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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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Clouds of metaphor's nice Solar system package not seem to appear properly with latest VisualEnhance mod... So I just made little fix for that!

https://www.dropbox.com/s/61r1o59zj9au68h/userCloudLayers.cfg

Put fixed my userCloudconfig.cfg into

Gamedata\BoulderCo\Clouds

I updated it a couple of days ago to work with the newest version of Visual Enhancements, so it should be OK now. Thanks lmw5201!

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Hmm. I don't think that an unmanned, minimalistic attempt at an orbit should be heading off to Alpha Centauri at nearly 9000 TIMES the speed of light...

fClFhIc.png

In all seriousness though, as my rocket increased in altitude, the camera would begin to lag behind. At 10Km the camera stopped completely, and at 12Km, this happened.

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AFAIK, all of my mods are up to date, and I haven't used anything not for 0.23 (Except for the shuttle SRB and F-1, but I haven't installed those yet.):

AIES Aerospace 143

KW Rocketry 2.5.6

Texture Replacer 0.12.1

FAR 0.12.5.2

KJR 1.7

Stretchy SRB 8.1

Toolbar (I didn't install this. It came with FAR)

Mechjeb 2.1.1.01

Real SolarSystem 5.5

Real Fuels 4.2

ASET ALCOR 1.7

Raster Prop Monitors 0.13

ScanSat b5

Module Manager 1.5.6

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AFAIK, all of my mods are up to date, and I haven't used anything not for 0.23 (Except for the shuttle SRB and F-1, but I haven't installed those yet.):

AIES Aerospace 143

KW Rocketry 2.5.6

Texture Replacer 0.12.1

FAR 0.12.5.2

KJR 1.7

Stretchy SRB 8.1

Toolbar (I didn't install this. It came with FAR)

Mechjeb 2.1.1.01

Real SolarSystem 5.5

Real Fuels 4.2

ASET ALCOR 1.7

Raster Prop Monitors 0.13

ScanSat b5

Module Manager 1.5.6

Just FYI RPM 0.14 got released :D

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No. That's the weird thing. The game didn't crash. But every time I tried to launch a rocket, the exact same thing would happen. During ascent camera begins to lag behind, camera stops, rocket continues for about a kilometre then teleports off into deep space going a hell of a lot faster than the speed of light. It happened several times, and I don't know why. (I do remember other people reporting this happening to them in 0.22 though. Don't remember if stock or not.)

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Well, at this point all I can suggest is (1) posting your output_log.txt (from ksp/KSP_Data); even though there was no crash, there might be something in the log; and (2) start by removing half your mods. If problem goes away, add hafl of what you removed back; if it persists, remove another half, etc., until you narrow it down.

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No. That's the weird thing. The game didn't crash. But every time I tried to launch a rocket, the exact same thing would happen. During ascent camera begins to lag behind, camera stops, rocket continues for about a kilometre then teleports off into deep space going a hell of a lot faster than the speed of light. It happened several times, and I don't know why. (I do remember other people reporting this happening to them in 0.22 though. Don't remember if stock or not.)

wait... tou accidentally invented FTL drive and you're complaining???

lol J/K... lots of things can cause that and it doesn't always cause errors in the log :(

I once triggered the same damn thing by adding the solar panel module to BobCat's inflateable greenhouse and at 7km-10km it would do just what you said minus the FTL thing. maybe cause I triggered abort mode and let the crew parachute down. But I could not center the camera on them when they landed.

would you mind posting the craft file, list of mods and a quicksave file of the craft on the ground?

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List of mods is in the other post. I think it has something to do with the AEIS Probes. Whenever I use them this happens. I just made another rocket, with an AEIS Probe body and an AEIS engine, and this happened again.

Also, Starwaster, I may have just invented the FTL drive, but it is probably more like the Super Hyper Mega WTFTL drive, and it is completely uncontrollable, and unpredictable. On top of that, I was trying to go through the development of the space age as a kerbal nation, and I was just on to getting an incredibly small probe (Basically sputnik) just into orbit. And then the thing starts shooting of into intergalactic space. As you can imagine, I was annoyed and very confused.

My save (The Falchion 2 -The afflicted probe- is on the pad.): http://www./download/0qgla6j972y5atd/Buggy%20Save.zip Just copy the file "Race to the Giants" into your saves folder. Mechjeb would launch it fine if not for the afore mentioned bugginess, so do what you can. It shouldn't be hard to fly, as all of the engines have gimbaling. (BTW, I am not using RO, I am just using the Real Fuels "Realistic Stockalike" config, with Realistic masses set to true.)

Edited by Deathsoul097
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I am loving this mod with your realism mod but I found a bug. When I timewarp on the launchpad or just wait a little bit, the bars on the launchpad float up? This is pics of just waiting a bit. If I timewarp it gets way higher.

CSQmRjQ.png

oJiM7ib.png

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Will the RSS + PlanetFactory config be updated to support the new Urania system made for Planetfactory CE?

Well with the WIP PlanetFactory CE mod it's possible to make new planets. So it might be possible to overhaul the whole thing and make the real solar system with as many moons and minor planets as you want. I might work on that when I have some time.

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This mod makes no sense. the rockets arent strong enough to deal with 10x planets. they are requiring 5 minute burns just to get into parking. unless someone mods fuel tanks to actually carry human like amounts of fuel and enough for the long burns its impossible

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This mod makes no sense. the rockets arent strong enough to deal with 10x planets. they are requiring 5 minute burns just to get into parking. unless someone mods fuel tanks to actually carry human like amounts of fuel and enough for the long burns its impossible

This is why KSP used scaled planets.

Anyway, this mod is for people who want a much bigger challenge than stock KSP can offer. Things will be hard to get into orbit and burns will take long, deal with it or deinstall.

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unless someone mods fuel tanks to actually carry human like amounts of fuel and enough for the long burns its impossible

I think some of your difficulty is from not using Stretchy tanks. They're like procedural tanks you can make to any size.

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This mod makes no sense. the rockets arent strong enough to deal with 10x planets. they are requiring 5 minute burns just to get into parking. unless someone mods fuel tanks to actually carry human like amounts of fuel and enough for the long burns its impossible

Someone has done exactly that.

http://forum.kerbalspaceprogram.com/threads/64118-0-23-Real-Fuels-v4-3-1-20-14

http://forum.kerbalspaceprogram.com/threads/59207-0-23-Realism-Overhaul-ROv3-Modlist-for-RSS-1-10-14

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Someone? NathanKell made RSS, RO, RF and DRE so yeah xD

Funny is that RO is mentioned in the first lines of the OP (not RF but it is included in RO anyway) but it seems some people don't bother reading the OP and better just start ranting instead of using their brain..

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I was playing off what he said. Trust me, I know who the guy is that made all of my favorite KSP mods. :wink:

Yeah, some people are too quick to criticize a mod they don't like/don't use.

vrgadin, like Scripto said, StretchyTanks will be very helpful as well. Bring your harpoon as well, you're going to meet the Kraken.

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For some reason everytime I get out of a capsule or just land because the capsule does it too. I go a few feet down in the ground and I can't get out. The collider is messed up or something. I have my terrain detail on high if that changes anything. :P

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Different mesh resolution between collider and actual terrain is my guess. Odds are in other places you'll be a few cm in the air?

All I have seen in the air is just by the launchpad. Everywhere else I am in the ground. I also am beneath the water too. Is there a way to fix it?

EDIT: If it helps I am also using the 10x Rescaled stock-Kerbol system config.

Edited by tygoo7
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