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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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I checked it in the way that I landed a craft on it with a thermometer attached. How can I even not be in the SOI when checking atmo temperature?

The syntax looks correct but the formatting is strange. But I'm on my phone. I'll look at it in more detail when I return home.

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I'm just encountered the same issue as Skyler4856, stuck on 15/17 (Laythe) on the first run on KSP (and because of that, i stuck on every one starting session).

Installed by CKAN, on a clean KSP 0.90 32bit, under Windows 8.1 x64. RSS textures are the DDS 8192 version.

Trying to solve method #1: Uninstall RSS in CKAN. (DDSLoader installed) Then reinstall RSS. Same effect, stuck on 11/17 this time.

Trying to solve method #2: Manually overwrite the DDSLoader files from the downloaded RSS .zip file. Note: The file dates are match. No effect, stuck on 11/17.

Trying to solve method #3: Uninstall DDSLoader (with Realismoverhaul, RSS, etc.), install DDSLoader first, then RealismOverhaul and RSS, this time i choose the non-DDS 8192 texture pack. Stuck on 5/17.

Giving up on installing RSS...

Im having the same exact issue

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I checked it in the way that I landed a craft on it with a thermometer attached. How can I even not be in the SOI when checking atmo temperature?

Skyrex, what's your ASL when landing? (altitude above sea level)

I didn't actually go to Pol but I tested this on the Mun and immediately noticed that most of the plains are ~9km ASL. (on an oceanless planet, sea level = the lowest possible altitude on that world)

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Skyrex, what's your ASL when landing? (altitude above sea level)

I didn't actually go to Pol but I tested this on the Mun and immediately noticed that most of the plains are ~9km ASL. (on an oceanless planet, sea level = the lowest possible altitude on that world)

I know, the lowest I got on Pol was around 3500m during testing. But the Thermo read 1-2 degrees there. With my heatcurve it should've been 1000-1400 degrees at that ASL, which should trigger first overheats.

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I know, the lowest I got on Pol was around 3500m during testing. But the Thermo read 1-2 degrees there. With my heatcurve it should've been 1000-1400 degrees at that ASL, which should trigger first overheats.

Ok, there's a definite problem with Pol, and probably other planets too. I have an idea as to what it is. I'll try to test that out later tonight once I'm finished dealing with sick cats. If I'm right then it should be a quick fix and I'll send in a pull request to Nathan.

(confirmed that there is a problem with Pol by applying a temperatureCurve that I knew should work that extended up to 130km. I never got above vacuum temperatures all the way down to ground)

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how to add clouds to planets? i dont have it after installing mod...

and what mod added rockets from first page imgur: "widmanstatten goes to Mars and back with Apollo-derived hardware"?

Edited by komatozz
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Thanks to a very helpful post on the RSS subreddit I was able to get the Neptune expansion working.

Since I was not able to find any info on it on this thread about that pack Ive decided to ask here. Is it within the licensing for that pack to modify it and add my own planets using Space Engine textures? Whatabout for RSS itself?

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Hello all, I've tried my best to search through the 500+ pages on the RSS thread and 100 or so on RO thread and haven't come across my problem. I've installed the following mods manually, and in this order:

RealSolarSystem

Advanced Jet Engine

Ferram Aerospace Research

CrossFeedEnabler

Kerbal Joint Reinforcement

Module Manager (2.5.10)

ModuleRCSFX

Real Fuels

Active Texture Management

Realism Overhaul

I'm using a fresh KSP .90 32bit on Windows 8.1 with OpenGL. My issue is I get hung up on the title screen when RealSolarSystem Status starts going through the editing body status. I get hung up around body 11/17; I wait about 15 to twenty minutes as suggested, however it still doesn't move. I shut down and restart KSP in 32bit mode. Any help would be appreciated.

What version of the 4 Texture managements are you using? I'm using the Aggressive 32 bit version.

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Thanks to a very helpful post on the RSS subreddit I was able to get the Neptune expansion working.

Since I was not able to find any info on it on this thread about that pack Ive decided to ask here. Is it within the licensing for that pack to modify it and add my own planets using Space Engine textures? Whatabout for RSS itself?

If it's for your personal use, yes.

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Which Neptune pack are you talking about?

On the first post theres a link to bonus planets by you that adds Neptune, Triton and Titania. It no longer works as instructed but someone on /r/RealSolarSystem figured it out and shared, so it works if you do it that way. I think it requires a new version of Kopernicus.

For making new planets/moons, I am just planning to use them (Sedna, Charon, etc) for personal use and mission videos, with credits to everyone.

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That's great! I have been trying to fix it since december to no avail. I have no idea if my licence allows it, even with my permission, but I would not mind if you redistribute your new planets(and the fixes) if you so desire.

http://www.reddit.com/r/RealSolarSystem/comments/2vqqcl/does_the_rss_bonus_planet_pack_on_the_thread_that/

The first comment is the amazing advice that led to it working. I tried myself but was unable to do it. Basically it uses a new kopernicus and shuffles some files.

I added new planets by exporting SE textures and modifying the config. I've got Sedna working well so far but am still working on Eris and Dysnomia.

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http://www.reddit.com/r/RealSolarSystem/comments/2vqqcl/does_the_rss_bonus_planet_pack_on_the_thread_that/

The first comment is the amazing advice that led to it working. I tried myself but was unable to do it. Basically it uses a new kopernicus and shuffles some files.

I added new planets by exporting SE textures and modifying the config. I've got Sedna working well so far but am still working on Eris and Dysnomia.

Don't forget Ceres and Vesta :P

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Don't forget Ceres and Vesta :P

Those are next, maybe even Pallas, depending on the memory load. I don't know how significant it will be but I would love to add tons of the smaller dwarf planets and moons. 2007 OR10 is up on my list too.

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Those are next, maybe even Pallas, depending on the memory load. I don't know how significant it will be but I would love to add tons of the smaller dwarf planets and moons. 2007 OR10 is up on my list too.

How do you do it? Do you just add a few lines in the Realsolarsystem config file, put some textures inside some folder and then your done?

- - - Updated - - -

Those are next, maybe even Pallas, depending on the memory load. I don't know how significant it will be but I would love to add tons of the smaller dwarf planets and moons. 2007 OR10 is up on my list too.

God. If only we could add as many bodies as there are in Orbiter 2010... :P

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Been looking through some RealSolarSystem cfgs for different mods lately. Does RSS actually change axialtilt with axialTilt = n now?

Edit: Also, where do you change the sphere of influence of a planet?

Edited by ThorBeorn
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How do you do it? Do you just add a few lines in the Realsolarsystem config file, put some textures inside some folder and then your done?

- - - Updated - - -

God. If only we could add as many bodies as there are in Orbiter 2010... :P

I basically add a new planet (usually Eeloo) using Kopernicus. Then, in the RSS Config I just add a new planet line. It lets me make the planet's name correct (so Sedna says Sedna, not Eeloo), and I use as-accurate-as-possible data for all of the physical and orbital statistics. You can do planets or moons with this.

Space Engine is seriously brilliant. I discovered it planning to use the procedural textures for stock KSP packs but then I discovered how MUCH of our solar system is in there. Hundreds of asteroids, comets, KBOs, Scattered Disk objects, and both Sednoids. All of them have textures, and although they don't know what many KBOs look like, they are as accurate as possible (e.g. Sedna is very red, almost as much as Mars, as it is expected to be). Just look at this list http://web.gps.caltech.edu/~mbrown/dps.html. Basically, the limit is my computer's memory.

So far, Sedna works, although the orbit extends past the zoom limit so you have to angle your view to see the whole orbit. I had Eris and Dysnomia working properly but once I added Sedna it messed with their textures so I need to work that out (I may know the problem but I can't test it yet). I suspect typos are the issue, as usual. I'm really really excited about being able to send missions to all the new stuff.... There are SO MANY OBJECTS in the Kuiper belt, and some of them have moons big enough to be spherical.

I don't know the limit of planet creation yet, as in, how many can be in there with Kopernicus before memory takes a drastic hit. I also don't know if there are size limits (imagine having Comet 67P and having to get orbit around it, where orbital velocity is 1 m/s. ). There may be because when I tried to land on Deimos in RSS it devoured (literally) my ship.

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Thanks, I managed to get ceres ingame.

For Sedna, there may be a way to edit camera settings.

Any idea how to make planets not spherical? Like phobos and deimos. I want to add Vesta and other small bodies.

- - - Updated - - -

Been looking through some RealSolarSystem cfgs for different mods lately. Does RSS actually change axialtilt with axialTilt = n now?

Edit: Also, where do you change the sphere of influence of a planet?

I think the sphere of influence is calculated from the mass of the body

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