got from Kragrathea, the maker of Planet Factory. I'm not sure how many of these are implemented by RSS.

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I don't know which PQSMod Minmus has that's causing it to act like that, but here is a partial list of the possible PQSMods in the game, that I got from Kragrathea, the maker of Planet Factory. I'm not sure how many of these are implemented by RSS.

Oh, that's interesting, in that file, Minmus only has reference to a PQSMod_VertexPlanet... Could that be why it's ignoring VertexHeightMap?

PQS isn't a PlanetFactory specific thing, is it?

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Oh, that's interesting, in that file, Minmus only has reference to a PQSMod_VertexPlanet... Could that be why it's ignoring VertexHeightMap?

PQS isn't a PlanetFactory specific thing, is it?

No, PQS is a KSP thing. But that file only shows some representative planet values for each PQSMod, so Minmus could also have any of the other ones as well.

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No, PQS is a KSP thing. But that file only shows some representative planet values for each PQSMod, so Minmus could also have any of the other ones as well.

I might have to dig into the source of various things to figure out what's going on then... and then we can have our silly 10% stuff happening ;)

By the way, I included a RealSolarSystemSettings.cfg in my version of that which has a correct-ish powercurve for a 10% universe, feel free to include the powercurve in yours :)

(I should also post the 6.4x version of that curve to the 6.4x thread too)

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Here is a dump of all the PQSMods bodies have (as of .22, but seems still valid). Note that RSS *does* allow you to add heightmaps (check out the bodies in RealSolarSystem.cfg which have a PQSMod_VertexHeightMap in the Add node, rather than regular node...)
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Phylan: Awesome! :)

What version of EVE are you using? Release, or Overhaul?

(KSP cares not for texture extension; if you are told to replace a TGA with a PNG, put the PNG in the folder and delete the TGA; once a texture is loaded, it is referred to by its extensionless post-GameData path)

Ah, thanks for the tip on the .png file, will dump that in and get rid of the TGA. I *think* I picked up EVE from the Realism Overhaul thread (2nd post) but I'll check. I take it I want the overhaul version?

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