MaxL_1023 Posted May 12, 2016 Share Posted May 12, 2016 Hello, When I approach or leave the SOI of Deimos, the SOI transitions several times back between Deimos and Mars between distances of 35 and 55 km. Is it just floating point errors (since Deimos barely has a SOI) or could I have something messed up? I think Phobos has the problem as well. Thanks, Max Link to comment Share on other sites More sharing options...
Irenicus Posted May 12, 2016 Share Posted May 12, 2016 (edited) 9 hours ago, cantab said: Known Kopernicus bug. Work around is to start the game, load the save, and go straight into the R&D facility and you'll see the proper science archives. It's only once you go into some other building and back that the archives stop working, until the next time you restart the game. Thank you. But still need help. Where can I find information about the planets : the inclination of the orbit relative to the Earth and the other ? What data do you need to put in a Mech Jeb (Smart AAS)? I introduced are: Heading 54 Pit 35 Rol 0 Still, the difference with the orbit of the Moon was 5.6 degrees . :( It was here mod Protracktor, but it does not work in version 1.1.2 Edited May 12, 2016 by Irenicus Link to comment Share on other sites More sharing options...
SkyKaptn Posted May 12, 2016 Share Posted May 12, 2016 (edited) I found a strange bug regarding time warp and idle (deactivated) reactor cores. I am using Near Future Electrics to be specific. The core's life starts to rapidly count down from full lifespan after max timewarp. (rate7 = 6000000x in config) Steps to reproduce: -Place a vessel on the launchpad with a reactor. -Do not activate the reactor. -Time warp a couple of years ahead at max warp. -Activate the reactor -Watch the core life rapidly count down to 0 after time warp If I do the same steps, but at the next highest time warp factor all is ok and can time warp till end of time without losing the core's lifespan when idle. Edited May 12, 2016 by SkyKaptn Link to comment Share on other sites More sharing options...
grosser_Salat Posted May 12, 2016 Share Posted May 12, 2016 (edited) I tried to create a new launchsite by modifying the LaunchSites.cfg in my RSS-folder. I wanted to add Peenemünde, the "cradle of spaceflight". I used folowing values: Spoiler Site { name = de_peenemuende displayName = DE - Peenemuende description = The launch site at Peenemünde was a development and test site of the Wehrmacht, constructed in 1936. With the development of the Aggregat 4 (V2) and its successful launch on Oktober 3rd, 1942, Peenemünde can be considered the "cradle of spaceflight". PQSCity { KEYname = KSC latitude = 54.153053 longitude = 13.781189 repositionRadiusOffset = 258 repositionToSphereSurface = false lodvisibleRangeMult = 6 reorientFinalAngle = 130 } PQSMod_MapDecalTangent { radius = 12000 heightMapDeformity = 80 absoluteOffset = 200 absolute = true latitude = 54.153053 longitude = 13.781189 } } But the ground is not flat enough and I am running into some problems on entering / leaving KSC with a Kerbal. Can someone explaine to me, what those values actually mean and do? Thank you Edited May 12, 2016 by grosser_Salat grammar Link to comment Share on other sites More sharing options...
leudaimon Posted May 12, 2016 Share Posted May 12, 2016 (edited) 4 hours ago, grosser_Salat said: Can someone explaine to me, what those values actually mean and do? https://github.com/NathanKell/RealSolarSystem/wiki/PQSCity-and-PQSMod_MapDecalTangent I managed to get a Brazilian launch site pretty accurate using this as a guideline. Edited May 12, 2016 by leudaimon Link to comment Share on other sites More sharing options...
ImkSushi Posted May 12, 2016 Share Posted May 12, 2016 Hi, I maintain the mod 'Real Solar System Expanded'. I would appreciate it if you made one of the suggested mods in CKAN, Real Solar System Expanded. Link to comment Share on other sites More sharing options...
oguz Posted May 13, 2016 Share Posted May 13, 2016 Few photos from today's gameplay Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Few things i realised, firstly Saturn's rings arent able to seen from Titan, secondly; don't bother yourself to send solar panels to Titan, they are complately useless Link to comment Share on other sites More sharing options...
grosser_Salat Posted May 13, 2016 Share Posted May 13, 2016 16 hours ago, leudaimon said: https://github.com/NathanKell/RealSolarSystem/wiki/PQSCity-and-PQSMod_MapDecalTangent I managed to get a Brazilian launch site pretty accurate using this as a guideline. Thank you! I will try it as soon as possible (maybe not earlyer than next week ). If there is no better thread than here, I will post the final result here. I am interested in your other launchsites as well, if you want to share them. Maybe we can complete RSS with all major launchsites https://en.wikipedia.org/wiki/List_of_rocket_launch_sites While the great modders got other things to do. Link to comment Share on other sites More sharing options...
Irenicus Posted May 13, 2016 Share Posted May 13, 2016 (edited) Hello! Whre I can get some higher resolution texture for RSS (exc - Moon)? I have 8K texture...But But still blurry textures... . If the orbit is lower than 200 km - just horrible texture.. If it were possible to import textures with Space Engine.. Edited May 13, 2016 by Irenicus Link to comment Share on other sites More sharing options...
Phineas Freak Posted May 13, 2016 Share Posted May 13, 2016 @IrenicusUnity cannot support textures larger than 8096 x 8096 so the curent 8K textures are really the limit. Link to comment Share on other sites More sharing options...
Irenicus Posted May 13, 2016 Share Posted May 13, 2016 1 minute ago, Phineas Freak said: @IrenicusUnity cannot support textures larger than 8096 x 8096 so the curent 8K textures are really the limit. Link to comment Share on other sites More sharing options...
grosser_Salat Posted May 13, 2016 Share Posted May 13, 2016 I could not resist: Spoiler Site { name = de_peenemuende displayName = DE - Peenemuende description = The launch site at Peenemünde was a development and test site of the Wehrmacht, constructed in 1936. With the development of the Aggregat 4 (V2) and its successful launch on Oktober 3rd, 1942, Peenemünde can be considered the "cradle of spaceflight". PQSCity { KEYname = KSC latitude = 54.153053 longitude = 13.781189 repositionRadiusOffset = 28 repositionToSphereSurface = false lodvisibleRangeMult = 6 reorientFinalAngle = 130 } PQSMod_MapDecalTangent { radius = 12000 heightMapDeformity = 50 absoluteOffset = 5 absolute = true latitude = 54.153053 longitude = 13.781189 } } Got Peenemünde wörking working. Now the RT-config has to be adjusted as well. Does anyone know what Guid means in that context? Like "Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc482" (When testing it, I ran into a bug, where Earth allways lost its visual atmosphere, when returning to Space Centre and leaving a Kerbal in the country. I do not have time to hunt is bug atm, just wanted to mention it.) Link to comment Share on other sites More sharing options...
Phineas Freak Posted May 13, 2016 Share Posted May 13, 2016 @grosser_Salatthe GUID is a unique identifier for the specific RT station. This must be different than any other GUID inside the RSS station definitions. Try the following value: 510df5a9-d628-41c6-ad4b-21154e8fc100 And the problem that you reported happens even for the "official" launch sites, it is not only your launch site. Link to comment Share on other sites More sharing options...
grosser_Salat Posted May 13, 2016 Share Posted May 13, 2016 2 hours ago, Phineas Freak said: @grosser_Salatthe GUID is a unique identifier for the specific RT station. This must be different than any other GUID inside the RSS station definitions. Try the following value: 510df5a9-d628-41c6-ad4b-21154e8fc100 And the problem that you reported happens even for the "official" launch sites, it is not only your launch site. Thank you! Link to comment Share on other sites More sharing options...
leudaimon Posted May 13, 2016 Share Posted May 13, 2016 @grosser_Salat My Brazilian launch site, with the config settings for the ground station there and another one used downrange (and also some flags): https://www.dropbox.com/s/twngiysd167q2jz/Brazil.zip?dl=0 The remotetech configs must be added manually to the file in the RSS folder. AFAIK only launch sites that succeeded in launching a satellite are included in RSS. Link to comment Share on other sites More sharing options...
cassmssn Posted May 13, 2016 Share Posted May 13, 2016 Hi guys, I’m new to RSS and I’m having a problem with sunk/floating vessels on KSP 1.1.2 (x64). Every vessel I launch either floats above the ground or is sunk partially, depending on the launch site. Is this a bug or something I have to deal with in RSS? RSS (and all the dependencies listed on CKAN) is the only mod I have installed right now. Link to comment Share on other sites More sharing options...
NathanKell Posted May 13, 2016 Author Share Posted May 13, 2016 @cassmssn tweakscale-FAR bug. Remove tweakscale. Link to comment Share on other sites More sharing options...
cassmssn Posted May 14, 2016 Share Posted May 14, 2016 13 hours ago, NathanKell said: @cassmssn tweakscale-FAR bug. Remove tweakscale. Sry if I didn’t make it clear, the vessel isn’t floating upwards or anything, everything works normal except the vessel isn’t positioned right on the runway/launch pad. This problem also occurs on EVA (see link). Graphic details are set to their highest level, and I only have installed the following mod, no FAR or tweakscale (everything via CKAN): -Kopernicus -KSC Switcher -Module Manager -Real Solar System (incl. 2048 textures) https://www.dropbox.com/s/63z3dch27epr4an/1.jpg?dl=0 Link to comment Share on other sites More sharing options...
Epicolly Posted May 14, 2016 Share Posted May 14, 2016 Hi, right, i have RSS (with 4k textures), kopernicus and realism overhaul installed, alongside a few other mods, but when i load KSP i still have the kerbol system, if anyone knows how i can fix that, that would be splendid! Though i feel like this should be something i can fix easily :/ Also i should probably state i had gotten it to work with CKAN but i wanted to do this all manually so i can control what im downloading n stuff but yea, pls help <3 Link to comment Share on other sites More sharing options...
NathanKell Posted May 14, 2016 Author Share Posted May 14, 2016 @Epicolly compare the manual and the CKAN install. That should tell you what the difference is. @cassmssn to some extent that's a known issue, sorry. Link to comment Share on other sites More sharing options...
Blacks Posted May 14, 2016 Share Posted May 14, 2016 (edited) 2 hours ago, cassmssn said: Sry if I didn’t make it clear, the vessel isn’t floating upwards or anything, everything works normal except the vessel isn’t positioned right on the runway/launch pad. This problem also occurs on EVA (see link). Graphic details are set to their highest level, and I only have installed the following mod, no FAR or tweakscale (everything via CKAN): https://www.dropbox.com/s/63z3dch27epr4an/1.jpg?dl=0 a workarround solution for all who experience that press ESC > Quick Revert fly > It will be set on correct place that is happen random no mater what texture res are use or what visual pack you will add soo > Quick revert fly Enjoy it Edited May 14, 2016 by Blacks Link to comment Share on other sites More sharing options...
cassmssn Posted May 14, 2016 Share Posted May 14, 2016 19 minutes ago, Blacks said: a workarround solution for all who experience that press ESC > Quick Revert fly > It will be set on correct place that is happen random no mater what texture res are use or what visual pack you will add soo > Quick revert fly Enjoy it Thank you! Link to comment Share on other sites More sharing options...
pap1723 Posted May 14, 2016 Share Posted May 14, 2016 I have created a new Biome map that includes all of the Earth's real biomes. There are a couple of new ones added. Would anyone be interested in the file? Biomes: Ice Caps Tundra Taiga (Boreal Forest) Forest (Temperate Forest) Grasslands Mountains Tropics Savanna Chaparral Desert Shores Water Let me know and I'll post a link. Link to comment Share on other sites More sharing options...
Starwaster Posted May 14, 2016 Share Posted May 14, 2016 (edited) @pap1723 Are Everglades included? Edit: WTH? That isn't the message I meant to quote Let's try this again: Edited May 14, 2016 by Starwaster Link to comment Share on other sites More sharing options...
pap1723 Posted May 14, 2016 Share Posted May 14, 2016 3 minutes ago, Starwaster said: @pap1723 Are Everglades included? Edit: WTH? That isn't the message I meant to quote Let's try this again: They are not. Link to comment Share on other sites More sharing options...
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