Master Tao Posted July 19, 2015 Share Posted July 19, 2015 Do you know how to get the Output_log.txt, im not too brilliant on computers.Please read the [thread=92229]How to Get Support[/thread] sticky in the Support (modded installs) forum. It will tell you where to find the output log, in addition to some common fixes. Link to comment Share on other sites More sharing options...
Alpha_Gametauri Posted July 19, 2015 Share Posted July 19, 2015 I found out how to find the output log, now its just needing the help of figuring out this mile long log.I dont get why this wont work, it worked on .90 on my other computer, which is also W8.1, i installed it the EXACT same way, so idk what is happening. Link to comment Share on other sites More sharing options...
Stickuz Posted July 20, 2015 Share Posted July 20, 2015 So is there still no fix for clouds? I just tried out this mod today, installed through CKAN and everything seems to work fine. I searched through this thread and only saw posts about them still being broken.The lack of clouds makes me sad Link to comment Share on other sites More sharing options...
KillAshley Posted July 20, 2015 Share Posted July 20, 2015 (edited) EDIT-nvm Edited July 20, 2015 by KillAshley Link to comment Share on other sites More sharing options...
ThorBeorn Posted July 20, 2015 Share Posted July 20, 2015 Got back to playing ksp first time since 0.90 yesterday. Do we still use RSS to edit AtmosphereFromGround settings in an otherwise stock game, or is that done with Kopernicus? Link to comment Share on other sites More sharing options...
NathanKell Posted July 20, 2015 Author Share Posted July 20, 2015 That's Kopernicus now. Link to comment Share on other sites More sharing options...
Einkleinermensch Posted July 20, 2015 Share Posted July 20, 2015 NathanKell, will you try to simulate Pluto-Charon barycenter in next versions? Or there will be a pure conic patch approximation?I updated the CustomAsteroids.cfg on GitHub, look for it Link to comment Share on other sites More sharing options...
NathanKell Posted July 20, 2015 Author Share Posted July 20, 2015 I'd rather not try to mess with barycenters until Principia, but I certainly hope that before long we'll have Pluto and Charon looking right. As to the asteroids, I'm not seeing any pull requests. Did you not create one yet? Link to comment Share on other sites More sharing options...
SVarg Posted July 20, 2015 Share Posted July 20, 2015 In career mode all waypoints for missions spawn in one placeI'd like to have them in more diverse places, can something be done about that? Contract configurator installed via ckan didn't help. Link to comment Share on other sites More sharing options...
Einkleinermensch Posted July 20, 2015 Share Posted July 20, 2015 NathanKell, by the way, are there any news from eggrobin? The latest commit on GitHub is dated 20th june... Link to comment Share on other sites More sharing options...
RedParadize Posted July 21, 2015 Share Posted July 21, 2015 Quick question, does RSS work in career mode? Kerbol 6.4x, 3.7 and 2 all crash on first orbit. If there is a work around, could it work for 6.4x ?( I am playing with new horizon rescaled to 6.4x. kind of like the flavor. ) Link to comment Share on other sites More sharing options...
LucidPixels Posted July 21, 2015 Share Posted July 21, 2015 Quick question, does RSS work in career mode? Kerbol 6.4x, 3.7 and 2 all crash on first orbit. If there is a work around, could it work for 6.4x ?( I am playing with new horizon rescaled to 6.4x. kind of like the flavor. )I have encountered no such problems playing RSS in career mode. Link to comment Share on other sites More sharing options...
RedParadize Posted July 21, 2015 Share Posted July 21, 2015 Humm, I guess I will have to switch to RSS then. I can't stand to play with stock scale, Its not fun. Link to comment Share on other sites More sharing options...
Phineas Freak Posted July 21, 2015 Share Posted July 21, 2015 RSS includes a bugfix for the "crash when reaching orbit" bug. You can grab it from the RSS github repository and use it for any other stock system rescale. The alternative is to create a Module Manager cfg file inside your GameData folder and place the following inside that file:@Contracts{ @Survey { @TrivialHomeNearbyRange = 20000 @SignificantHomeNearbyRange = 25000 @ExceptionalHomeNearbyRange = 30000 }} Link to comment Share on other sites More sharing options...
RedParadize Posted July 21, 2015 Share Posted July 21, 2015 Thank you so much! Link to comment Share on other sites More sharing options...
VonFrank Posted July 22, 2015 Share Posted July 22, 2015 Is there a setting in the game's physics file that can be tweaked to allow the game's stock heat shields and/or the Procedural Parts heat shield to survive the 7km/s+ re-entry speeds present in RSS? As it stands now, the PP heat shield barely lasts down to 100km altitude before it lets my MK-2 pod explode. Link to comment Share on other sites More sharing options...
YoungGun Posted July 23, 2015 Share Posted July 23, 2015 YoungGun: Yep, known issue. Textures will be a bit stretched. Best solution is RVE. /QUOTE]So there's no fix for the ugly stretched ground textures? Why do I see them ok in screen shots? Link to comment Share on other sites More sharing options...
Rainstorm Posted July 25, 2015 Share Posted July 25, 2015 Failed getting RVE to work properly. But I want the same feel with the blue atmosphere and clouds and lights. I can't seem to get eve to work with RSS and planetshne doesn't seem to be working. Theirs also blurred teztures when in orbit. Don't know if the 8k texture is bugged or something cause I'm using that. Please help Link to comment Share on other sites More sharing options...
Starwaster Posted July 25, 2015 Share Posted July 25, 2015 (edited) So there's no fix for the ugly stretched ground textures? Why do I see them ok in screen shots?Sometimes you get lucky, I think? Sometimes I've seen the terrain surrounding the space center look normal and then next time I restart the game: stretched. (in fact, usually stretched)Not sure why the randomness. Edited July 28, 2015 by Starwaster Link to comment Share on other sites More sharing options...
Comatorium420 Posted July 25, 2015 Share Posted July 25, 2015 (edited) Is there a setting in the game's physics file that can be tweaked to allow the game's stock heat shields and/or the Procedural Parts heat shield to survive the 7km/s+ re-entry speeds present in RSS? As it stands now, the PP heat shield barely lasts down to 100km altitude before it lets my MK-2 pod explode.The russian space program killed all it's heroes trying to figure that one out... are you up to the task? Use more retro-boosting stuff, make you approach less steep, use multiple drag chutes, install FAR and make your own heatshield, jump out from your capsule and parachute your Kerbal.This stuff has been done by RL space programs and they took years to do so, take your time. If you have remote tech installed, remove it and use unmanned launchers to get used to the physics and maneuvers.This is a mod to honor the achievements of our space pioneers, stock KSP makes space travel look like a walk in the park.On Appollo 13, James Lovell performed a 35 seconds boost to correct a direct Moon return re-entry angle with the engine Gimbal off, no ASAS and no RCS, he used the frame of the earth in the window of the CSM to stay on course.Yuri Gagarin jumped out of the Vostok 1 capsule at 7km altitude because a human being causes much less dynamic pressure and atmospheric drag than a whole capsule (wich exploded seconds after he jumped). He went into space knowing there was no safe way back, the team who geared him up wrote that they had never seen him that scared.Now thats what RSS and RO is about Edited July 25, 2015 by Comatorium420 Link to comment Share on other sites More sharing options...
Joseph_Terran Posted July 26, 2015 Share Posted July 26, 2015 Hello,Great mod, huge improvements since the last time I tried it (about a year ago). Having issues with landing in water. Ships keep bouncing around and make it impossible to retrieve. Better Buoyancy only makes it worse. Lost Jeb twice already :'( Link to comment Share on other sites More sharing options...
Sanguine-Fiend Posted July 26, 2015 Share Posted July 26, 2015 If I use RSS mod without the realism overhaul will it still function like the stock game, just with a different solar system obviously? Link to comment Share on other sites More sharing options...
cantab Posted July 26, 2015 Share Posted July 26, 2015 Yes. However you will need very large rockets to launch very small payloads, because Kerbal rocket parts are heavy and low-performance compared to real ones. Link to comment Share on other sites More sharing options...
NathanKell Posted July 26, 2015 Author Share Posted July 26, 2015 Joseph_Terran: Post on the BB thread? That sounds like an issue, I've seen no trouble myself with BB installed. Link to comment Share on other sites More sharing options...
Hremsfeld Posted July 26, 2015 Share Posted July 26, 2015 Yes. However you will need very large rockets to launch very small payloads, because Kerbal rocket parts are heavy and low-performance compared to real ones.On that note, I remember there being an ISP mod that had some different settings depending on if you wanted a realistic mass fraction for Kerbin, a Kerbal mass fraction in RSS, or a real mass fraction in RSS; is that still floating around anywhere? I can't find it.Failing that, what's a recommended thrust/ISP/engine mass scaling percentage to make things a bit more realistic? Link to comment Share on other sites More sharing options...
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