Hridaysabz Posted February 2, 2015 Share Posted February 2, 2015 Okay, managed to fix the daytime problem. It's kinda weird to have KSP names in RSS since it's a realism mod, but whatever, i'll just try to relate with the real life counterparts. Link to comment Share on other sites More sharing options...
ocbaker Posted February 2, 2015 Share Posted February 2, 2015 Land slower maybe?For the bouncy water fix, it is on the first page of this thread.Be aware that if you land on Io (closest moon of jupiter), the terrain collision mesh seems higher than the texture mesh. So you will explode before touching the ground.Like how slow? Because if I need to land slower than 100 m/s that just feels like it will be an extreme hastle. Is this just an expected issue? Since I also experience it on the runway too. Link to comment Share on other sites More sharing options...
Starwaster Posted February 2, 2015 Share Posted February 2, 2015 Like how slow? Because if I need to land slower than 100 m/s that just feels like it will be an extreme hastle. Is this just an expected issue? Since I also experience it on the runway too.Landing slower than (almost) terminal velocity is an extreme hassle??? Link to comment Share on other sites More sharing options...
pozine Posted February 2, 2015 Share Posted February 2, 2015 Like how slow? Because if I need to land slower than 100 m/s that just feels like it will be an extreme hastle. Is this just an expected issue? Since I also experience it on the runway too.It depends on your plane. Normaly, you land a little over stall velocity.A cessna landing speed is about 30-35 m/sA boeing 747 could be as low as 60 m/s and as high as 80 m/s. But this is a REALLY heavy plane.Source : I'm an ancient FSX (PMDG)/X-Plane pilot. And internet, of course.- - - Updated - - -Now, Where do we send bug reports? Link to comment Share on other sites More sharing options...
NathanKell Posted February 3, 2015 Author Share Posted February 3, 2015 KSP names are because Squad uses a planet's name as its identifier (baaad) and then hardcodes checking them disturbingly often, i.e. you literally cannot recover a craft unless body.name == "Kerbin" (woooorse). Link to comment Share on other sites More sharing options...
Astrofox Posted February 6, 2015 Share Posted February 6, 2015 Could someone tell me how far solar panels can function before losing electricity. Thanks,Astrofox(p.s. Love the realism already!) Link to comment Share on other sites More sharing options...
Fox Loco Posted February 6, 2015 Share Posted February 6, 2015 (edited) Guys I have a odd problem, I've been playing RO for a while but today for no apparent reason my game won't load, didn't updated anything,modified or installed. The problem is after the game it self loads and RSS status starts to load it gets stuck. The first three times I tried starting the game it got stuck loading pol, now it gets stuck in duna PQSMod_vertexcolormapblend. Any ideas?EDIT---Now it gets stuck in gilly vertexheightmap.apparently it changes the celestial body every 3 times. Edited February 6, 2015 by Fox Loco Link to comment Share on other sites More sharing options...
NathanKell Posted February 6, 2015 Author Share Posted February 6, 2015 Depends. There's no hard clamping (except imposed by KSP's part resource transfer hardcoding >.> ) but out much past Mars you'll want RTGs. Link to comment Share on other sites More sharing options...
Nerezza Posted February 6, 2015 Share Posted February 6, 2015 @Fox LocoIf you're on Windows, check how much memory you're using at that point. I only have this problem when I try to use the 8192 textures, and it only stops when my memory usage would exceed 3.5GB if it continues. Link to comment Share on other sites More sharing options...
Dean.A. Posted February 7, 2015 Share Posted February 7, 2015 I have had many problem's with getting this to work with other supported mod's, but I did as you say and I un-installed the game and re-installed it to start fresh (with no other mods) than do this mod first. . . BUT, now I only have 2 rocket parts in the whole game. . . that's it, I have a solid rocket escape tower and a grabbing claw thingy. . . . ... happened to the rest of the stock components?And the only mod i have had problems with is this one, no others before it.Everything seemed to work until the textures changing earth and so forth. Link to comment Share on other sites More sharing options...
jbaltus123 Posted February 7, 2015 Share Posted February 7, 2015 I have had many problem's with getting this to work with other supported mod's, but I did as you say and I un-installed the game and re-installed it to start fresh (with no other mods) than do this mod first. . . BUT, now I only have 2 rocket parts in the whole game. . . that's it, I have a solid rocket escape tower and a grabbing claw thingy. . . . ... happened to the rest of the stock components?And the only mod i have had problems with is this one, no others before it.Everything seemed to work until the textures changing earth and so forth.Your not alone. Have that glitch too. And when i have FASA installed to use these parts instead, i have the same problem as Fox Loco! Please help us!- - - Updated - - -Heres the vertex bug Link to comment Share on other sites More sharing options...
Starwaster Posted February 7, 2015 Share Posted February 7, 2015 Logs people, LOGS! If you want help provide logs.This link provides instructions on how to find your logs.http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 Link to comment Share on other sites More sharing options...
Fox Loco Posted February 7, 2015 Share Posted February 7, 2015 Logs people, LOGS! If you want help provide logs.This link provides instructions on how to find your logs.http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29It doesn't generate a log, just get stuck there but you can still see the earth rotating and the kerbnaut moving.@Nerezza, I haven't had this problem before and I use 4000something textures, will try to close more processes running in the background before firing up the game, thanks. Link to comment Share on other sites More sharing options...
Starwaster Posted February 7, 2015 Share Posted February 7, 2015 It doesn't generate a log, just get stuck there but you can still see the earth rotating and the kerbnaut moving.Unless you have explicitly disabled logging then you ALWAYS have a log.I wouldn't have sent you to that link to learn how to retrieve logs if I wasn't 100% sure a log existed. Link to comment Share on other sites More sharing options...
*Aqua* Posted February 10, 2015 Share Posted February 10, 2015 I wrote a small mod which adds Kerbal masses to the pods which are crewed: http://forum.kerbalspaceprogram.com/threads/109790-0-90-KerbalMass-0-9-AlphaI want to add a cfg with a modified mass for a Kerbal in case the user has RSS installed.How much should a Kerbal weight in RSS? The stock mass is 93.75 kg. Link to comment Share on other sites More sharing options...
NathanKell Posted February 10, 2015 Author Share Posted February 10, 2015 Hmm. The danger here is that RSS is used for a number of different things (even just changing atmosphere glow) so NEEDS[RealSolarSystem] isn't sufficient.A human should be about 2x that, counting the suit. Link to comment Share on other sites More sharing options...
chrisl Posted February 10, 2015 Share Posted February 10, 2015 (edited) I honestly figured this is a problem with the part but one of the nice folks over in the FASA board suggested that I should post this here. I'm trying to build the Mercury-Atlas in RO but I'm running into a problem. I've gove one of the Atlas fuel tanks and engines. I've actually launched this same basic Atlas a couple times without issue. Instead of an explorer probe core, though, this time I have the Mercury/Atlas decoupler, then above that I have the Mercury command module (complete with Re-entry module and retro straps). Less then 30 seconds into the launch there's a small explosion and suddenly my command module slides off the Atlas rocket. When I hit F3 I get the following:[00:00:43] Join between Mercury Retro Strap / Decoupler and Mercury Re-entry Module failed due to aerodynamic stresses.I've launched the Mercury/Redstone (which has the same exact command module setup, just a different engine, fuel tank and decoupler) twice without incident. Is there some glitch with the "Mercury - Atlas Spacecraft Adapter"?EDIT: meant to post this on the RO thread. Not on RSS. Sorry. Edited February 11, 2015 by chrisl Link to comment Share on other sites More sharing options...
*Aqua* Posted February 11, 2015 Share Posted February 11, 2015 Hmm. The danger here is that RSS is used for a number of different things (even just changing atmosphere glow) so NEEDS[RealSolarSystem] isn't sufficient.A human should be about 2x that, counting the suit.Thanks for your reply. I thought as much. Then I'll just include a readme how to configurate the settings. Link to comment Share on other sites More sharing options...
NathanKell Posted February 11, 2015 Author Share Posted February 11, 2015 chrisl: No problem. Answered on the RO thread. (And they were right: the deal is we get to use the parts but frizzank gets to not have to deal with the questions. ) Link to comment Share on other sites More sharing options...
Skyler4856 Posted February 11, 2015 Share Posted February 11, 2015 (edited) Im having difficulty progressing past the PQS Vertex Map portion of the load screen, how can i fix this? Edited February 11, 2015 by Skyler4856 Link to comment Share on other sites More sharing options...
NathanKell Posted February 11, 2015 Author Share Posted February 11, 2015 You're probably running out of memory. Use lower rez textures, uninstall part packs, increase ATM scaling, use OpenGL, that sort of thing. Link to comment Share on other sites More sharing options...
undercoveryankee Posted February 11, 2015 Share Posted February 11, 2015 Hmm. The danger here is that RSS is used for a number of different things (even just changing atmosphere glow) so NEEDS[RealSolarSystem] isn't sufficient.It's like trying to detect the original Firespitter parts with :NEEDS[Firespitter].How much would it break to have the RSS plugin itself under a separate name/folder something like "RSSPlanetConfigurator" and then allow the actual config files and textures to be loaded from a folder named after the config pack? So "RealSolarSystem" would always be the configs that ship with RSS, and 64k, for example, would be able to keep all of its RSS configs and textures inside its own "64k" folder.The issue would be when and how you detect that there's more than one pack installed and let the user choose. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted February 11, 2015 Share Posted February 11, 2015 I wrote a small mod which adds Kerbal masses to the pods which are crewed: http://forum.kerbalspaceprogram.com/threads/109790-0-90-KerbalMass-0-9-AlphaI want to add a cfg with a modified mass for a Kerbal in case the user has RSS installed.How much should a Kerbal weight in RSS? The stock mass is 93.75 kg.How about just adding an extra config for RSS users? Link to comment Share on other sites More sharing options...
Skyler4856 Posted February 11, 2015 Share Posted February 11, 2015 You're probably running out of memory. Use lower rez textures, uninstall part packs, increase ATM scaling, use OpenGL, that sort of thing.Yeah, that didnt work Link to comment Share on other sites More sharing options...
NathanKell Posted February 11, 2015 Author Share Posted February 11, 2015 Skyler4856: well, then I'll need logs. Please see here (and yes, even if KSP doesn't produce a crash report, you have logs).What I can do regarding MM is to do a :FOR[RSSConfig] so MM knows it exists; you can then do NEEDS[RSSConfig]. Link to comment Share on other sites More sharing options...
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