FawkesF Posted January 16, 2016 Share Posted January 16, 2016 KSP: 1.0.5 Win 32bit Problem: RSS, most stations are underground Mods Installed:http://imgur.com/a/mjgiC Repoduction Steps: Open up KSP, Switch stations, or just look, KSC is probs underground log(s): IDK what log i should use Link to comment Share on other sites More sharing options...
NathanKell Posted January 16, 2016 Author Share Posted January 16, 2016 Yep, it's a known issue, they need fixing. @CitizenVeen was awesome and fixed Kodiak. We're still waiting on others willing to contribute. Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 16, 2016 Share Posted January 16, 2016 Is it required for the KSP texture quality to be set on "High" before making any changes to the site position parameters? Link to comment Share on other sites More sharing options...
NathanKell Posted January 16, 2016 Author Share Posted January 16, 2016 Texture quality won't matter. Terrain quality does. If you're lucky, the site will work equally well whether terrain detail is set to high or set to medium/default/whatever. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted January 19, 2016 Share Posted January 19, 2016 Fix for Phobos and Deimos. This fixes both the blockiness and the intangibility of the PQS terrain on both moons. You can put this config in GameData to fix this until RSS implements this. @Kopernicus:AFTER[RealSolarSystem] { @Body[Phobos] { @PQS { @MinLevel = 2 @MaxLevel = 3 } } @Body[Deimos] { @PQS { @MinLevel = 2 @MaxLevel = 3 } } } //Max Level used to be 18 or something big. That was causing the blocky, intangible terrain. This config can be added in your RSS game to fix the issue. //The fix is also implemented directly (not as a patch) to the LGMFM-SolarSystem.cfg file in Little Green Men from Mars v1.1. If you're using LGMFM you don't need to install this. Link to comment Share on other sites More sharing options...
MrMeeb Posted January 21, 2016 Share Posted January 21, 2016 Get ready to add Phattie http://www.iflscience.com/possible-ninth-planet-solar-system-discovered Link to comment Share on other sites More sharing options...
Whirligig Girl Posted January 21, 2016 Share Posted January 21, 2016 (edited) RealSolarSystem science definitions. Feel free to implement this into RSS if you want, NathanKell. http://pastebin.com/A6FGed9j EDIT: And here's some RSS Visual Tweaks. Edited January 21, 2016 by GregroxMun Link to comment Share on other sites More sharing options...
NathanKell Posted January 22, 2016 Author Share Posted January 22, 2016 The science defs are actually being done in RP-0, but thanks! I already chucked in your Phobos and Deimos fix, but I'm happy to nom the rest too. Public notice: between that and the atmosphere pressure etc work @OhioBob has been doing, and the fact that I'm no longer 1000% busy on tutorials, I'll be making a release soon. So. HALP PLS I could really use YOUR HELP (hi all!) in fixing up the launch sites for the next release! It's not that hard, there are docs --it just takes a bit of trial and error and KSP-reloading. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted January 22, 2016 Share Posted January 22, 2016 (edited) 15 minutes ago, NathanKell said: The science defs are actually being done in RP-0, but thanks! I already chucked in your Phobos and Deimos fix, but I'm happy to nom the rest too. Public notice: between that and the atmosphere pressure etc work @OhioBob has been doing, and the fact that I'm no longer 1000% busy on tutorials, I'll be making a release soon. So. HALP PLS I could really use YOUR HELP (hi all!) in fixing up the launch sites for the next release! It's not that hard, there are docs --it just takes a bit of trial and error and KSP-reloading. Doesn't RP-0 use different science experiments (like no Mystery goo)? These definitions are for all stock experiments. Edited January 22, 2016 by GregroxMun Link to comment Share on other sites More sharing options...
NathanKell Posted January 22, 2016 Author Share Posted January 22, 2016 Ah, I see. In that case I guess it does make sense to plop them in RSS. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted January 23, 2016 Share Posted January 23, 2016 23 hours ago, NathanKell said: Ah, I see. In that case I guess it does make sense to plop them in RSS. Would it then also make sense to define science values of planets and moons in RSS rather than RP-0? Link to comment Share on other sites More sharing options...
NathanKell Posted January 23, 2016 Author Share Posted January 23, 2016 I'm happy to accept any PRs to give "stock" balanced science values for RSS bodies. The RP-0 ones are balanced for RP-0. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted January 23, 2016 Share Posted January 23, 2016 13 hours ago, NathanKell said: I'm happy to accept any PRs to give "stock" balanced science values for RSS bodies. The RP-0 ones are balanced for RP-0. PR is in. Thanks! Link to comment Share on other sites More sharing options...
metaphor Posted January 23, 2016 Share Posted January 23, 2016 (edited) In case anyone wants to replicate the newly "discovered" Planet Nine, in your RSSKopernicus.cfg file copy the entry for Neptune and replace the start of it with the following (you can change the name): name = Persephone finalizeOrbit = true Template { name = Jool } Orbit { // Target body name: // Center body name: Sun (10) // Center-site name: BODY CENTER referenceBody = Sun semiMajorAxis = 75900000000000 eccentricity = 0.58 inclination = 20 meanAnomalyAtEpochD = 148 longitudeOfAscendingNode = 100 argumentOfPeriapsis = 151 color = 0.19215, 0.33333, 0.56862, 1.0 } Properties { description = Discovered through its gravitational effect on the farthest bodies in the solar system, Persephone is slightly smaller than Uranus and Neptune. radius = 21000000 // adjusted below average to approximate height where pressure approaches 1000 Bar mass = 6E+25 rotationPeriod = 36000 tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 5000 30000 30000 100000 300000 600000 1000000 // FIXME add biomes ScienceValues { flyingAltitudeThreshold = 191000 spaceAltitudeThreshold = 3000000 } } Edited January 23, 2016 by metaphor Link to comment Share on other sites More sharing options...
TheAurora Posted January 30, 2016 Share Posted January 30, 2016 Hello everyone! Fantastic work on RSS. I do sincerely apologize if this has been mentioned before, but on my fresh save with just RSS Saturn is lacking rings. I have looked back a few pages and have not seen it discussed, so I have decided to ask. Any help would be greatly appreciated! Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 30, 2016 Share Posted January 30, 2016 (edited) @TheAuroraknown issue, fixed for the next RSS release. If you would like to correct it now then: 1. Download the RSS master .zip from Github. 2. Extract it's contents. 3. Copy the file named "RSSKopernicus.cfg" that is located inside the "GameData/RealSolarSystem" folder that was extracted. 4. Navigate to the "GameData/RealSolarSystem" folder. 5. Drop and replace the already existing file. Edited January 30, 2016 by Phineas Freak Link to comment Share on other sites More sharing options...
James12 Posted January 30, 2016 Share Posted January 30, 2016 For some reason, when I loaded the game, only Earth showed up orbiting the sun, no other planets or moons. Do you know what I might have done wrong? Link to comment Share on other sites More sharing options...
g00bd0g Posted February 3, 2016 Share Posted February 3, 2016 Stupid question, apologies in advance. Any idea how likely 1.1 is to break/change RSS? I am considering putting together some big missions but it will take me weeks/months to finish and I don't want 1.1 to break anything. Nor would I want to wait to update to 1.1 So, go for it, or wait 'till 1.1 comes out? Link to comment Share on other sites More sharing options...
NathanKell Posted February 3, 2016 Author Share Posted February 3, 2016 @James12 need logs. Both your output_log.txt/player.log and also your Kopernicus logs folder. @g00bd0g I don't anticipate saves being incompatible in that respect, although given the wheels update I would be careful investing time in rovers. Link to comment Share on other sites More sharing options...
Airsquid Posted February 5, 2016 Share Posted February 5, 2016 Sorry if this had already been answered, but what day of the year does real solar system start on? I'd assume the equivalent of January 1st, but I just want to make sure. Link to comment Share on other sites More sharing options...
James12 Posted February 7, 2016 Share Posted February 7, 2016 Nevermind. For some reason, when I tried it one more time, it worked perfectly. Link to comment Share on other sites More sharing options...
k.thrace.462753 Posted February 8, 2016 Share Posted February 8, 2016 Hi everyone :), I'm new to the RSS mod but everything seems to be working well, and aside from having to run in openGL mode to avoid crashes everything runs great. (As far as I can tell, I don't have any crashes in openGL mode. But what is "popupwindow" needed for?). I downgraded to mid texture size and tested DX mode just for giggles. After getting to orbit, doing 1 orbit and then doing a retro burn, I crashed right at about 45km going into reentry. But with open GL I've been able to complete at least a LEO orbit flight no problem. Also can anyone help me with the stuttering when running RSS with the mid or large textures? I don't know if it's code dumping garbage from the addons or if textures are causing it. But the real reason I came here is to ask , are there any plans to give a real Pluto some love into the real solar system? And can I help? I would post images to narrate the differences but apparently My account doesn't have rights to attach images? okay... http://pluto.jhuapl.edu/Pluto/index.php You guys are doing a really good job, and this has given Orbiter a run for it's money now that I have a real solar system to play with And after installing the recommended RO mod I can finally leave behind those wobbly, dinky, stock kerbin rockets. Now I'm not limited to the "My first mod!!" of orbit hangar ever again. I can build a universe in the real universe! Although, drooling to have L11 textures in KSP... I take it the game was never meant to handle high res textures, does it have something to do with the built in heightmesh of the planet? Is there a reason why they can't patch it for x64? Link to comment Share on other sites More sharing options...
NathanKell Posted February 8, 2016 Author Share Posted February 8, 2016 @k.thrace.462753 hi, welcome! And thanks so much! Texture size should not induce any change in GC behavior, so (sadly) my guess is that your graphics card is not so good at OpenGL and dealing with those high-res textures is causing slowdown. I am happy to change Pluto's textures, however I absolutely don't have time to do so myself; so I beg of the community that someone post good textures for it. It needs diffuse (color), normal, and height maps. (And, of course, I will repeat my plea for community help fixing launch site locations.) Unity doesn't support beyond 8192x8192, and nobody's written any kind of plugin that would support "virtual textures" the way Orbiter and Celestia do them, either on the scaled bodies or in PQS. That's why the maximum res you can get is a single 8192x4096 texture, although @Thomas P. *did* write support for >8192 PQS color maps and height maps in Kopernicus (but that would be 384MB for the surface color map and 96MB for the height map). Link to comment Share on other sites More sharing options...
Hrv123 Posted February 16, 2016 Share Posted February 16, 2016 I have a Q, mod related but a bit about modding the mod it self. Atm trying to get RO+RSS game going and RSS needed KSCSWITCHER depended mod was only located at Kerbalstuff. Now I prefer to always play from Omelek KSC and to have only 1 station on Earth/kerbin for remote control to need to build satelite communication network. Now, I edited Launchsites.cfg, erased all other KSCs in it and change mh_omelek to be starting place but regardless every new game I try starts from cape C. IS there some other hidden files or something in RSS that hardcode starting place? Link to comment Share on other sites More sharing options...
NathanKell Posted February 16, 2016 Author Share Posted February 16, 2016 LaunchSites.cfg is only used by KSCSwitcher. You can still get KSCSwitcher from Github. Link to comment Share on other sites More sharing options...
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