ColdFire979 Posted August 14, 2014 Share Posted August 14, 2014 NathanKell, I'm playing RSS but using the 1/10 config. It works as advertised. (I'm still relatively new to this game so I prefer to use the vanilla sized system still). I'm using the 2046 texture pack provided with it, however the oceans are not rendering! Pics: http://imgur.com/a/nLY5nMy station is in Florida. And as you can see, the water does not appear until I leave the atmosphere. Kinda immersion breaking, and I can only wonder what issues might appear on other planets. Do you have any idea why this might be happening? Thanks in advance. Link to comment Share on other sites More sharing options...
NathanKell Posted August 14, 2014 Author Share Posted August 14, 2014 Check thePQS{}node for each planet. For planets that have an ocean, they need both (taking Kerbin as exampleKerbin{}in the PQS node, and also, below that nodeKerbinOcean{}Note that you don't need anything *inside* the KerbinOcean node, it just has to be there.Same for Laythe to get Titan's ocean. Link to comment Share on other sites More sharing options...
ColdFire979 Posted August 15, 2014 Share Posted August 15, 2014 So here is the unedited part of the code for Kerbin: Kerbin { maxLevel = 14 maxQuadLenghtsPerFrame = 0.001 //i.e. nearly disable this -- and yes, typo is correct. //visRadSeaLevelValue = 7.0 //5.0 // the max visRad //visRadAltitudeValue = 1.7999999523162842 // the minimum visRad //visRadAltitudeMax = 15000.0 //10000.0 PQSMod_VertexSimplexHeightAbsolute // doubles { deformity = 900 //1000 // 485 persistence = 0.7 // 0.60000002384185791 frequency = 36 //12 // 24 } PQSMod_VertexHeightNoiseVertHeightCurve2 // floats { deformity = 5000 //6000 // 4000 ridgedAddFrequency = 48 // 48 ridgedSubFrequency = 32 // 32 //ridgedAddOctaves = 8 // 6 INT simplexHeightStart = 800 // 800 simplexHeightEnd = 9000 // 4600 } PQSMod_VertexRidgedAltitudeCurve // floats { deformity = 950 // 1800 //1100 // 750 ridgedAddFrequency = 140 // 25 // 140 //ridgedAddOctaves = 8 // 3 INT simplexHeightStart = 500 // 0 simplexHeightEnd = 9000 // 6000 } PQSMod_VertexHeightMap // doubles { heightMapOffset = -215.0 //-2000.0 heightMapDeformity = 1730.0 //15600.0 //7000 // 5000 heightMap = GameData/RealSolarSystem/Plugins/PluginData/EarthHeight.png } PQSMod_AltitudeAlpha // doubles { atmosphereDepth = 8000 //6k 4000 } PQSCity { KEYname = KSC lodvisibleRangeMult = 6 // TODO: Remove redundancy when KSCSwitcher handles defaults. // Cape latitude = 28.608389 longitude = -80.604333 repositionRadiusOffset = 53 } PQSMod_MapDecalTangent { heightMapDeformity = 8 absoluteOffset = 0 absolute = true // Cape radius = 10000 latitude = 28.608389 longitude = -80.604333 } Add { PQSMod_VertexColorSolid { blend = 1.0 color = 0.01, 0.01, 0.01, 1.0 order = 999999 } PQSMod_VertexColorMapBlend { vertexColorMap = GameData/RealSolarSystem/Plugins/PluginData/EarthSurface.png blend = 0.605 order = 9999993 } PQSMod_VertexSimplexNoiseColor { blend = 0.03 colorStart = 0.0, 0.0, 0.0, 1.0 colorEnd = 1.0, 1.0, 1.0, 1.0 octaves = 8 persistence = 0.6 frequency = 4000 seed = 1234 order = 9999994 } PQSMod_VertexSimplexNoiseColor { blend = 0.04 colorStart = 0.0, 0.0, 0.0, 1.0 colorEnd = 1.0, 1.0, 1.0, 1.0 octaves = 4 persistence = 0.7 frequency = 40000 seed = 1238 order = 9999995 } } Disable { PQSLandControl { } } } KerbinOcean { PQSMod_AerialPerspectiveMaterial // floats { atmosphereDepth = 5000 // 5000, scale height in m } } } AtmosphereFromGround { innerRadius = 630729 // 0.99 outerRadius = 653027 // 1.025 //invWaveLength = 0.75, 0.82, 0.89, 0.55 } CelestialBodyScienceParams { flyingAltitudeThreshold = 18000 spaceAltitudeThreshold = 3578600 } fooExport { resolution = 1024 maxHeight = 14000 oceanColor = 0.1255, 0.22353, 0.35683 } }As you can see, KerbinOcean is already in there. Does it look correct? Is syntax correct? Link to comment Share on other sites More sharing options...
ImaSpaceJunk Posted August 15, 2014 Share Posted August 15, 2014 I have the same issue, the ocean starts to render if I zoom out far enough, so it's some issue with visibility. Link to comment Share on other sites More sharing options...
TheKutKu Posted August 15, 2014 Share Posted August 15, 2014 I want to rescale the planets to 64 of their size, however, i have a problem with Deimos/Gilly, when i touch the ground , my vessel explodes, even if i am going at 0.3 m/s. Also, the camera gets through the ground.Here is the file:// Deimos = Gilly Gilly { //bodyName = Deimos SSTScale = 1 Radius = 3492 bodyDescription = The second natural satellite around Mars, Deimos is named after Phobos’ twin brother, said to personify terror. tidallyLocked = true Mass = 6.06208E+14 atmosphereScaleHeight = 0.175 Orbit { // Target body name: Deimos (402) // Center body name: Mars (499) // Center-site name: BODY CENTER semiMajorAxis = 15013191.69130000 eccentricity = 0.0003294680798661700 inclination = 38.2773701383231 meanAnomalyAtEpochD = 323.5040336489673 LAN = 47.51893570799763 argumentOfPeriapsis = 263.8963868784089 referenceBody = Duna orbitColor = 1.0, 1.0, 1.0, 1.0 } SSColor32 = GameData/RealSolarSystem/Plugins/PluginData/DeimosColor.png SSBump = GameData/RealSolarSystem/Plugins/PluginData/Deimos_NRM.png PQS { Gilly { maxLevel = 14 maxQuadLenghtsPerFrame = 0.001 //i.e. nearly disable this -- and yes, typo is correct. PQSMod_VertexSimplexHeightAbsolute { deformity = 6 frequency = 30 } PQSMod_VertexHeightNoise { deformity = 30 } Disable { PQSMod_VertexSimplexNoiseColor { } PQSLandControl { } } Add { PQSMod_VertexColorSolid { blend = 1.0 color = 0.01, 0.01, 0.01, 1.0 order = 999999 } PQSMod_VertexHeightMap { heightMap = GameData/RealSolarSystem/Plugins/PluginData/DeimosHeight.png heightMapOffset = 0 heightMapDeformity = 1361.92 order = 10 } PQSMod_VertexColorMapBlend { vertexColorMap = GameData/RealSolarSystem/Plugins/PluginData/DeimosColor.png blend = 1.0 order = 9999993 } } } } CelestialBodyScienceParams { flyingAltitudeThreshold = 1000 spaceAltitudeThreshold = 8000 FlyingHighDataValue = 1 FlyingLowDataValue = 1 } } Link to comment Share on other sites More sharing options...
NathanKell Posted August 15, 2014 Author Share Posted August 15, 2014 Deimos, as it stands in real life, is only 15x12x11 km, or a "sea level" radius of 5.5km. That means its SOI is basically non-existent as it is. I would seriously not recommend making it any *smaller*.ColdFire979: remove the PQSMod inside KerbinOcean. If that doesn't help, try to replicate the issue in RSS v7.2 itself; if the issue does not appear, make the *minimum* number of changes to the cfg possible to make it appear. Link to comment Share on other sites More sharing options...
TheKutKu Posted August 16, 2014 Share Posted August 16, 2014 (edited) Download here, and replace the RealSolarSystem.cfg with this one. Earth's atmosphere is 91Km high and deimos and phobos keep their real sizes.I will make a DV chart later. It is a little bit more difficult than regex's 6:4:1 kerbol system, making an orbit needs 7.5 km/s of DV. Edited August 16, 2014 by TheKutKu Link to comment Share on other sites More sharing options...
AtleSt Posted August 16, 2014 Share Posted August 16, 2014 I realy want to know how the launch sites system work it is non information on that in the first page.could someone tell me or even better, NathanKell update the post. Link to comment Share on other sites More sharing options...
NathanKell Posted August 16, 2014 Author Share Posted August 16, 2014 Yes, I'll update the OP.What exactly do you want to know? You click on the site you want to go to... Link to comment Share on other sites More sharing options...
Playful1510 Posted August 17, 2014 Share Posted August 17, 2014 I'm having an issue, which I think is RSS based, where no matter what launch site I use, it is about 5 km underground in a hole. Here are some screenshots showing what I mean. What is going on here? Link to comment Share on other sites More sharing options...
RedAV8R Posted August 17, 2014 Share Posted August 17, 2014 I'm having an issue, which I think is RSS based, where no matter what launch site I use, it is about 5 km underground in a hole. Here are some screenshots showing what I mean. What is going on here?You failed to follow the instructions. You need a texture pack. Link to comment Share on other sites More sharing options...
DonPiano Posted August 17, 2014 Share Posted August 17, 2014 I'm having an issue, which I think is RSS based, where no matter what launch site I use, it is about 5 km underground in a hole. Here are some screenshots showing what I mean. What is going on here?It looks like you've enabled hard mode. Insanity mode would be launching from a hole that extends to Earth's core Link to comment Share on other sites More sharing options...
p3asant Posted August 17, 2014 Share Posted August 17, 2014 I'm having problems with overheating (i.e: exploding) engines.What settings should I edit?I already tried increasing heatMultiplier in deadly re-entry settings but to no avail. Link to comment Share on other sites More sharing options...
RedAV8R Posted August 17, 2014 Share Posted August 17, 2014 I'm having problems with overheating (i.e: exploding) engines.What settings should I edit?I already tried increasing heatMultiplier in deadly re-entry settings but to no avail.Don't edit anything. Explain your 'problem' and steps you took to replicate the problem. The more detail the better. Link to comment Share on other sites More sharing options...
p3asant Posted August 17, 2014 Share Posted August 17, 2014 Don't edit anything. Explain your 'problem' and steps you took to replicate the problem. The more detail the better.1. Turn engine throttle to max.2. Liftoff!3. Watch the engine overheat in short time.4. Explosions in the most kerbal fashion.5. Catastrophic failure of the launch. Link to comment Share on other sites More sharing options...
RedAV8R Posted August 17, 2014 Share Posted August 17, 2014 1. Turn engine throttle to max.2. Liftoff!3. Watch the engine overheat in short time.4. Explosions in the most kerbal fashion.5. Catastrophic failure of the launch.Not a problem with RSS. Link to comment Share on other sites More sharing options...
p3asant Posted August 17, 2014 Share Posted August 17, 2014 Not a problem with RSS.But it's somewhere along the whole real solar mod league. So I'd figure this is place as good as any to ask. Link to comment Share on other sites More sharing options...
Starwaster Posted August 17, 2014 Share Posted August 17, 2014 I'm having problems with overheating (i.e: exploding) engines.What settings should I edit?I already tried increasing heatMultiplier in deadly re-entry settings but to no avail.heatMultiplier is a Deadly Reentry setting. Increasing it makes things heat up faster. (does not affect normal engine heating, only heating from exposure to a reentry shockwave)But it's somewhere along the whole real solar mod league. So I'd figure this is place as good as any to ask.You figured wrong. Nothing in Real Solar System can possibly have anything to do with what you're talking about. It could be Deadly Reentry depending on what other settings you were playing with and Deadly Reentry does lower the max temp value on a lot of parts including engines. Completely uninstall Deadly Reentry and then test to see if the problem went away. If it did, reinstall Deadly Reentry. If the problem returns, go post there instead of here. Link to comment Share on other sites More sharing options...
p3asant Posted August 17, 2014 Share Posted August 17, 2014 heatMultiplier is a Deadly Reentry setting. Increasing it makes things heat up faster. (does not affect normal engine heating, only heating from exposure to a reentry shockwave)You figured wrong. Nothing in Real Solar System can possibly have anything to do with what you're talking about. It could be Deadly Reentry depending on what other settings you were playing with and Deadly Reentry does lower the max temp value on a lot of parts including engines. Completely uninstall Deadly Reentry and then test to see if the problem went away. If it did, reinstall Deadly Reentry. If the problem returns, go post there instead of here.I apologize.In my opinion, it would make sense for a support/troubleshooting thread to exist for the whole modpack. Link to comment Share on other sites More sharing options...
Playful1510 Posted August 17, 2014 Share Posted August 17, 2014 You failed to follow the instructions. You need a texture pack.You are right. I didn't realize that RSS now NEEDED the texture packs in the OP. Link to comment Share on other sites More sharing options...
NathanKell Posted August 17, 2014 Author Share Posted August 17, 2014 p3asant: most of the realism mods are sufficiently distinct ("this one modifies heating", "this one changes planets," "this one alters aerodynamics") that it generally isn't an issue...Playful1510: I have now bolded the part of the OP that says that. Link to comment Share on other sites More sharing options...
CDK Posted August 17, 2014 Share Posted August 17, 2014 I have KSP .24.2 and can you make an update for this mod for .24.2? Please? Link to comment Share on other sites More sharing options...
RedAV8R Posted August 17, 2014 Share Posted August 17, 2014 I have KSP .24.2 and can you make an update for this mod for .24.2? Please?You've got to be kidding me. Do you even pay attention and read before posting? Link to comment Share on other sites More sharing options...
Woopert Posted August 18, 2014 Share Posted August 18, 2014 Hey all, bug report incoming. Picture: https://mediacru.sh/rS7euFddkgS3.png Sometimes the Moon texture will show up as well (covering the Earth), and in other occasions the skybox texture will be blanketing the EarthThe Earth looks like this whenever I go into map view. I also noticed it occured when I time warped on the launch pad. This is what the sky looked like after doing so: https://mediacru.sh/O0nkM9ObN7T3.pngAnd of course, a log file (32 bit KSP): https://www.dropbox.com/s/s1qldxo1h27rdll/output_log.txtModlist:blizzy78 ToolbarActive Texture Management (32 bit)Aerojet KerbodyneAIES AerospaceAdvanced Jet EngineAnimatedDecouplers (32 bit)BahaSP animation plug-inblackheart612 PF texturesSoviet EnginesEnvironmental Visual Enhancements (Overhaul 9-2)FASAFerram Aerospace ResearchFirespitter plug-inRasterPropMonitorKerbal Joint ReinforcementKerbXKlockheed Martian km_gimbal plug-inKlockheed Martian Space Shuttle EnginesPart CatalogKW RocketryAll LazTek packsMechJeb2ModStatistics (disabled)ModuleRCSFXNavyFish Docking Port Alignment IndicatorNearFuture ConstructionNearFuture SolarPartAngleDisplayProcedural WingsProcedural FairingsTaurus HCVRCS Build AidRealChuteRealFuelsRealismOverhaul (latest GitHub version)Real Solar System 7.2RemoteTech2RLA StockalikeSDHISelectRootSLS Adapter piece (made by blackheart612 and myself, it's just a single part)StretcjySNTTexturesTextureReplacer (no texture packs installed)TAC Life SupportTweakScaleModulefixerModuleManager 2.2.1Cheers Link to comment Share on other sites More sharing options...
NathanKell Posted August 18, 2014 Author Share Posted August 18, 2014 CDK: I suggest checking the title of the thread Woopert: Thanks for an excellent report! Alas I have no particular help other than guessing that what the problem is is that, even though you have 2GB of memory on your graphics card, you still have too much on it. Does the problem go away if, say, you remove KW Rocketry and a few other texture-heavy mods? Link to comment Share on other sites More sharing options...
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