Galileo Posted September 17, 2017 Share Posted September 17, 2017 (edited) 11 hours ago, aymcoder said: Link is dead for me Do you have an other link to give to me plz ? Sorry, it's not more obvious. My fault. This should work. Just drop the cfg into your GameData folder. RSS PATCH FOR 1.3 Edited September 17, 2017 by Galileo Link to comment Share on other sites More sharing options...
aymcoder Posted September 17, 2017 Share Posted September 17, 2017 12 hours ago, Galileo said: Sorry, it's not more obvious. My fault. This should work. Just drop the cfg into your GameData folder. RSS PATCH FOR 1.3 Thx it works perfect Link to comment Share on other sites More sharing options...
Mat2ch Posted September 18, 2017 Share Posted September 18, 2017 On 9/15/2017 at 4:18 PM, Philaphlous said: I've got rss installed via CKAN and it works great!!! How did you do that? I can't find RSS for KSP 1.3 in CKAN Link to comment Share on other sites More sharing options...
raxo2222 Posted September 18, 2017 Share Posted September 18, 2017 Does Triton has correct surface pressure at 1.4 - 6.5 Pa like wikipedia says, or still its 10 times too much? Also you need to fix your reference frame for gas giant - currently switch happens in atmosphere. It should be high enough to happen outside atmosphere, now atmospheric probes get fried and/or crushed randomly when reentering gas giant atmosphere. Link to comment Share on other sites More sharing options...
Phineas Freak Posted September 18, 2017 Share Posted September 18, 2017 @raxo2222 From the RSS GitHub repository: pressureCurve { key = 0 0.0165 0 -1.11539E-06 . . . } So yes, the surface pressure is correct. Link to comment Share on other sites More sharing options...
raxo2222 Posted September 18, 2017 Share Posted September 18, 2017 (edited) 0.0165 Thats 16.5 Pa 1.65 Pa is 0.00165 kPa Triton pressure on surface is estimated in order of few pascals. Edited September 18, 2017 by raxo2222 Link to comment Share on other sites More sharing options...
Phineas Freak Posted September 19, 2017 Share Posted September 19, 2017 14 hours ago, Phineas Freak said: So yes, the surface pressure is correct. 13 hours ago, raxo2222 said: Thats 16.5 Pa 1.65 Pa is 0.00165 kPa Shhhh...don't tell anyone that i cannot read... Anyway, i opened a new issue at the RSS repository for it. Link to comment Share on other sites More sharing options...
raxo2222 Posted September 19, 2017 Share Posted September 19, 2017 It seems like phobos and deimos textures are completely broken. https://imgur.com/a/1DDPj Link to comment Share on other sites More sharing options...
Galileo Posted September 19, 2017 Share Posted September 19, 2017 9 minutes ago, raxo2222 said: It seems like phobos and deimos textures are completely broken. https://imgur.com/a/1DDPj Are you using my 1.3 patch posted a few comments above?? Link to comment Share on other sites More sharing options...
raxo2222 Posted September 20, 2017 Share Posted September 20, 2017 (edited) 10 hours ago, Galileo said: Are you using my 1.3 patch posted a few comments above?? yes and 4096 (middle res) textures. Isn't Kilimanjaro bit too high? https://imgur.com/a/ym4rN Edited September 20, 2017 by raxo2222 Link to comment Share on other sites More sharing options...
valala9 Posted September 27, 2017 Share Posted September 27, 2017 On 17/09/2017 at 4:01 AM, Galileo said: Sorry, it's not more obvious. My fault. This should work. Just drop the cfg into your GameData folder. RSS PATCH FOR 1.3 So, wich versions of module manager, kopernicus.. should we have to run it on KSP 1.3, i'm a bit lost a tried a lot of combinations and it don't work at all. Link to comment Share on other sites More sharing options...
Galileo Posted September 27, 2017 Share Posted September 27, 2017 4 hours ago, valala9 said: So, wich versions of module manager, kopernicus.. should we have to run it on KSP 1.3, i'm a bit lost a tried a lot of combinations and it don't work at all. The latest. Link to comment Share on other sites More sharing options...
sir raftalot Posted September 28, 2017 Share Posted September 28, 2017 Hey Gang, got a question. the time warp with the 1.2 version of rss and the 1.3 patch doesn't seem to work for me i found the real solar system file with the following code REALSOLARSYSTEM { // GENERAL PARAMETERS //cam01NearClip = 1 timeWarpRates { rate1 = 10 rate2 = 100 rate3 = 1000 rate4 = 10000 rate5 = 100000 rate6 = 1000000 rate7 = 6000000 } } @REALSOLARSYSTEM:FOR[RSSConfig] { RSSConfig = True } however it still uses the base games time warp config. id also like to be able to modify time warp rates in other games as well does anyone know what could be up or how the code around time warp works? thanks a ton Link to comment Share on other sites More sharing options...
Phineas Freak Posted September 29, 2017 Share Posted September 29, 2017 @sir raftalot These functions are dependent on the actual RSS assembly in order to operate. RSS is version locked, meaning that the KSP 1.2.2 version will not run under KSP 1.3. You will need to recompile the source code for that. Also, only the time warp rates list is needed for what you want, everything else is not needed: REALSOLARSYSTEM { timeWarpRates { rate1 = 10 rate2 = 100 rate3 = 1000 rate4 = 10000 rate5 = 100000 rate6 = 1000000 rate7 = 6000000 } } Link to comment Share on other sites More sharing options...
sir raftalot Posted September 29, 2017 Share Posted September 29, 2017 hmm. interesting so somewhere in rss is calling on this bit of code in order to make the appropriate changes? i guess what im asking is what is calling on this to make the changes? or is it a case of the function timeWarpRates is broken in 1.3? or its a bit of code that you guys added, that wasn't preexisting? sorry for the deluge im just interested in begining to make my own mods. thanks again Link to comment Share on other sites More sharing options...
Phineas Freak Posted September 30, 2017 Share Posted September 30, 2017 23 hours ago, sir raftalot said: so somewhere in rss is calling on this bit of code in order to make the appropriate changes? i guess what im asking is what is calling on this to make the changes? Yes, more specifically the TimeWarpFixer.cs class of the RSS assembly. 23 hours ago, sir raftalot said: or is it a case of the function timeWarpRates is broken in 1.3? or its a bit of code that you guys added, that wasn't preexisting? Nothing "broke" or got changed in KSP 1.3. You just have to: Update the RSS compatibility checker for the KSP 1.3 version Recompile the RSS source code against the KSP 1.3 assemblies via your favourite C# IDE (Visual Studio, SharpDevelop, MonoDevelop to name a few). Replace the existing RSS assembly with your new one Profit! If you are willing to use KSP 1.2.2 (probably should until a KSP 1.3 compatible RSS version is released) then none of the above steps are required. Link to comment Share on other sites More sharing options...
sam_milne Posted October 1, 2017 Share Posted October 1, 2017 i am having trouble using rss in 1.3 and am confused on how to make it work in 1.3 Link to comment Share on other sites More sharing options...
Abpilot Posted October 2, 2017 Share Posted October 2, 2017 5 hours ago, sam_milne said: i am having trouble using rss in 1.3 and am confused on how to make it work in 1.3 you simpily download the RSS patch and just smack it into game data, just don't flood ksp full of mods or its trashed Link to comment Share on other sites More sharing options...
OhioBob Posted October 2, 2017 Share Posted October 2, 2017 On 9/18/2017 at 1:19 PM, raxo2222 said: Thats 16.5 Pa 1.65 Pa is 0.00165 kPa Triton pressure on surface is estimated in order of few pascals. That's easy enough to fix. Just replace Triton's atmosphere node with this one: Atmosphere { // General atmosphere settings enabled = true oxygen = false maxAltitude = 70000.0 // constants adiabaticIndex = 1.4 atmosphereMolarMass = 0.02801 // Atmosphere Pressure staticPressureASL = 0.00165 pressureCurve { key = 0 0.00165 0 -1.11539E-07 key = 2000 0.00143845 -1.00036E-07 -1.00036E-07 key = 4000 0.00124970 -8.87642E-08 -8.87642E-08 key = 6000 0.00108313 -7.78938E-08 -7.78938E-08 key = 8000 0.000937741 -6.76041E-08 -6.76041E-08 key = 10000 0.000812006 -5.83551E-08 -5.83551E-08 key = 12000 0.000703477 -5.03706E-08 -5.03706E-08 key = 15000 0.000567871 -4.04021E-08 -4.04021E-08 key = 20000 0.000398762 -2.80067E-08 -2.80067E-08 key = 25000 0.000281418 -1.94596E-08 -1.94596E-08 key = 30000 0.000199763 -1.35663E-08 -1.35663E-08 key = 40000 0.000102702 -6.68361E-09 -6.68361E-09 key = 50000 5.44174E-05 -3.36910E-09 -3.36910E-09 key = 60000 2.97893E-05 -1.74504E-09 -1.74504E-09 key = 70000 0 0 0 } // Atmosphere Temperature temperatureSeaLevel = 39 temperatureCurve { key = 0 37 0 -0.0003 key = 8000 36 0 0 key = 70000 43 0.0002 0 } temperatureSunMultCurve { key = 0 1 0 -0.0002 key = 8000 0 0 0 key = 70000 0 0 0 } temperatureLatitudeBiasCurve { key = 0 0.5 0 0 key = 90 -1.5 -0.036 0 } temperatureLatitudeSunMultCurve { key = 0 4 0 0 key = 90 2 -0.036 0 } temperatureAxialSunBiasCurve { key = 0 -2.5712 0 0.053480 key = 40 0 0.069813 0.069813 key = 130 4 0 0 key = 220 0 -0.069813 -0.069813 key = 310 -4 0 0 key = 360 -2.5712 0.053480 0 } temperatureAxialSunMultCurve { key = 0 0 0 0.018 key = 90 1 0 0 } temperatureEccentricityBiasCurve { key = 0 0 0 0 key = 1 0 0 0 } } Link to comment Share on other sites More sharing options...
sam_milne Posted October 2, 2017 Share Posted October 2, 2017 13 hours ago, Abpilot said: you simpily download the RSS patch and just smack it into game data, just don't flood ksp full of mods or its trashed i have done this but the planets are still the same name a haven't changed Link to comment Share on other sites More sharing options...
Abpilot Posted October 2, 2017 Share Posted October 2, 2017 5 hours ago, sam_milne said: i have done this but the planets are still the same name a haven't changed have you tried putting it in the actual game data directory for RSS Link to comment Share on other sites More sharing options...
Abpilot Posted October 2, 2017 Share Posted October 2, 2017 even if it doesn't work just use stock sized real solar system Link to comment Share on other sites More sharing options...
Sigor Posted October 7, 2017 Share Posted October 7, 2017 On 1.10.2017 at 9:44 PM, sam_milne said: i am having trouble using rss in 1.3 and am confused on how to make it work in 1.3 Make sure you've got ModuleManager 2.8.1 and Kopernicus 1.3.0-8 (with ModularFlightInegrator that comes with that version). If it still doesn't work make a fresh 1.3 (not 1.3.1) instance of the game, install just RSS, RSS patch, ModuleManager and Kopernicus and make sure it works(your GameData folder should look exactly like this: https://imgur.com/a/ozAI2). Install other mods afterwards. Link to comment Share on other sites More sharing options...
windystig Posted October 10, 2017 Share Posted October 10, 2017 Apologies if this is the wrong thread as i am really unsure which mod is causing it and the search is finding nothing. I use 1.2.2 and RSS. But the Earth has no land masses. Its fine when i launch but as soon as i am in orbit or if i am looking at the earth in the tracking station screen it is just a ball of ocean. Is this an RSS issue or perhaps a RSSVE issue? Hunted the various threads but they are so long now that finding what i'm looking for without a robust search tool is proving quite difficult. Any ideas appreciated. Link to comment Share on other sites More sharing options...
DrLicor Posted October 10, 2017 Share Posted October 10, 2017 @windystig, it's a RSSVE thing, follow these instruction to solve it. " A note for the DirectX 11 and OpenGL users: if you are affected by the "featureless sphere" problem then you will also need to enable the alternate Scatterer renderer settings. These can be enabled by: Opening the "RSSVE_Scatterer_PlanetFix_Config.cfg" file (located under the GameData/RSSVE path) Changing the "rendererFixEnabled" option from "False" to "True" Saving the changes and (re)starting KSP " Link to comment Share on other sites More sharing options...
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