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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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Made my first orbit in RSS today. I've tried for a stable one in the past, but had no luck. Completely stock (except for the fairings) with almost 14.6km/s dV. I still have 5 and half km/s left over, so I've got that going for me.
Nice! And the rocket has style. It kinda has an inverted Delta-V paint job to it. :D
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Ralathon, re: Minmus, that needs to be done by a plugin.

Borisbee: Alas RSS only allows the adding of things I've specifically coded to be added, and that's not in the list yet. The idea was (is) for Kopernicus to support doing everything. That said, that's exactly how mapDecal *should* be used :)

Paul Kingtiger: Yes, unstated values will be left unchanged, with the exception of the fact that if you change radius, mass will change to keep G at sea level constant, and things like that (radius/mass/GaSL/gravparam are tied together).

I am very, very aware of the fact that many launch sites have issues. I would dearly love it if someone volunteered to fix them, or even just one of them! :)

Esc@p3 Velocity, I'm going to guess your problem is the same as Arrowstar's, i.e. running out of RAM. You can both verify this by posting your logs (see here for how), or by yourself checking from the bottom up of that log and seeing if "memory" gets mentioned. RSS does use a lot of RAM. You'll need to use a lower res texture pack for RSS, remove part packs, use ATM (or higher aggressive level), switch to OpenGL (if on Windows), etc...

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I am very, very aware of the fact that many launch sites have issues. I would dearly love it if someone volunteered to fix them, or even just one of them! :)

But how would we do that in the config files? I can't figure it out.

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Yes, for this I would allow impossible science fictional drives. I was thinking of something like a portal-based engine. One of your portals stays stationary at a large fuel processing station (at Earth, Luna, in orbit, so long as the location has access to huge amounts of reaction-mass) and the other portal sits at the top of your engine. The result would be something very much like having infini-fuel turned on in the game. It wouldn't actually be infinite... but it would enable ridiculous delta-V.

Interstellar Mods DT Vista Inertial Fusion drive comes to mind, absolutely ridiculous dV at low thrust levels.

Edited by Lightfeather
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Hey all, I'm having issues adding the Additional Planets to my RO game. Upon loading, RSS goes through the loading of the PQSMaps and whatnot like usual, and instead of it displaying 1/17 objects loaded, it showed 1/20 like it should have. Then, when it reached the normal 17 (vall), it just finished up and let me play. So I started a new sandbox game to check if neptune, titania, and triton had been added to my game, however they did not. I've added a few extra mods here and there, mostly part mods and a few plugins, but the only thing I've added that I can think would cause this is Kittopia, which I use to give rings to Saturn, as well as Custom Asteroids to populate those rings.

Anyone have any idea why it would simply skip loading the three added objects?

*Edit* After another look, I noticed that it skips from 16/20 loaded to 20/20 where 20 is Vall, and a look at the config shows that this is where the three new objects are located, right before Vall. Don't know if this would help troubleshoot. I'm still attempting to fix this myself.

Edited by shoe7ess
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Anyone have any idea why it would simply skip loading the three added objects?

Curiously enough, I have encountered the exact same issue, with one install (heavily modded) on my computer but not the other, both using the exact same files modifying the planets (not RSS but 64k with the Outer Planets Mod). It just skips loading the newly added planets and does not even mention anything about it in the log ._. weirdness... I wonder what is causing this.

Edit: This only looked like an RSS issue; in fact it was TextureReplacer unloading textures needed for Kopernicus.

Edited by Tellion
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Hey there, I've decided to try RSS again now with the 0.90 update and all the mods maturing.

I've played it a lot before back on 0.22 and even posted on this thread several times. Most ambitious mission I was able to acomplish (with dozens of years timewarping, tough) was sending a probe to Titan and a return mission to mars.

Well, I tried to look up for my questions but the thread is just massive and most info is outdated so I'll just ask again, sorry if these are recurring questions:

1) Does the launch windows planer mod Works and shows the right launch window for RSS? If no, is there any table around here for the best dates to launch for Mars and most important, Jupiter and Saturn?

2) Any way to calculate Gravity Assists? Does the regular maneuver nodes works? Would the Precise Node Mod help?

3) I find the whole solar system inclined real complicated to plan burns and read the inclinations, any way to easily remove all the inclinations? How do you guys play with them?

4) Does DR need extra modded parts to use with this mod for Spaceplanes? Does flying on the right angle is just enough or should I configure plane parts (from B9) to be shielded? I have already tried regular pods with heatshields and those are okays. First try with Spaceplane didn´t work out so well.

Thanks a lot.

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If you can't enter the tracking station, the administration building and the launch pad after you hafe changed the launch site, just delete the following: LastLaunchSite = "launch_site_name"

in the persitent.sfs data file with a text editor. after that you can resume your game and enter the buildings.

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1. Yes, both the Mechjeb one and TriggerAu's TWP work.

2. You can use various real-life tools for calculating them; ingame, yes, patched conics will show your intercepts and ejections.

3. The system is not inclined; your view is. :) (If we made everything 'flat' then Earth would no longer have the [fake] axial tilt it needs.)

4. Spaceplanes aren't supported by RO yet; when they are, they'll have the correct shielding. Help is always appreciated, though! :)

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Hi Nathan,

I don't know if you're interested in this, but I put together a configuration pack for ClockPunkPanic's Kpseudonym plugin, that changes all of the random Kerbal names to ones corresponding to Real Life space programs.

There are seven packs just now, for the USA, China, Russia, Japan, India, the ESA and an international one. To install, first download KPseudonym, then replace what's inside the Kpseudonym file in the gamedata folder with whatever is inside the folder of your choice from my pack.

Download link from google drive here: https://drive.google.com/file/d/0B-qchMFaWt3HTEpLcFJCcF9QR00/view?usp=sharing

If you like the idea, please feel free to put it in the recommended mods section. If you don't, well I had fun with it anyway, and wanted to share!

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If you can't enter the tracking station, the administration building and the launch pad after you hafe changed the launch site, just delete the following: LastLaunchSite = "launch_site_name"

in the persitent.sfs data file with a text editor. after that you can resume your game and enter the buildings.

Thank you for this work around. Does it work even after you change launch sites or will it have to be done every time?

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peadar1987, that sounds awesome! Please let us know on the RO thread, we'd probably like to either roll that into RO or make it a recommended mod for RO if you release it separately.

Taki117: It should be needed only once, but if it's needed more than once let me know. :\

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peadar1987, that sounds awesome! Please let us know on the RO thread, we'd probably like to either roll that into RO or make it a recommended mod for RO if you release it separately.

Taki117: It should be needed only once, but if it's needed more than once let me know. :\

Unfortunately it's not my mod, I just made the cfg packs for it, although it has been released under an "anything goes" license, so it will probably have to just go into the recommended mods section. Tell you what, I'll repackage the cfgs so they're a little more user-friendly, then post the download links in the RO thread. Maybe add a few more names while I'm at it, at the moment, I only have the 100 most common from each country, so there is some repetition if you have a lot of Kerbals out there.

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