ImaginaryVenus5 Posted October 30, 2014 Share Posted October 30, 2014 Would be nice if you write next to the texture sizes when was the last time you updated them, don't feel like downloading them everytime you update this mod.thanks for making this amazing mod BTW Link to comment Share on other sites More sharing options...
immelman Posted October 30, 2014 Share Posted October 30, 2014 Hi, I was wondering how to add a launch site. I've been playing with historical launches and am interested in adding Peenemunde. It's time to bomb London Link to comment Share on other sites More sharing options...
ThorBeorn Posted October 31, 2014 Share Posted October 31, 2014 ThorBeorn, I take it you're not on High terrain detail?Also I don't seem to get it with parachute-landing capsules...Nope updating to .25 apparently set detail level to default. I only got the bug when landing airplanes. Never with capsules/parachutes.Will do some more testing tomorrow. Link to comment Share on other sites More sharing options...
Proot Posted October 31, 2014 Share Posted October 31, 2014 Hi Nathan! I was wondering... is possible increase the level of the sun brightness with the RSS plugin? Link to comment Share on other sites More sharing options...
NathanKell Posted October 31, 2014 Author Share Posted October 31, 2014 (edited) It is now, yes. regex ported the Alternis Kerbol light shifting code. You can add sunlightIntensity = $SOMETHING to RealSolarSystemSettings.cfg, and also scaledSunlightIntensity and IVASunIntensity (as well as various other keys, see each if() test here and below for supported keys, like setting shadow intensity, color, etc.). Edited October 31, 2014 by NathanKell Link to comment Share on other sites More sharing options...
pingopete Posted October 31, 2014 Share Posted October 31, 2014 (edited) It is now, yes. regex ported the Alternis Kerbol light shifting code. You can add sunlightIntensity = $SOMETHING to RealSolarSystemSettings.cfg, and also scaledSunlightIntensity and IVASunIntensity (as well as various other keys, see each if() test here and below for supported keys, like setting shadow intensity, color, etc.).Ah man! Wicked! Might you be able to add these variables to the rss in-game GUI? and maybe the beginnings of a node in the RSS config?When I look at the original source code my mind just goes blank.. EDIT: this is what I've got so far, haven't tested in-game yet..@REALSOLARSYSTEM:FOR[RVE]{ @Kerbin { %SSFStart = 94000 %SSFEnd = 100000 %PQSfadeStart = 100000 %PQSfadeEnd = 120000 %PQSSecfadeStart = 100000 %PQSSecfadeEnd = 120000 %PQSdeactivateAltitude = 125000 @SSColor32 = RVE/RSS/EarthColor %SSBump = RVE/RSS/Earth_NRM %useSphericalSSM = true //SunLight sunlightColor = sunlightIntensity = 10 IVASunColor = IVASunIntensity = 100 scaledSunlightColor = scaledSunlightIntensity = 50 sunlightLensFlareColor = 1,1,1,1 ambientLightColor = 1,1,1,1 @PQS { @Kerbin { @Add { @PQSMod_VertexColorMapBlend { @vertexColorMap = GameData/RVE/RSS/PluginData/EarthSurface.png } } } } @AtmosphereFromGround { %innerRadius = 6357290 // 0.99 %outerRadius = 6496000 // 1.025 %waveLength = 0.65, 0.6, 0.5, 1.0 //invWaveLength = 0.75, 0.82, 0.89, 0.55 %ESun = 20 %Kr = 0.0008 %Km = 0.0006 } // CameraValues %cam00NearClip = 1 %cam00FarClip = 500 %cam01NearClip = 300 %cam01FarClip = 30000000 %camSSNearClip = 9 %camSSFarClip = 3000000000 }} Edited October 31, 2014 by pingopete Link to comment Share on other sites More sharing options...
von Ziegendorf Posted October 31, 2014 Share Posted October 31, 2014 Just wondering... Is creating lakes on Titan possible? Link to comment Share on other sites More sharing options...
Proot Posted October 31, 2014 Share Posted October 31, 2014 Then the light on vacuum scenes sould be modified on the "Sun" values and individually for each body? Link to comment Share on other sites More sharing options...
regex Posted October 31, 2014 Share Posted October 31, 2014 The light values for the Sun are set in RealSolarSystemSettings.cfg; they do not belong in the PQS settings config file and are not individual to each body. Link to comment Share on other sites More sharing options...
Proot Posted October 31, 2014 Share Posted October 31, 2014 (edited) So...REALSOLARSYSTEM{ Sun { //SunLight sunlightIntensity = 14 IVASunIntensity = 140 scaledSunlightIntensity = 70 }...right?Edit: BTW, I'm assuming that is a esthetic option, or this is important for solar panels and so on? Edited October 31, 2014 by Proot Link to comment Share on other sites More sharing options...
regex Posted October 31, 2014 Share Posted October 31, 2014 right?No. https://github.com/NathanKell/RealSolarSystem/wiki/Lighting-ParametersREALSOLARSYSTEMSETTINGS{ sunlightColor = 1.0, 0.74, 0.49, 1.0 sunlightIntensity = 0.44 scaledSunlightColor = 1.0, 0.74, 0.49, 1.0 scaledSunlightIntensity = 0.44 IVASunColor = 1.0, 0.74, 0.49, 1.0 IVASunIntensity = 0.44 sunlightLensFlareColor = 1.0, 0.74, 0.49, 0.85 ambientLightColor = 0.0, 0.0, 0.0, 1.0} Link to comment Share on other sites More sharing options...
Proot Posted October 31, 2014 Share Posted October 31, 2014 Ow right! Ok, many thanks! Excuse my ignorance. Link to comment Share on other sites More sharing options...
regex Posted October 31, 2014 Share Posted October 31, 2014 Ow right! Ok, many thanks! Excuse my ignorance.It's cool. We should probably be pimpin' the wiki more anyway. Link to comment Share on other sites More sharing options...
RandomJeb Posted November 1, 2014 Share Posted November 1, 2014 Where do atmospheres end anyway? The wiki was extremely unhelpful and google is entirely perplexed about what I want. Link to comment Share on other sites More sharing options...
Felger Posted November 1, 2014 Share Posted November 1, 2014 Where do atmospheres end anyway? The wiki was extremely unhelpful and google is entirely perplexed about what I want.Good question!Not too hard to figure out, check out /GameData/RealSolarSystem/RealSolarSystem.cfg, each planet has a 'maxAtmosphereAltitude' parameter that sets the height of the atmosphere in meters.For example Venus is 140km. Link to comment Share on other sites More sharing options...
regex Posted November 1, 2014 Share Posted November 1, 2014 BTW, I'm assuming that is a esthetic option, or this is important for solar panels and so on?I missed this earlier, yes, it is purely aesthetic. Solar panel effectiveness is handled through a float curve in RealSolarSystemSettings.cfg. Link to comment Share on other sites More sharing options...
NathanKell Posted November 1, 2014 Author Share Posted November 1, 2014 Focus on a planet in Tracking Station (or map view) and click the info tabs. You'll get info. Link to comment Share on other sites More sharing options...
ThorBeorn Posted November 1, 2014 Share Posted November 1, 2014 Nope updating to .25 apparently set detail level to default. I only got the bug when landing airplanes. Never with capsules/parachutes.Will do some more testing tomorrow.Ok I've done some more test landings (with airplanes) in the vicinity of different launch sites, both on high and default texture settings.I slip through the ground and explode every time, just like I used to do earlier. I have no idea why it worked that one time though. Link to comment Share on other sites More sharing options...
jrandom Posted November 1, 2014 Share Posted November 1, 2014 Visual example of said clipping (the plane exploded right after that second screenshot):Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
JT2227 Posted November 1, 2014 Share Posted November 1, 2014 Having lots of trouble with RSS, The textures on the new version are EXTREMELY worse than before, even using the exact same textures. New Version: Old Version: They're both using the 8192 texture packs, any ideas on how to fix this? Link to comment Share on other sites More sharing options...
Skyler4856 Posted November 1, 2014 Share Posted November 1, 2014 Is this compatible with 0.26? Link to comment Share on other sites More sharing options...
Skyler4856 Posted November 1, 2014 Share Posted November 1, 2014 Edit:I derped Link to comment Share on other sites More sharing options...
Gaalidas Posted November 1, 2014 Share Posted November 1, 2014 Changelogv8.2.1*Fix typo in camera clipping that made the ground flicker (at least it wasn't another loader bug).*Correct version this time in assembly info.So, I was experiencing this problem and didn't even know I had it for a long time (been testing rover wheels for lo-fi) and so after a lot of searching, I finally figure out that it is this mod. Now, I use this mod because it seems to have the ability to turn off the white horizon that plagues the stock game. Anyway, I saw this update and installed it thinking my flickering problems were over. Well, they actually got worse. Now I can get flickering just by zooming out from my rover. Used to be I would only get this effect when over 10k. Could there be a configuration option I need to specify to make the fix work properly? Link to comment Share on other sites More sharing options...
Bilfr3d Posted November 2, 2014 Share Posted November 2, 2014 Well, it helps if you download a texture pack doesn't it? I would not recommend NOT downloading one. It's very hard to play without one Great job Nathan. Link to comment Share on other sites More sharing options...
jrandom Posted November 3, 2014 Share Posted November 3, 2014 So I've just discovered that the KSC only exists at the current set launching point, so my little plan to fly from one runway to another was foiled by the destination runway not existing.Is there any way to get all the launch stations to persist even when they're not the active space center? Link to comment Share on other sites More sharing options...
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