COMMON NAMES Posted December 24, 2016 Share Posted December 24, 2016 On 11/29/2016 at 8:19 AM, monstah said: You'll probably have better luck asking that in the SSTU thread On 12/8/2016 at 0:28 AM, NathanKell said: v12.0 for KSP 1.2.2 * HUGE THANK YOU to everyone involved! I was away and I come back to...many great changes and a pretty much ready-to-release update! * Recompile for KSP 1.2.2, include latest MM and Kopernicus. * Sigma88: Remove an unneeded compatibility setting. * Raidernick: Fix Earth SMA (fixes orbital shift over time with wrong period). * SirKeplan: More reasonable timewarp limits on Phobos and Deimos. * Kerbas-ad-astra: Ribbon support. * ThreePounds: Fix some Chinese launch sites, add Wenchang. * Kerbas-ad-astra: Add atmospheric composition to Pluto. * Miki-g: Venus warp limits fixed. * Kerbas-ad-astra: Support (with Custom Barn Kit) updating the stock DSN ranges. * PhineasFreak: Rework RT patching for current RemoteTech. * Leudaimon: Fix launch site orientations for all sites. I need a little help here.Every time i try to download RSS it doesnt work in ksp everything is still in the kerbol system.Could you help me? Link to comment Share on other sites More sharing options...
Phineas Freak Posted December 24, 2016 Share Posted December 24, 2016 @COMMON NAMES please follow this guide: Link to comment Share on other sites More sharing options...
JohnMcLane Posted December 25, 2016 Share Posted December 25, 2016 Hey Guys, anyone with that problem in RSS? I have multiple Bumps in my Runway, they go further into the grasslands....and it looks like there is a double ground. like you can see a second one under the one youre driving on. Log-File:https://drive.google.com/open?id=0B41wMzU7NQMURXViV1F0RXAzeDA I have the problem in my clean KSP-Install 1.2.2 with only RSS v12 (4096x2048 Textures), Kopernicus 1.2.2.1, MFI 1.2.3, no other mods. Can somebody help? Or is this mabe a problem with Kopernicus? Thanks and Merry Christmas Link to comment Share on other sites More sharing options...
oguz Posted December 25, 2016 Share Posted December 25, 2016 Link to comment Share on other sites More sharing options...
ricardoguedes21 Posted December 26, 2016 Share Posted December 26, 2016 Does not work! My ksp is updated, I install everything right by the CKAN and when I start the game Kerbin appears. -Kopernikus 1.2.2.1 -RSS 1.2.3 -Textures Link to comment Share on other sites More sharing options...
Nansuchao Posted December 26, 2016 Share Posted December 26, 2016 (edited) 23 hours ago, JohnMcLane said: Hey Guys, anyone with that problem in RSS? I have multiple Bumps in my Runway, they go further into the grasslands....and it looks like there is a double ground. like you can see a second one under the one youre driving on. Log-File:https://drive.google.com/open?id=0B41wMzU7NQMURXViV1F0RXAzeDA I have the problem in my clean KSP-Install 1.2.2 with only RSS v12 (4096x2048 Textures), Kopernicus 1.2.2.1, MFI 1.2.3, no other mods. Can somebody help? Or is this mabe a problem with Kopernicus? Thanks and Merry Christmas This is a stock bug, already present in the "bug tracker". 5 hours ago, ricardoguedes21 said: Does not work! My ksp is updated, I install everything right by the CKAN and when I start the game Kerbin appears. -Kopernikus 1.2.2.1 -RSS 1.2.3 -Textures Do you have the latest Module Manager and Modular Flight Integrator installed? Edited December 26, 2016 by Nansuchao Link to comment Share on other sites More sharing options...
JohnMcLane Posted December 26, 2016 Share Posted December 26, 2016 21 minutes ago, Nansuchao said: This is a stock bug, already present in the "bug tracker". Do you have the latest Module Manager and Modular Flight Integrator installed? Thx for the reply. Found it: http://bugs.kerbalspaceprogram.com/issues/11446 Its not playable with planes in that state...how could that happen....so only rockets for the next months.... Link to comment Share on other sites More sharing options...
Nansuchao Posted December 26, 2016 Share Posted December 26, 2016 17 minutes ago, JohnMcLane said: Thx for the reply. Found it: http://bugs.kerbalspaceprogram.com/issues/11446 Its not playable with planes in that state...how could that happen....so only rockets for the next months.... Kerbal Konstruct it's a good solution. The custom runways are perfect. Link to comment Share on other sites More sharing options...
Ciko Posted December 26, 2016 Share Posted December 26, 2016 Does anyone have a bug "no control" on remote probes after long warps?Something like no electric. But stats show 100% battries. With manned craft everthing is Ok. Link to comment Share on other sites More sharing options...
ricardoguedes21 Posted December 26, 2016 Share Posted December 26, 2016 4 hours ago, JohnMcLane said: Thx for the reply. Found it: http://bugs.kerbalspaceprogram.com/issues/11446 Its not playable with planes in that state...how could that happen....so only rockets for the next months.... Thank you Link to comment Share on other sites More sharing options...
JohnMcLane Posted December 27, 2016 Share Posted December 27, 2016 16 hours ago, Nansuchao said: Kerbal Konstruct it's a good solution. The custom runways are perfect. Youre probably right, i have know idea whats really going on inside the programming Is there any workaround? manipulating the Launchsites.cfg? Link to comment Share on other sites More sharing options...
Nansuchao Posted December 27, 2016 Share Posted December 27, 2016 15 minutes ago, JohnMcLane said: Youre probably right, i have know idea whats really going on inside the programming Is there any workaround? manipulating the Launchsites.cfg? As far as I know, not. Link to comment Share on other sites More sharing options...
ricardoguedes21 Posted December 31, 2016 Share Posted December 31, 2016 Does anyone have any solution to decrease the sizes of the planets to get easier? Link to comment Share on other sites More sharing options...
jd284 Posted December 31, 2016 Share Posted December 31, 2016 14 minutes ago, ricardoguedes21 said: Does anyone have any solution to decrease the sizes of the planets to get easier? Try some of the other systems in the top post then, listed under "Alternate size solar systems". Link to comment Share on other sites More sharing options...
Phineas Freak Posted December 31, 2016 Share Posted December 31, 2016 @ricardoguedes21 SSRSS is what you are looking for: Link to comment Share on other sites More sharing options...
NSEP Posted January 3, 2017 Share Posted January 3, 2017 Is there an alternative download link? Github does not work for me somehow due to some kind of certificate problem. Link to comment Share on other sites More sharing options...
Observe Posted January 4, 2017 Share Posted January 4, 2017 (edited) On 9/19/2016 at 0:22 AM, Phineas Freak said: I tested both 16K and 32K (the 32K texture was the 16K one but upscaled) and only 16K worked. It was not much better than the 8K textures though. @Phineas Freak I apologize if this is the wrong place, but I'm not sure were best to post. As you know, I presented some of my texture related findings in your RSVE thread, but I thought here is more appropriate, since it is more general to RSS and not specific to RSVE. As one who enjoys designing and flying aircraft and spaceplanes, I am interested in higher resolution Earth terrain. There are some issues with underwater sediment shelves protruding above water. Original 8K textures (note the arrows showing areas where there should no land): Some of that can be corrected via VertexHeightMap offset, or by adjusting the image as shown here: Now at least the islands are separated and the sediment shelf is below water as it should be. Reference Google image: Next, I created 16k images. While not perfect, the detail is improved as would be expected: Personally, I think it would be worth having 16k images available for planet Earth at least. I'll likely continue working on this for my own use. I haven't made any mods for KSP - so I don't know what the procedure would be for creating an add-on for 16k Earth images. Anyway, I thought my findings might be of interest to someone in future. Thanks. Edited January 4, 2017 by Observe Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 4, 2017 Share Posted January 4, 2017 @Observe i agree that the Earth should have that option, since it is the planet that you look at the most and frequently up close. If you decide to create a mini mod for these i can guide you through, it is not difficult at all (probably easier than the 95% of the common MM patches). Link to comment Share on other sites More sharing options...
MrSnappyTurtles Posted January 6, 2017 Share Posted January 6, 2017 Cant get RSS to work. when i load the game it is still the stock system here is my mods Version is 1.2.2 http://prntscr.com/ds21c1 http://prntscr.com/ds21ev Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 7, 2017 Share Posted January 7, 2017 @Trem Fantasma any log files? Just the GameData screenshots are not enough. Link to comment Share on other sites More sharing options...
sDaZe Posted January 8, 2017 Share Posted January 8, 2017 On 1/4/2017 at 0:47 PM, Observe said: Text On 1/4/2017 at 1:41 PM, Phineas Freak said: @Observe i agree that the Earth should have that option, since it is the planet that you look at the most and frequently up close. If you decide to create a mini mod for these i can guide you through, it is not difficult at all (probably easier than the 95% of the common MM patches). I use custom ground textures for my mod, ssrss. You could try doing the same and see if that helps, idk though. Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 8, 2017 Share Posted January 8, 2017 @sDaZe we might have a small issue with scaling and tiling, since we need to cover ~100 times more surface with the same texture. Doable but the results are not always pleasant to the eye. Link to comment Share on other sites More sharing options...
Observe Posted January 8, 2017 Share Posted January 8, 2017 (edited) 20 hours ago, sDaZe said: I use custom ground textures for my mod, ssrss. You could try doing the same and see if that helps, idk though. @sDaZe For me, heightmap is the most important texture for RSS; because that is the one that determines how accurately the land/water division is - which affects the shape of the coastline for continents, islands, lakes etc. I'm not too concerned about ground texture as such. I just want to fly to some island like Hawaii or anywhere on Earth, and have the terrain be a reasonable facsimile of how it should look. The approach I'm taking, is I've downloaded the highest resolution images from NASA Visible Earth. These come in a sequence that need to be "stitched" together, resized, rotated, etc. For some of that, I'm using ImageMagick command-line processing, because the images are too large for working with in PhotoShop etc. Anyway, the result is 16k images that while still not super detailed, are noticeably better than 8k images. As I mentioned elsewhere, it is possible to mix resolutions - using 16k for the heightmap and 8k size for all the others. This minimizes impact on memory and graphics resources, while still presenting higher detail. Edited January 8, 2017 by Observe Link to comment Share on other sites More sharing options...
sDaZe Posted January 8, 2017 Share Posted January 8, 2017 Keep me updated on that if you will 9 minutes ago, Observe said: @sDaZe For me, heightmap is the most important texture for RSS; because that is the one that determines how accurately the land/water division is - which affects the shape of the coastline for continents, islands, lakes etc. I'm not too concerned about ground texture as such. I just want to fly to some island like Hawaii or anywhere on Earth, and have the terrain be a reasonable facsimile of how it should look. The approach I'm taking, is I've downloaded the highest resolution images from NASA Visible Earth. These come in a sequence that need to be "stitched" together, resized, rotated, etc. For some of that, I'm using ImageMagick command-line processing, because the images of too large for working with in PhotoShop etc. Anyway, the result is 16k images that while still not super detailed, are noticeably better than 8k images. As I mentioned elsewhere, it is possible to mix resolutions - using 16k for the heightmap and 8k size for all the others. This minimizes impact on memory and graphics resources, while still presenting higher detail. Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 9, 2017 Share Posted January 9, 2017 @Observe a nice thing about the height map textures is that they can be safely placed under a "PluginData" folder. That way you could have 16K textures for all bodies but they will not be kept in memory (just referenced when needed by Kopernicus). So, a combination of a relatively small color map with a very high resolution height map could do the job. Link to comment Share on other sites More sharing options...
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