alastairphysick Posted May 20, 2016 Share Posted May 20, 2016 Did a complete CKAN clearout and re-installed - works fine now. Now just have to get power management under control :-( Wonder what caused that then? Link to comment Share on other sites More sharing options...
Gooner Posted May 20, 2016 Share Posted May 20, 2016 26 minutes ago, alastairphysick said: Hi after installing Rss and all the dependancys to go with it and Realism Overhaul i have a weird bug where im not generating any power and power is getting consumed with even when my rcs and sas is switched off in a manned ship. I've since installed ampyear to try to find the power hungry culprit but ampyear shows me that i have over 200 electrical charge compared to consumption but yet the timer showing how long i have power left still keeps going down and batterys keep dying. My only work around is to use the power cheat but ruins immersion for me. I have tried for 2-3 days and many hours to fix this with no luck as yet. Link to comment Share on other sites More sharing options...
Starwaster Posted May 20, 2016 Share Posted May 20, 2016 1 hour ago, Gooner said: Hi after installing Rss and all the dependancys to go with it and Realism Overhaul i have a weird bug where im not generating any power and power is getting consumed with even when my rcs and sas is switched off in a manned ship. I've since installed ampyear to try to find the power hungry culprit but ampyear shows me that i have over 200 electrical charge compared to consumption but yet the timer showing how long i have power left still keeps going down and batterys keep dying. My only work around is to use the power cheat but ruins immersion for me. I have tried for 2-3 days and many hours to fix this with no luck as yet. You should post an example of the simplest craft where you experience this, esp parts used for power generation. Be aware that in Realism Overhaul that you have power draw for command pods (simulating equipment and life support drain). Also be aware that solar panels provide less power than in stock KSP. Batteries store more. So you may not have as much power generation as you thought you did. Link to comment Share on other sites More sharing options...
Gooner Posted May 20, 2016 Share Posted May 20, 2016 As a semi test i went a little over the top with solar panels im using 3 rows of 8 ST2 solar panels on just 2x 1.25 fuselage and uses a alimetry rader 1 mystery goo container, 1 thermometer, comunotron , science junior, small inline reaction wheel, agena avioics package, presmatt barometer and a z100 battery. Even when all equipment off (including sas) and the panels pointing towards the sun, i still get energy drain. Link to comment Share on other sites More sharing options...
Dermeister Posted May 21, 2016 Share Posted May 21, 2016 What do you all use for clouds for RSS without RO? Link to comment Share on other sites More sharing options...
vgamble Posted May 21, 2016 Share Posted May 21, 2016 30 minutes ago, Dermeister said: What do you all use for clouds for RSS without RO? Try this one Link to comment Share on other sites More sharing options...
New Horizons Posted May 22, 2016 Share Posted May 22, 2016 I've a question here. Is it correct, that for now we only can use one launch site, because of KSC Switcher not working anymore/yet? Link to comment Share on other sites More sharing options...
Phineas Freak Posted May 22, 2016 Share Posted May 22, 2016 2 hours ago, New Horizons said: Is it correct, that for now we only can use one launch site, because of KSC Switcher not working anymore/yet? No, because KSC Switcher is updated for KSP 1.1: https://github.com/KSP-RO/KSCSwitcher/releases Link to comment Share on other sites More sharing options...
rsparkyc Posted May 24, 2016 Share Posted May 24, 2016 On 5/17/2016 at 4:16 PM, Einkleinermensch said: I'm pretty sure that it's a platinum question, but anyway, is there any chance to have normal axial tilts support for celestial bodies in KSP in the near future? Or this changes Squad don't want to implement at all? I see already two opinions about simulating tilts in RSS between modmakers and that is a bit confusing. From what I remember, it's an issue with the unity engine that forces all orbital bodies to have the same axial tilt. I don't know if that's still the case now that we're on Unity 5. Link to comment Share on other sites More sharing options...
Einkleinermensch Posted May 24, 2016 Share Posted May 24, 2016 2 hours ago, rsparkyc said: From what I remember, it's an issue with the unity engine that forces all orbital bodies to have the same axial tilt. I don't know if that's still the case now that we're on Unity 5. No, there are several answers about this from developers. The only problem is that some ingame things are hardcoded to Kerbin's 0 axial tilt so they need to change more code than they want. Link to comment Share on other sites More sharing options...
rsparkyc Posted May 24, 2016 Share Posted May 24, 2016 30 minutes ago, Einkleinermensch said: No, there are several answers about this from developers. The only problem is that some ingame things are hardcoded to Kerbin's 0 axial tilt so they need to change more code than they want. Cool, this would be great to see implemented. Link to comment Share on other sites More sharing options...
YagiHige Posted May 25, 2016 Share Posted May 25, 2016 I broke and fixed my game. The following can possibly help, both development, and users seeking a solution. This situation, involved HyperEdit, Galactic Neighborhood, and JoolTylo and PlutoCharon (but not JoolTyloOrbit or PlutoCharonOrbit). The problem, involved the NavBall and OrbitalMap, which would FREAK OUT if you get within any gravitational influence of a body that has an unstable orbital point shared with another body (this can include other bodies with similar situations). Troubleshooting my own problem (knowing nobody else would touch this issue because "multiple mods involved"), I discovered the solution myself. The solution, to stop the freak-out, is to use HyperEdit button, the Planet Editor button, select JoolTylo or PlutoCharon from the list, change the numbers in the "gravitational multiplier" field, from 15x10e15 or whatever crazy thing it is, to 0. Whatever controls the planets themselves, isn't affected by this, and this fixes the freak-out. I will post this to all mod threads that are affected. Thank you. Link to comment Share on other sites More sharing options...
Sereneti Posted May 27, 2016 Share Posted May 27, 2016 one question; what about the rounding from the 32bit?? are there no problems? Link to comment Share on other sites More sharing options...
Onesmallstep Posted May 27, 2016 Share Posted May 27, 2016 Is there a good mod that allows just stock parts to get into a nice orbit or even bring me to te moon not SMURFF it does not work good enough for me i just want to use the stock rockets and fuel tanks to get me too the mun i also do not want to use realism overhaul it crashes and its way too complex for me. Link to comment Share on other sites More sharing options...
Theysen Posted May 27, 2016 Share Posted May 27, 2016 11 minutes ago, Onesmallstep said: Is there a good mod that allows just stock parts to get into a nice orbit or even bring me to te moon not SMURFF it does not work good enough for me i just want to use the stock rockets and fuel tanks to get me too the mun i also do not want to use realism overhaul it crashes and its way too complex for me. As far as I see it SMURFF is for stock parts only and lets you make exactly what you're asking for. Unless by "stock rockets" you mean the prebuilt craft in the VAB Link to comment Share on other sites More sharing options...
Onesmallstep Posted May 27, 2016 Share Posted May 27, 2016 8 minutes ago, Theysen said: As far as I see it SMURFF is for stock parts only and lets you make exactly what you're asking for. Unless by "stock rockets" you mean the prebuilt craft in the VAB Yes i want to use a craft from the vab because i am a bit lazy sometimes and i build lots of rockets but they got deleted by the updates and also can i use mechjeb?? Link to comment Share on other sites More sharing options...
pap1723 Posted May 27, 2016 Share Posted May 27, 2016 12 minutes ago, Onesmallstep said: Yes i want to use a craft from the vab because i am a bit lazy sometimes and i build lots of rockets but they got deleted by the updates and also can i use mechjeb?? This might be your best bet... Link to comment Share on other sites More sharing options...
Onesmallstep Posted May 27, 2016 Share Posted May 27, 2016 17 minutes ago, pap1723 said: 17 minutes ago, pap1723 said: This might be your best bet... This might be your best bet... Yes i tried it i used it very long but i got tired of it i think i am just going to use smurff thanks for the info ! Link to comment Share on other sites More sharing options...
HerrGeneral Posted May 28, 2016 Share Posted May 28, 2016 (edited) I haven't played with RSS in more than a year, but I decided to pick it back up again. I distinctly remember that all the orbits of the planets (and the Moon) were heavily tilted (to simulate Earth's axial tilt). However, upon installing RSS a few days ago and playing with it, I realized that this was no longer the case- it now seems to be acting as if Earth has no axial tilt at all, like Kerbin. Looking back a few pages, it seems like someone else might have this problem too. This is just a hunch, but I'm wondering if it might have something to do with installing RSS-Expanded? Or not clearing the Kopernicus cache, or something like that. I will try removing and doing a fresh install of Kopernicus, then RSS, then see if it works- then install RSS-Expanded and see if it changes anything. EDIT: It's RSS-Expanded that causes the problem- not regular RSS. I'll bring it up in that thread if it hasn't been already, but I'll leave this here in case anyone else has this problem. Edited May 28, 2016 by HerrGeneral Link to comment Share on other sites More sharing options...
HitmanEyE Posted May 28, 2016 Share Posted May 28, 2016 Hi Guys, i have a little Problem. The Time in the Game seems to be wrong. I installed Realism Overhaul, Real Solar System and Kerbal Alarm Clock today. Sunrise is about 11:30 to 12:00 o Clock and the Sunset is about at 22:00 o Clock. In the Settings it shows Earth Time. Very weird because the Night goes on for 14 hours and the Day only for about 8 hours. Some Ideas? Greetings Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 28, 2016 Share Posted May 28, 2016 1 hour ago, HitmanEyE said: Hi Guys, i have a little Problem. The Time in the Game seems to be wrong. I installed Realism Overhaul, Real Solar System and Kerbal Alarm Clock today. Sunrise is about 11:30 to 12:00 o Clock and the Sunset is about at 22:00 o Clock. In the Settings it shows Earth Time. Very weird because the Night goes on for 14 hours and the Day only for about 8 hours. Some Ideas? Greetings It's winter at that launch site, and it's west of GMT. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 28, 2016 Share Posted May 28, 2016 22 hours ago, Theysen said: As far as I see it SMURFF is for stock parts only and lets you make exactly what you're asking for. Unless by "stock rockets" you mean the prebuilt craft in the VAB 22 hours ago, Onesmallstep said: Yes i want to use a craft from the vab because i am a bit lazy sometimes and i build lots of rockets but they got deleted by the updates and also can i use mechjeb?? If you want to use "stock parts only", as in no part mods (at least, none that give you big rocket parts), you're probably better off getting ROMini. You'll need parts bigger than 3.75 m if you want to do large interplanetary missions in RSS, so you'll need to get something like SpaceY or KW, or scale parts up directly. Link to comment Share on other sites More sharing options...
Onesmallstep Posted May 28, 2016 Share Posted May 28, 2016 26 minutes ago, Kerbas_ad_astra said: If you want to use "stock parts only", as in no part mods (at least, none that give you big rocket parts), you're probably better off getting ROMini. You'll need parts bigger than 3.75 m if you want to do large interplanetary missions in RSS, so you'll need to get something like SpaceY or KW, or scale parts up directly. Cool thank's it looks very cool i will give it a try ! Link to comment Share on other sites More sharing options...
Onesmallstep Posted May 28, 2016 Share Posted May 28, 2016 1 hour ago, Kerbas_ad_astra said: If you want to use "stock parts only", as in no part mods (at least, none that give you big rocket parts), you're probably better off getting ROMini. You'll need parts bigger than 3.75 m if you want to do large interplanetary missions in RSS, so you'll need to get something like SpaceY or KW, or scale parts up directly. i am trying to install it but where do i need to put this stuff ? Link to comment Share on other sites More sharing options...
bigguy4u Posted May 29, 2016 Share Posted May 29, 2016 Why is it that when I go to Mars the textures revert back to the old Duna textures? Link to comment Share on other sites More sharing options...
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