Hysterrics Posted July 12, 2016 Share Posted July 12, 2016 2 hours ago, Aelfhe1m said: Your log on Google drive is not marked for public access so I can't check what's in it but a minimum install of RSS would be: GameData -> Kopenricus -> ModularFlightIntegrator -> RealSolarSystem -> RSS-Textures -> ModuleManager.2.6.35.dll Make sure you have the latest versions of each. All mods are up to date. Here's what I believe should be a public link. https://drive.google.com/file/d/0BwRjDijADLd-VTdENTFDWWR5elU/view?usp=sharing Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 12, 2016 Share Posted July 12, 2016 32 minutes ago, Hysterrics said: All mods are up to date. Here's what I believe should be a public link. https://drive.google.com/file/d/0BwRjDijADLd-VTdENTFDWWR5elU/view?usp=sharing Had a look at the log. Most obvious thing was a very out of date ModuleManager (v.2.6.21) and the exception it was throwing during its Awake() method. There was also a Kopernicus related exception near the end that I've not seen before. I'd try replacing ModuleManager with the latest version first. Link to comment Share on other sites More sharing options...
Hysterrics Posted July 12, 2016 Share Posted July 12, 2016 11 hours ago, Aelfhe1m said: Had a look at the log. Most obvious thing was a very out of date ModuleManager (v.2.6.21) and the exception it was throwing during its Awake() method. There was also a Kopernicus related exception near the end that I've not seen before. I'd try replacing ModuleManager with the latest version first. Thanks! MM was the issue! I just used the one included in the RSS download I believe(or it might have been the one CKAN downloaded). Link to comment Share on other sites More sharing options...
Gman_builder Posted July 14, 2016 Share Posted July 14, 2016 I don't understand. I put RealSolarSystem into my Gamedata I put RSS-Textures into my gamedata I launch the game And nothing has changed Please help! Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 14, 2016 Share Posted July 14, 2016 2 hours ago, Gman_builder said: I don't understand. I put RealSolarSystem into my Gamedata I put RSS-Textures into my gamedata I launch the game And nothing has changed Please help! You also need Kopernicus, ModularFlightIntegrator and ModuleManager. Make sure you have the latest version of each mod for 1.1.3. Link to comment Share on other sites More sharing options...
Gman_builder Posted July 14, 2016 Share Posted July 14, 2016 Just now, Aelfhe1m said: You also need Kopernicus, ModularFlightIntegrator and ModuleManager. Make sure you have the latest version of each mod for 1.1.3. Well ya I thought it was kind of obvious I had those too. They come with the download. I already had the newest version of MFI anyway. Link to comment Share on other sites More sharing options...
Beruk Posted July 16, 2016 Share Posted July 16, 2016 (edited) Hello everyone Can anyone tell me if its possible to change names of planets as somewhere down the line of me installing RSS, Earth has gone back to being called kerbin and i know its petty but it annoys me to no end. Thanks! Edited July 16, 2016 by Beruk Link to comment Share on other sites More sharing options...
VASMIR Posted July 22, 2016 Share Posted July 22, 2016 110 Ton to LEO lifter! Seriously though, part count isn't a problem, but flying was a real pain, because the "lead ballast" tank kept swinging around. Still, successful flight. Link to comment Share on other sites More sharing options...
Starwaster Posted July 22, 2016 Share Posted July 22, 2016 1 hour ago, VASMIR said: 110 Ton to LEO lifter! Seriously though, part count isn't a problem, but flying was a real pain, because the "lead ballast" tank kept swinging around. Still, successful flight. lead ballast? To keep TWR down or why? Link to comment Share on other sites More sharing options...
VASMIR Posted July 22, 2016 Share Posted July 22, 2016 3 hours ago, Starwaster said: lead ballast? To keep TWR down or why? This was a payload demonstration flight. Even with my planned Mars mission, I'll probably never loft anything that big. Link to comment Share on other sites More sharing options...
flx Posted July 24, 2016 Share Posted July 24, 2016 Am I the only one who have issues with landing gears? I mean, they are crap even is stock game, but in RSS when I try to lift off planes at certain point gears just jump off the ground (no matter on runway or in field), and plane flips over. Link to comment Share on other sites More sharing options...
RocketBlam Posted July 24, 2016 Share Posted July 24, 2016 Is there an intercept calculator, or some way to predict/know when to launch to reach the planets? Something like this? http://ksp.olex.biz/ Link to comment Share on other sites More sharing options...
SkyKaptn Posted July 25, 2016 Share Posted July 25, 2016 11 hours ago, RocketBlam said: Is there an intercept calculator, or some way to predict/know when to launch to reach the planets? Something like this? http://ksp.olex.biz/ This I guess: Link to comment Share on other sites More sharing options...
fallout2077 Posted July 27, 2016 Share Posted July 27, 2016 On 7/24/2016 at 5:47 AM, flx said: Am I the only one who have issues with landing gears? I mean, they are crap even is stock game, but in RSS when I try to lift off planes at certain point gears just jump off the ground (no matter on runway or in field), and plane flips over. No, sadly landing gears seem to be pretty much broken in KSP 1.1.3 as a result of Unity 5 not supporting Squad's method of handling the gears (that's how I understand the problem, anyway... if I'm wrong, somebody please correct me). So, until 1.2 is released, or a hotfix is released in a 1.1.4 update, the problems that landing gears pose renders aircraft pretty much unplayable, which is sad, seeing as how I was just starting to fall in love with airplanes after playing RO in 1.1.2, where the landing gear seemed to work a little better. Link to comment Share on other sites More sharing options...
Norcalplanner Posted July 27, 2016 Share Posted July 27, 2016 Just want to put in a plug for NecroBones' Real Scale Boosters mod. In addition to Kerbalized versions of a bunch of real world rockets, it also includes some from Eyes Turned Skywards and some which were never built. I used some of these latter parts to make this ridiculous thing... Three 12.2m Nova cores plus 14 Ariane V SRBs equals 892 tons to a 250 km orbit in RSS. Link to comment Share on other sites More sharing options...
Aleksey Pschenichnikov Posted July 27, 2016 Share Posted July 27, 2016 I missing all the planets! (except for Earth) Please help! 1.1.2, maybe that because my version is outdated? Link to comment Share on other sites More sharing options...
Aleksey Pschenichnikov Posted July 28, 2016 Share Posted July 28, 2016 please help me!!! Link to comment Share on other sites More sharing options...
Phineas Freak Posted July 28, 2016 Share Posted July 28, 2016 @Aleksey Pschenichnikov please read first the guidelines for submitting support information: Link to comment Share on other sites More sharing options...
Aleksey Pschenichnikov Posted July 28, 2016 Share Posted July 28, 2016 Just now, Phineas Freak said: @Aleksey Pschenichnikov please read first the guidelines for submitting support information: thanks! Link to comment Share on other sites More sharing options...
Estebanium Posted July 28, 2016 Share Posted July 28, 2016 Hi guys, I installed Real Solar System and I am wondering why the sun will rise at 12 pm? Link to comment Share on other sites More sharing options...
Nightside Posted July 28, 2016 Share Posted July 28, 2016 26 minutes ago, Estebanium said: Hi guys, I installed Real Solar System and I am wondering why the sun will rise at 12 pm? https://en.wikipedia.org/wiki/Universal_Time Clock shows greenwich mean time, not local time. Link to comment Share on other sites More sharing options...
Estebanium Posted July 28, 2016 Share Posted July 28, 2016 Good to hear that, I thought I made something wrong, because I was not yet able to play career mode with RP-0. Link to comment Share on other sites More sharing options...
h0yer Posted July 29, 2016 Share Posted July 29, 2016 On 27.7.2016 at 7:44 AM, Norcalplanner said: Just want to put in a plug for NecroBones' Real Scale Boosters mod. In addition to Kerbalized versions of a bunch of real world rockets, it also includes some from Eyes Turned Skywards and some which were never built. I used some of these latter parts to make this ridiculous thing... Three 12.2m Nova cores plus 14 Ariane V SRBs equals 892 tons to a 250 km orbit in RSS. Hmm, I thought giving the Soyuz a 'revamp', so I made this funny little guy, mostly from procedural parts... Doesn't look very pleasing, since the paint would have decreased efficiency by adding weight, just for the eyes. Hurls about 1kt into 'some' LEO... Powered by RD-270. A lot of them. (not the M version, I'm not insane^^) To be exact, 9 per Blok BWGD+, 17 in the core stage Blok A+, and another 9 in the third stage Blok I+, you WILL have fun, launching this with TestFlight Have fun and thank you all for this awesome suite! Link to comment Share on other sites More sharing options...
Guswut Posted August 7, 2016 Share Posted August 7, 2016 @NathanKell, are the orbital colors for the following bodies left unset (all values at 1.0) by design, or are they not configured by design (body name (parent body for reference))?: Moon (Earth) Dione (Saturn) Enceladus (Saturn) Iapetus (Saturn) Mimas (Saturn) Rhea (Saturn) Tethys (Saturn) Triton (Neptune) In the case of the Moon, I assume this is the case as the values appeared to be identical to the other bodies, but in the case of the latter I assume they were just not configured by whomever set up these bodies. I've put together some orbital colors using an estimation of the planets via a screenshot half in the light. I'm not entirely sure how to use GitHub and set up a pull request, so before I go through and figure that out I'd like to see if these changes would be wanted. Also, does RSS have a DOE (Distant Object Enhancement) file for compatibility? There was one in the RSS-Expansion mod, but I cannot find one in the RealSolarSystem folder. Thanks! Link to comment Share on other sites More sharing options...
ebigunso Posted August 7, 2016 Share Posted August 7, 2016 Is there an easy way to know when I launch for an orbital rendezvous? Apart from time warping all day long in the tracking center and geusstimating. It gets so hard when I have to do this in RSS, and from a non equatorial launch site. I'd love it if I can calculate the next closest window and just add a KAC alarm. Link to comment Share on other sites More sharing options...
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