goldfang35 Posted October 26, 2014 Share Posted October 26, 2014 How do you get the rings on saturn as show by the picture? Link to comment Share on other sites More sharing options...
jrandom Posted October 26, 2014 Share Posted October 26, 2014 Is there actually multiple launch sites to choose from?Yep! All over the globe! I've been launching out of Vandenberg lately so I have some nice mountains to fly over with my aircraft. Link to comment Share on other sites More sharing options...
NathanKell Posted October 26, 2014 Author Share Posted October 26, 2014 pingopete: in the main REALSOLARSYSTEM node, you can add:cam00Nearcam00Farcam01Nearcam01FarcamSSNearcamSSFarThey will be applied globally, unless there is an override in a particular body node, like Kerbin {} could have cam01Near = something else and it would override the global value. Link to comment Share on other sites More sharing options...
braininator Posted October 26, 2014 Share Posted October 26, 2014 I am trying to procedurally generate planet features for my AlternisSolar project(Yes, I have scrapped needing the textures I have spent a while collecting ) and while I can change kerbin's PQS to be dramatically different, the Scaled space is not changing to reflect the new body surface features. I have tried the export but I am getting images that looks like the heightmap of the new PQS, and Kerbin's specular map. Is there a solution to editing the scaled space to reflect the new body? Link to comment Share on other sites More sharing options...
NathanKell Posted October 26, 2014 Author Share Posted October 26, 2014 What you should get from the export system in RSS is a diffuse (color) texture and a heightmap. Use a plugin to PS or Gimp (or Crazybump, which is much better) to generate the normal map from the heightmap. Link to comment Share on other sites More sharing options...
braininator Posted October 26, 2014 Share Posted October 26, 2014 As this is what is the diffuse map, I think I am doing something really wrong.... Link to comment Share on other sites More sharing options...
NathanKell Posted October 26, 2014 Author Share Posted October 26, 2014 You need to open it in an image program that reads the alpha channel of a PNG separately. If Photoshop, get SuperPNG. Then select the file in the open dialog, then hold down Alt (I think? Maybe control?) when clicking Open. Right now you're only seeing the alpha channel (which shows what's above/below water level). Also you need to supply an oceanColor. Link to comment Share on other sites More sharing options...
pingopete Posted October 27, 2014 Share Posted October 27, 2014 You need to open it in an image program that reads the alpha channel of a PNG separately. If Photoshop, get SuperPNG. Then select the file in the open dialog, then hold down Alt (I think? Maybe control?) when clicking Open. Right now you're only seeing the alpha channel (which shows what's above/below water level). Also you need to supply an oceanColor.Alt + (click)Open Also thanks for the info on cams, that was actually what I'd guessed for SS Link to comment Share on other sites More sharing options...
braininator Posted October 27, 2014 Share Posted October 27, 2014 Thanks for the help What gimp program would you recommend? I don't have PS. Even if I can't view it, it should still theoretically work if I just use it blindly, correct? Also for my solar system, I plan on making my own alien race, one that is kinda lizard like, extremely tough if and when someone figures out how to edit kerbals. As this is a stepping stone to a bigger project of mine... Should I put them on a tiny planet with life, (mars size) or the next planet in the solar system with much higher gravity and much thicker atmo? I used a accretion model I found on the internet to make this solar system so the two life filled planets is as accurate as that. Link to comment Share on other sites More sharing options...
likke_A_boss Posted October 27, 2014 Share Posted October 27, 2014 So in the recent update, I have been having noticing a few problems. Firstly, my memory usage is significantly higher. I run the RSS plug-in with 64k kerbin, and it jumped about 100 MB on start-up RAM usage. Also, on the main menu, I get a small screen displaying planets being loaded…I think at least. That is when my RAM usage spikes. Link to comment Share on other sites More sharing options...
jrandom Posted October 27, 2014 Share Posted October 27, 2014 What gimp program would you recommend?If you're running Windows, check out Paint.NET. It's free and works well for resizing images. It's what I've been using. Link to comment Share on other sites More sharing options...
EliteShadowLeo Posted October 27, 2014 Share Posted October 27, 2014 I will probably seem very silly for asking this, but I really do not know where to place the contents of my '4096' file. I've tried placing it into game data, the real solar system folder and some others to no avail. My planets are re sized and rearranged but the textures do not change. Please help Thanks! Link to comment Share on other sites More sharing options...
cremasterstroke Posted October 27, 2014 Share Posted October 27, 2014 Take the RealSolarSystem folder from inside the .zip, and paste it into GameData - choose merge when prompted. If installed correctly, you should have a bunch of .pngs in GameData\RealSolarSystem\Plugins\PluginData. Link to comment Share on other sites More sharing options...
EliteShadowLeo Posted October 28, 2014 Share Posted October 28, 2014 I see what was wrong now, the RealSolarSystem folder was renamed to something different so it wouldn't merge. Fixed by renaming the folder and everything works fine now. Very silly problem and im glad that it is fixed thank you. Link to comment Share on other sites More sharing options...
AcidRoot Posted October 29, 2014 Share Posted October 29, 2014 Sorry if I missed this in while searching but does anyone have a working 1/10th scale config for RSS v8+? I tried searching but couldn't find anything. Link to comment Share on other sites More sharing options...
StainX Posted October 29, 2014 Share Posted October 29, 2014 (edited) hey, love that 1/10th config! Realistic KSP without the disadvantage of using "too big for kerbalkind" parts Oh, im still looking for a realistic isp configuration with the isp difficulty scaler, if someone has suggestions... please let me know Edit:Sorry if I missed this in while searching but does anyone have a working 1/10th scale config for RSS v8+? I tried searching but couldn't find anything.That thing (as its posted in the OP) seems to be working for me. Edited October 29, 2014 by StainX Link to comment Share on other sites More sharing options...
Max.10.07 Posted October 29, 2014 Share Posted October 29, 2014 Wheres Charon? (Pluto's mon) of and btw it's a binary system, the center of Pluto's and Charon's is outside pluto. Link to comment Share on other sites More sharing options...
Starman4308 Posted October 29, 2014 Share Posted October 29, 2014 Wheres Charon? (Pluto's mon) of and btw it's a binary system, the center of Pluto's and Charon's is outside pluto.Presumably left out: they have to swap out KSP bodies 1:1 with real-world planets and moons. They didn't even have enough to get Neptune, and I'd rather have Neptune* than Charon.*If I weren't using the 6.4x Kerbin config, anyways. Link to comment Share on other sites More sharing options...
ThorBeorn Posted October 29, 2014 Share Posted October 29, 2014 I noticed the instantly-exploding-when-landing-outside-KSC bug has been fixed since 7.4. Great news! Link to comment Share on other sites More sharing options...
camlost Posted October 30, 2014 Share Posted October 30, 2014 Nathan,There's something interesting you may wanna know. The plane-crash-into-terrain bug I reported also exists in stock kerbin. When I set 'terrain detail' to high it seems to happen, while if it's set to low everything seems fine. But with RSS the bug is persistent no matter what. Link to comment Share on other sites More sharing options...
StainX Posted October 30, 2014 Share Posted October 30, 2014 Question: Is there an 6.4 config with the realistic textures and planets? thx a lot Link to comment Share on other sites More sharing options...
ThorBeorn Posted October 30, 2014 Share Posted October 30, 2014 Nathan,There's something interesting you may wanna know. The plane-crash-into-terrain bug I reported also exists in stock kerbin. When I set 'terrain detail' to high it seems to happen, while if it's set to low everything seems fine. But with RSS the bug is persistent no matter what.Hm. That's interesting. I landed ~600 km south of the northernmost russian launchsite yesterday and it worked fine. Only tried it once and it was the first time it worked for me since RSS 6.x. Link to comment Share on other sites More sharing options...
pingopete Posted October 30, 2014 Share Posted October 30, 2014 This pack adds the planet neptune and it's moon Triton, as well as Titania to Uranus. This is all done by cloning planets with Kopernikus and editing them with RSS.Installation instructions: Set up a normal RSS install, with the standard CFG and with the textures of your choice. Then Download this: https://www.dropbox.com/s/jlutqtmxox892so/RSSBonusPlanets4K%20V1.0.zip?dl=0. Unzip this file, and copy the gamedata folder inside the folder over your current one and agree to overwrite the files. This will replace The standard CFG and install my new textures and planets.Licence: CC-BY-NC-SAAttributions:RSS by NathanKell is required for this to work (obviously)Metaphor's Textures from his PF+normal planet CFG used by permissionKopernikus Planetary System is used to make(but not edit) new planets to use. It is under LGPL licence. I have included the main directory under Prealpha 3. Additional Information: This is designed to work under 32bit KSP. It was origianlly designed for 64bit windows but that is now to unstable for most mods to use. As this is compatible with .24.2 KSP as well if you wish to use the original HD textures, PM me on the forums.Bug reports: If you find bugs in this please give me the reproduction steps, logs, and what happened.As .25 has no 64bit that works with RO mods, such as this one, I have scaled the textures back to 4K. For those who have linux or .24 64bit I still have the 8k textures if you want them.Nice! Mind if I put this on the recommended mods list for RVE? Haven't actually had a chance to try it but no Neptune has been on my issues list since the start of RVE Link to comment Share on other sites More sharing options...
braininator Posted October 30, 2014 Share Posted October 30, 2014 Nice! Mind if I put this on the recommended mods list for RVE? Haven't actually had a chance to try it but no Neptune has been on my issues list since the start of RVE It has been reported to me as buggy, (original planets appearing the same as the edited clones) by one person, and I see it on my laptop as well( I released it after bug testing on my desktop)... I thought I put a warning in after release but it appears I have forgotten. Please wait to put it as a recommended mod until the next kopernikus update, and my following update. Link to comment Share on other sites More sharing options...
NathanKell Posted October 30, 2014 Author Share Posted October 30, 2014 camlost, that's really weird. ThorBeorn, I take it you're not on High terrain detail?Also I don't seem to get it with parachute-landing capsules... Link to comment Share on other sites More sharing options...
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