Sol Invictus Posted January 29, 2017 Share Posted January 29, 2017 (edited) On 22.01.2017 at 0:06 AM, CalmLlama said: I've been trying to get RSS and the Texture pack to work for a couple days now and its just not working. I usually don't use mods, but even so i started from a clean install with its own folder, and i am only trying to use RSS and the RSS-Textures. I can see it loading files on the splash screen but the mod doesn't actually do anything. When i load the game its simply stock KSP. I couldn't find a good download link so i've been using CKAN, but that program is total garbage and i've never had it work right. Does this sound familiar to anyone? I'm not really sure where to go from here. I had the same issue after installing RSS v12.0. What I did in order to solve this problem was deleting Kopernicus and RealSolarSystem folders from my GameData, and installing manually latest master from Kerbas-ad-astra's RSS repository and latest release from official Kopernicus repository. After I done it, RSS worked properly again. Edited January 30, 2017 by Sol Invictus Link to comment Share on other sites More sharing options...
JEHEDIAHH Posted January 30, 2017 Share Posted January 30, 2017 Can someone help me ? Kopernicus Won't load in my ksp. (I've tried other mods that work with kopernicus and they also don't work) Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 30, 2017 Share Posted January 30, 2017 @JEHEDIAHH Do you have Modular Flight Integrator installed? Link to comment Share on other sites More sharing options...
Jacke Posted January 30, 2017 Share Posted January 30, 2017 (edited) 3 hours ago, JEHEDIAHH said: Can someone help me ? Kopernicus Won't load in my ksp. (I've tried other mods that work with kopernicus and they also don't work) That's not enough information provided for anyone to help you. Please read this post to learn common troubleshooting steps and how to provide logs and other information. Edited January 30, 2017 by Jacke Link to comment Share on other sites More sharing options...
democedes Posted February 2, 2017 Share Posted February 2, 2017 I have encountered an unexpected behavior in my RSS campaign and was wondering if anyone here knows, or perhaps had a suggestion, what is causing it. My resources concentrations are exactly the same across an entire biome. Different biomes do have different concentrations. The orbital scans and the concentration map behaves as expected with varying concentration independent of biome boundaries, but the yield of my drills and the readings on the surface scanner module are always the same no matter where I drill in a biome. I am using KSP 1.2.2. Relevant mods are of course RSS, SCANsat, ELP, and the USI suite of mods (MKS, Konstruciton, Life Support, etc.). Any advise would be appreciated. Link to comment Share on other sites More sharing options...
stratochief66 Posted February 3, 2017 Share Posted February 3, 2017 For anybody interested, there is a new RO forum page, since the forum ate our old one. Thanks to @Theysen for putting it together again. @democedes, sounds like a bug where the biome map is being used instead of the concentration map. Probably a feature nobody has ever tested too deeply, since nobody has every really focused on RSS ISRU support. /me waves vaguely, ignorantly, and apologetically at the RSS configs for resources. https://github.com/KSP-RO/RealSolarSystem/tree/master/GameData/RealSolarSystem/ResourceConfigs Link to comment Share on other sites More sharing options...
democedes Posted February 3, 2017 Share Posted February 3, 2017 21 hours ago, stratochief66 said: For anybody interested, there is a new RO forum page, since the forum ate our old one. Thanks to @Theysen for putting it together again. @democedes, sounds like a bug where the biome map is being used instead of the concentration map. Probably a feature nobody has ever tested too deeply, since nobody has every really focused on RSS ISRU support. /me waves vaguely, ignorantly, and apologetically at the RSS configs for resources. https://github.com/KSP-RO/RealSolarSystem/tree/master/GameData/RealSolarSystem/ResourceConfigs That helps, thank you. I'll let everyone know if my tinkering yields any results. Link to comment Share on other sites More sharing options...
AlmostNASA Posted February 5, 2017 Share Posted February 5, 2017 On 1/24/2017 at 10:04 AM, Observe said: @AlmostNASA I haven't checked specifically, but the heightmap does include underwater elevation; so the trench should be there. I cant find it or the height map the bottom of the ocean in RSS is 300-500m Link to comment Share on other sites More sharing options...
Observe Posted February 6, 2017 Share Posted February 6, 2017 @AlmostNASA. The 'heightmap' is EarthHeight.dds found in the RSS - Textures/PluginData folder. This is the image used to derive elevation data. If you look at that file, you will see that the Mariana Trench is there. However, as you pointed out, underwater altitude is not accurately represented. This is something I have corrected in my custom image, but I am not quite yet ready to release it. Link to comment Share on other sites More sharing options...
Kramer Posted February 11, 2017 Share Posted February 11, 2017 I have RSS v12.0 installed on KSP 1.2.2 running on Windows (64-bit). It is working great and I got EVE working as well and things look fantastic. Many thanks to the developers! I wanted to add the asteroid Ceres--I saw some addons for more bodies including Ceres but they did not look to be up to date and they added a lot more bodies than I needed. I really just wanted Ceres to test out leap frogging an IPT SpaceX type ship to the outer planets. I copied configurations for Mercury and Pluto and combined them to form the cfg file for Ceres. But it does not seem to work--Ceres just doesn't show up anywhere in the solar system map. My .cfg file is in its own directory. I created a cache directory for it in that directory. I looked for errors in the KSP.log and did not find any relating to RSS, Kopernicus, or my Ceres.cfg. The log does show that the config file is read and applied. The flightGlobalsIndex was set one higher than the max I saw in the RSS planet configs (25), not sure if that is right. Anyone have any idea what I am doing wrong? Here is my config file: @Kopernicus:AFTER[Kopernicus] { // Ceres Body { name = Ceres finalizeOrbit = true flightGlobalsIndex = 26 cacheFile = DRN/RSS/CelestialBodies/Cache/Ceres.bin Template { name = Mun removePQSMods = PQSLandControl, PQSMod_VoronoiCraters } Orbit { // Target body name: Ceres (1) // Center body name: Sun (10) // Center-site name: BODY CENTER referenceBody = Sun semiMajorAxis = 413738764346.7532 eccentricity = 0.07936349488056565 inclination = 27.12733949231346 meanAnomalyAtEpochD = 60.016247104516937 longitudeOfAscendingNode = 23.45017277406660 argumentOfPeriapsis = 12.91910266371100 color = 0.776, 0.698, 0.647, 1.0 } Properties { useTheInName = False description = The largest body in the asteroid belt between Mars and Jupiter. The only dwarf planet within the orbit of Neptune. radius = 473000 mass = 9.393E+20 solarRotationPeriod = False rotationPeriod = 32667.84 tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 500 3000 3000 10000 30000 60000 100000 biomeMap = RSS-Textures/PluginData/CharonBiomes.png Biomes { Biome { name = Surface value = 1.0 color = 0,0,0,1 } Biome { name = Mordor Macula value = 1.0 color = 1,1,1,1 } Biome { name = Serenity Chasma value = 1.0 color = 1,0,0,1 } Biome { name = Alice Crater value = 1.0 color = 0,1,0,1 } Biome { name = Gallifrey Macula value = 1.0 color = 0,0,1,1 } Biome { name = Ripley Crater value = 1.0 color = 1,1,0,1 } Biome { name = Nasreddin Crater value = 1.0 color = 1,0,1,1 } Biome { name = Macross Chasma value = 1.0 color = 0,1,1,1 } Biome { name = Butler Mons value = 1.0 color = 0.2,0.0,0.0,1 } Biome { name = Argo Chasma value = 1.0 color = 0.0,0.2,0.0,1 } Biome { name = Kaguya-Hime Crater value = 1.0 color = 0.2,0.2,0.0,1 } Biome { name = Kubrick Mons value = 1.0 color = 0.0,0.2,0.2,1 } Biome { name = Vulcan Planum value = 1.0 color = 0.0,0.0,0.2,1 } } ScienceValues { landedDataValue = 7 inSpaceLowDataValue = 6 inSpaceHighDataValue = 5.5 recoveryValue = 6 flyingAltitudeThreshold = 500 spaceAltitudeThreshold = 2500 } } ScaledVersion { type = Vacuum fadeStart = 50000 fadeEnd = 52000 Material { texture = RSS-Textures/CharonColor normals = RSS-Textures/Charon_NRM shininess = 0.2 specular = 0.2,0.2,0.2,1 } } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 deactivateAltitude = 87000 fadeStart = 52000 fadeEnd = 67000 Material { saturation = 1.0 contrast = 0.9 tintColor = 1.000,1.000,1.000,0.000 powerNear = 0.6 powerFar = 0.6 groundTexStart = 0 groundTexEnd = 2000 steepPower = 3 steepTexStart = 0 steepTexEnd = 50000 steepTex = BUILTIN/terrain_sand00 steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM steepNearTiling = 15000 steepTiling = 500 lowTex = BUILTIN/snow lowBumpMap = BUILTIN/quiet lowNearTiling = 1000 lowMultiFactor = 30 lowBumpNearTiling = 5000 lowBumpFarTiling = 200 midTex = BUILTIN/snow midBumpMap = BUILTIN/quiet midNearTiling = 1000 midMultiFactor = 30 midBumpNearTiling = 5000 midBumpFarTiling = 200 highTex = BUILTIN/snow highBumpMap = BUILTIN/quiet highNearTiling = 1000 highMultiFactor = 30 highBumpNearTiling = 5000 highBumpFarTiling = 200 lowStart = 0 lowEnd = 0.6 highStart = 0.8 highEnd = 1 globalDensity = 0 } Mods { VertexColorMap { map = RSS-Textures/CharonColor.dds order = 10 enabled = true } VertexHeightMap { map = RSS-Textures/PluginData/CharonHeight.dds offset = 0 deformity = 10264.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexSimplexHeight { seed = 2211221 deformity = 200.0 octaves = 12.0 persistence = 0.7 frequency = 10.0 enabled = true order = 102 } VertexSimplexNoiseColor { seed = 45 blend = 0.125 colorStart = 0,0,0,1 colorEnd = 1,1,1,1 octaves = 12.0 persistence = 0.7 frequency = 2.0 enabled = true order = 200 } VertexHeightNoiseVertHeight { seed = 1283704385 frequency = 8 octaves = 9 persistance = 0.6 heightStart = 0 heightEnd = 1 deformity = 1200 mode = Low } } } } } Link to comment Share on other sites More sharing options...
schrema Posted February 12, 2017 Share Posted February 12, 2017 @Kramer: Don't what's wrong with your config. I'm using several Planets/Moons/Asteroids including Ceres from Works fine to me. Link to comment Share on other sites More sharing options...
Phineas Freak Posted February 12, 2017 Share Posted February 12, 2017 (edited) @Kramer If your config is the same as presented here then you are missing a closing bracket at the end of the PQS node: 10 hours ago, Kramer said: PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 deactivateAltitude = 87000 fadeStart = 52000 fadeEnd = 67000 Material { . . . Edit: the KSP log files are your friends in such situations. This error will definitely show up when Kopernicus tries to compile the body config. Edited February 12, 2017 by Phineas Freak Link to comment Share on other sites More sharing options...
Kramer Posted February 12, 2017 Share Posted February 12, 2017 8 hours ago, Phineas Freak said: @Kramer If your config is the same as presented here then you are missing a closing bracket at the end of the PQS node: Edit: the KSP log files are your friends in such situations. This error will definitely show up when Kopernicus tries to compile the body config. The indentation is definitely off, but I checked and the brackets are correct. But good thought. Before I posted I did check the log files and I presume such an error would show up there. 16 hours ago, schrema said: @Kramer: Don't what's wrong with your config. I'm using several Planets/Moons/Asteroids including Ceres from Works fine to me. The plugins I found similar to what you posted are all out of date and do not work with the current RSS I think. But I downloaded one just to check it against what I was doing and found the problem--it was very simple. I just needed to change the starting line from: @Kopernicus:AFTER[Kopernicus] to @Kopernicus:AFTER[RealSolarSystem] So simple. And now I have my new dwarf planet. -Thanks Link to comment Share on other sites More sharing options...
cantab Posted February 12, 2017 Share Posted February 12, 2017 I'm having a persistent issue with rockets sometimes spawning vertically clipped into the launchpad. It seems largely random - sometimes slight clipping, sometimes severe, sometimes negligible, a revert-to-launch or revert-to-VAB and relaunch will often produce a different result. For a rocket sitting on the pad it kicks it into the air, for one on launch clamps it shakes it around and actually bends the clamps over. RSS (and Kopernicus and Module Manager) only* with 8K textures, 64-bit KSP 1.2.2 on Debian 8. Any suggestions for a workaround other than having to repeatedly retry the launch every time? (* Yes, I'm playing with unaltered stock parts, just to see if I can. So far in spite of this bug it's been going alright.) Link to comment Share on other sites More sharing options...
Phineas Freak Posted February 13, 2017 Share Posted February 13, 2017 8 hours ago, cantab said: Any suggestions for a workaround other than having to repeatedly retry the launch every time? The only safe way that at least i have found is to revert to the VAB. It gets worse each time you try to revert to launch and sometimes the kick is bad enough to break apart the launch vehicle. Link to comment Share on other sites More sharing options...
Observe Posted February 14, 2017 Share Posted February 14, 2017 (edited) On 2/5/2017 at 9:04 AM, AlmostNASA said: the bottom of the ocean in RSS is 300-500m Part of the challenge, is even with a 16k (pixel resolution) image we are still working with an 8 bit (color depth) greyscale heightmap with values from 0 (lowest elevation) to 255 (highest elevation) to represent altitude. Earth elevation, ranges from about -11km below sea-level to about 8.8km (Mt. Everest) above sea-level. This means that over half of the elevation range is underwater. If realistic underwater altitude is important, we would have to use at least half of our dynamic range for underwater details that are not seen by most players. Given that KSP is mainly for flying in the atmosphere or in space, it is understandable that we would want most of our heightmap range (0-255) used for above sea-level details. Edited February 15, 2017 by Observe Link to comment Share on other sites More sharing options...
SpaceOdissey Posted February 15, 2017 Share Posted February 15, 2017 I really love this mod. I've made a rocket that can reach LEO or Low Earth Orbit with stock parts! And then I come back safely with Jeb, Bill and Bob Link to comment Share on other sites More sharing options...
VonFrank Posted February 17, 2017 Share Posted February 17, 2017 Is there a way to modify the locations of the stock game's built-in Ground tracking stations without the use of Remote Tech? RSS really needs more stations than the default amount, and moving the stock ones as well as adding a few new ones would be helpful. Link to comment Share on other sites More sharing options...
Bornholio Posted February 17, 2017 Share Posted February 17, 2017 On 2/12/2017 at 5:59 PM, cantab said: I'm having a persistent issue with rockets sometimes spawning vertically clipped into the launchpad. It seems largely random - sometimes slight clipping, sometimes severe, sometimes negligible, a revert-to-launch or revert-to-VAB and relaunch will often produce a different result. For a rocket sitting on the pad it kicks it into the air, for one on launch clamps it shakes it around and actually bends the clamps over. RSS (and Kopernicus and Module Manager) only* with 8K textures, 64-bit KSP 1.2.2 on Debian 8. Any suggestions for a workaround other than having to repeatedly retry the launch every time? (* Yes, I'm playing with unaltered stock parts, just to see if I can. So far in spite of this bug it's been going alright.) I get somewhat better results from higher graphics settings specifically. Textures Set to full, detail to full, resolution full. If i don't do these i get sinking into the launchpad to serious to play in some cases even wrenching launch clamps into odd positions. https://github.com/NathanKell/RealSolarSystem/wiki/FAQ-and-Troubleshooting The troubleshooting also suggests using active texture management, however i'm not sure this is needed. No 1.2.2 version on CKAN anyway. If you use these settings you'll likely need to run using the 3dx11 or open GL command line switches. I got a bit of crash stability from also running MemGraph and setting the buffer to a larger amount 4GB since i have plenty of memory free. If you have the memory to spare this will help and somewhat eliminate stutters that happen from garbage collection. Link to comment Share on other sites More sharing options...
SpaceOdissey Posted February 18, 2017 Share Posted February 18, 2017 The RSS works perfectly. I had a no floating KSC and textures works nice but. How can I download KSC switcher of KSP 1.2? Link to comment Share on other sites More sharing options...
Phineas Freak Posted February 18, 2017 Share Posted February 18, 2017 1 hour ago, SpaceOdissey said: How can I download KSC switcher of KSP 1.2? You can't, at least not the complete and "ready for consumption" package. You will have to download the source code, recompile it's code locally and drop the new binary in the place of the old one (from KSP 1.1.3). Link to comment Share on other sites More sharing options...
proteasome Posted February 21, 2017 Share Posted February 21, 2017 (edited) I'm trying RSS for the first time, and decided to stick with a non-RO setup until I'm more comfortable. My question is, without RO is there a recommended setting to change re-entry heating to? Or should stock 1.2.2 100% re-entry heating be reasonable? My spaceplanes now burn up entering at the higher speeds and I want to figure out whether stock heating is manageable or not. If people routinely play with it set at 100% I'll go back to the drawing board on my craft design. My apologies if this has been asked before. Thx. Edited February 21, 2017 by proteasome Link to comment Share on other sites More sharing options...
Starwaster Posted February 21, 2017 Share Posted February 21, 2017 22 minutes ago, proteasome said: I'm trying RSS for the first time, and decided to stick with a non-RO setup until I'm more comfortable. My question is, without RO is there a recommended setting to change re-entry heating to? Or should stock 1.2.2 100% re-entry heating be reasonable? My spaceplanes now burn up entering at the higher speeds and I want to figure out whether stock heating is manageable or not. If people routinely play with it set at 100% I'll go back to the drawing board on my craft design. My apologies if this has been asked before. Thx. If you're burning up then your reentry angle might be too steep. It needs to be shallow with your plane doing as much braking as possible while still in the upper atmosphere. You should be taking about one half of an orbit at least before even hitting max Q. Link to comment Share on other sites More sharing options...
proteasome Posted February 21, 2017 Share Posted February 21, 2017 2 hours ago, Starwaster said: If you're burning up then your reentry angle might be too steep. It needs to be shallow with your plane doing as much braking as possible while still in the upper atmosphere. You should be taking about one half of an orbit at least before even hitting max Q. How much of your orbital speed (~7 km/s) should you be able to shed in the upper atm before max Q? Link to comment Share on other sites More sharing options...
Starwaster Posted February 22, 2017 Share Posted February 22, 2017 (edited) 14 hours ago, proteasome said: How much of your orbital speed (~7 km/s) should you be able to shed in the upper atm before max Q? Assuming you're coming in from ISS altitudes, set a periapsis of 60-65km. Through most of your reentry you'll probably want a pitch up of 35-40 degrees When you reach 73km you should be down to about 6.3km/s. At 70km you'll be around 5.5km/s and that's about where you'll really hit some major braking. Your skin temperatures should be dropping by now. Max Q will probably be reached at around 45km altitude and be over 2kPa. (depending on your design it might be higher. I actually hit 2kPa around 70km and it gradually climbed to about 2.3) By this point you should feel free to pitch down whenever you feel like it. Pretty much you'll want to do so by the time you're subsonic or you could lose control. But again, from this point on you should be able to fly your plane normally. If it's purely a glider design then you'll want to be pitched down a bit so you don't slow too much and stall. Edit: On the subject of S-Turns: I have no idea if you'll really need to or not. The shuttle had to in order to prevent overshooting the runway. The purpose is to divert lift off to the sides. As each turn takes you off course, you reverse the turn to the other side and bring yourself back on course. (roll reversals) Edited February 22, 2017 by Starwaster Link to comment Share on other sites More sharing options...
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