Noah_Blade Posted December 11, 2016 Share Posted December 11, 2016 (edited) @NathanKell am I installing KSC Switcher wrong for 1.2.X ? it isn't working in my 1.2.1 fresh install... Edited December 11, 2016 by Noah_Blade Link to comment Share on other sites More sharing options...
Observe Posted December 11, 2016 Share Posted December 11, 2016 @nitropic When 1.2.1 came out, I installed a fresh game and proceeded to add the various mods I use that were updated. I'm still running 1.2.1 (not 1.2.2) because it's a pain updating things every time there is a minor game revision. Here is what I did: Fresh install of 1.2.1 Installed various mods that I use Install latest version of Scatterer for KSP 1.2 Install Real Solar System v12.0 for KSP 1.2 Install RVE-KSP-1.04-Linux64 (works with Windows) Install latest version AnyCPU-EVE-Release That's it as far as I can recall. It's possible I may have missed some step, but I know for sure that I didn't manually modify anything. Perhaps worth noting, is I install mods manually (unzip into GameData folder). I don't use CKAN because I've found it to be problematic in the past. I hope you get things working, because clouds and city lights definitely adds immersion. Link to comment Share on other sites More sharing options...
Observe Posted December 11, 2016 Share Posted December 11, 2016 48 minutes ago, Noah_Blade said: @NathanKell am I installing KSC Switcher wrong for 1.2.X ? it isn't working in my 1.2.1 fresh install... Same problem here. The only way I am able to play from my custom location (SpacePort America in New Mexico), is to manually change the default PQSCity location in Earth.cfg. Interestingly, the launch site locations do show in MechJeb landing guidance pull-down list. I'm guessing KSC Switcher problem. Link to comment Share on other sites More sharing options...
The-Doctor Posted December 11, 2016 Share Posted December 11, 2016 Hey, does anyone know if clouds works with this? Also, if you have RemoteTech, will there be multiple tracking stations? Link to comment Share on other sites More sharing options...
Observe Posted December 12, 2016 Share Posted December 12, 2016 @The-Doctor I suggest you refer to my comments (two posts up) for description of the procedure I used for obtaining clouds in current release. While this worked for me, it seems others are not having success for some reason. Link to comment Share on other sites More sharing options...
Andi K. Posted December 12, 2016 Share Posted December 12, 2016 So happy about Real Solar System being updated for 1.2! Partly because my mod requires Real Solar System but mostly because I play RSS more than stock. Whenever I go back to stock to mess around, everything seems... boring. Traveling to Mun in stock, for example, is not nearly as satisfying as traveling to the Moon and back in RSS. Also, in RSS, you can really appreciate the enormity of our home, and simultaneously appreciate how small it is. This mod is absolutely fantastic, and I think it is definitely one of the best mods for kerbal space program period. Link to comment Share on other sites More sharing options...
MissMolly Posted December 12, 2016 Share Posted December 12, 2016 so with this so wonderful mod heres my first moon landing. I'm not sure how to post it, so it Link to comment Share on other sites More sharing options...
HansB Posted December 12, 2016 Share Posted December 12, 2016 Look at Here @jd284 recompiled the dll http://ttdpatch.net/~jdrexler/ksp/misc/KSCSwitcher_for_1.2.1.zip Which works with RSS Link to comment Share on other sites More sharing options...
RoboRay Posted December 12, 2016 Share Posted December 12, 2016 (edited) 17 hours ago, The-Doctor said: Hey, does anyone know if clouds works with this? RVE clouds work great! Follow the installation steps in this video (not my video, BTW): https://www.youtube.com/watch?v=SAE8TOf_Lrc Edited December 12, 2016 by RoboRay Link to comment Share on other sites More sharing options...
The-Doctor Posted December 12, 2016 Share Posted December 12, 2016 4 hours ago, RoboRay said: RVE clouds work great! Follow the installation steps in this video (not my video, BTW): https://www.youtube.com/watch?v=SAE8TOf_Lrc how does mars look? Particularly the surface. Also for RemoteTech, are there multiple ground stations? Link to comment Share on other sites More sharing options...
Observe Posted December 13, 2016 Share Posted December 13, 2016 On 12/12/2016 at 0:17 AM, HansB said: Here @jd284 recompiled the dll http://ttdpatch.net/~jdrexler/ksp/misc/KSCSwitcher_for_1.2.1.zip Which works with RSS @HansB Thank you. Switcher works fine now. Link to comment Share on other sites More sharing options...
Temeter Posted December 14, 2016 Share Posted December 14, 2016 Btw, for those who didn't see it yet: Link to comment Share on other sites More sharing options...
jd284 Posted December 15, 2016 Share Posted December 15, 2016 (edited) What could be the reason that some of my Moon bases spawn several meters in the air when I switch to them and then teleport back down to the surface? I'm using the 8192 textures v10.4 released on Mar 15 together with RSS v12.0, Kopernicus 1.2.2.1, and running the KSP 1.2.2.1622 64-bit version on Linux. The debug log has a message "[Materials]: ground contact! - error: -4.920m" when this happens. It wouldn't be a big deal but it causes drills to briefly lose ground contact, so I need to restart all drills every time I switch to the base, which is terribly annoying. Any suggestions for things I could try? Screenshot: left side before teleport, right side after teleport. The location in this case is 2.1088956°S 80.683676°E. [edited with more digits since I found out that it depends a lot on the exact location] Spoiler (Also for some reason the textures are missing on the drill debris, that only happens sometimes and probably not related to this issue.) [edit] I've now experimented with hacking the savefile and playing with the position of the vessel, and it seems it spawns at the height that belongs to one corner of the height map "tile" it's sitting on. The closer I move it to the corner the less ground error there is, until gets to the next tile. So basically, instead of a smooth incline it spawns as if the height map was a staircase, and then teleports to the real surface just before physics kicks in. So is it possible that the surface normal vector is wrong somehow? I've tried clearing the Kopernicus cache and it didn't help. A surface normal vectors stored in the textures? Does Kopernicus calculate them? Or is this a stock bug after all?. One more reason to stick with flat areas for bases... but this was the only location with Lowlands, Midlands and Lunar Seas biomes close together near the equator... Edited December 15, 2016 by jd284 Link to comment Share on other sites More sharing options...
SkyKaptn Posted December 15, 2016 Share Posted December 15, 2016 2 hours ago, jd284 said: What could be the reason that some of my Moon bases spawn several meters in the air when I switch to them and then teleport back down to the surface? This jumping was previously an effect of the Smokescreen mod before it was updated. Suggest you start there. Link to comment Share on other sites More sharing options...
oguz Posted December 15, 2016 Share Posted December 15, 2016 Spoiler Hello Cyprus! Spoiler Ercan Airport in Cyprus Spoiler Finally we can see southern Turkish borders Spoiler Ahh beautiful Antalya. Need to land or will have no fuel! Spoiler Time to land in Antalya Airport! Spoiler Airport wasn't flat at all! Spoiler Landed Spoiler A trip, Tel Aviv to Antalya Link to comment Share on other sites More sharing options...
jd284 Posted December 15, 2016 Share Posted December 15, 2016 (edited) 2 hours ago, SkyKaptn said: This jumping was previously an effect of the Smokescreen mod before it was updated. Suggest you start there. Well, that doesn't help me much since I've never used Smokescreen. And the problem persists even if the only things in my GameData are Kopernicus, ModularFlightIntegrator, RealSolarSystem, RSS-Textures, Squad and ModuleManager.2.7.5.dll. So it's something related to RSS and its textures, or Kopernicus and its dependency MFI. If I remove the PQS block from the RSS Moon.cfg (to make the Moon flat), the problem is still there but less noticable because there are no slopes anymore. Now the ground contact error is only between 0.2m and 0.4m. Not sure what that tells me about the source of the problem. If it helps, here's a zip file with logs and savegame to reproduce it: Moon_jumping_base.zip Mainly I want to find out whether I should make a ticket for RSS or Kopernicus... or on the Squad bug tracker. [edit] Can't reproduce it on a stock game on the Mun, regardless of how steep a slope the ground contact error is less than 0.05m. Edited December 15, 2016 by jd284 Link to comment Share on other sites More sharing options...
Observe Posted December 16, 2016 Share Posted December 16, 2016 (edited) @jd284 If what you are experiencing is the same as I have, there are two ways I've found to remedy: Plant a flag near your base and select it whenever you want to change location to your base. In my case, it is the object that I target to move to, that suffers the worst from this physics bounce (or whatever) on load. The other way, is sometimes in the savegame, objects are referenced with a negative altitude (below ground). Editing the savegame to give the object a positive altitude (one meter for example), will reduce or eliminate the load-bounce. I think this is a KSP bug, rather than RSS or Kopernicus. On the other hand, perhaps your situation is entirely different. Edited December 16, 2016 by Observe Link to comment Share on other sites More sharing options...
nitropic Posted December 16, 2016 Share Posted December 16, 2016 (edited) On 11/12/2016 at 6:22 PM, Observe said: @nitropic When 1.2.1 came out, I installed a fresh game and proceeded to add the various mods I use that were updated. I'm still running 1.2.1 (not 1.2.2) because it's a pain updating things every time there is a minor game revision. Here is what I did: Fresh install of 1.2.1 Installed various mods that I use Install latest version of Scatterer for KSP 1.2 Install Real Solar System v12.0 for KSP 1.2 Install RVE-KSP-1.04-Linux64 (works with Windows) Install latest version AnyCPU-EVE-Release That's it as far as I can recall. It's possible I may have missed some step, but I know for sure that I didn't manually modify anything. Perhaps worth noting, is I install mods manually (unzip into GameData folder). I don't use CKAN because I've found it to be problematic in the past. I hope you get things working, because clouds and city lights definitely adds immersion. Don't know why @Observe, but i tried even with 1.2.2, and still getting all, city lights, textures, etc. And i take a look on EVE menu (Alt+0), and i see that the clouds seem correct configured, but NO! Clouds still not appearing (only i see a fantastic sky full of stars on nights and a cyan clean sky on days haha), i don't even know if i'm missing anything cause why the love the city lights appear and clouds no!?, but thank you for all... (If it's not a lot of work, if you can send my the exact link of mods, cause maybe i'm picking bad versions or something...) what a mess hahaha! Thank you !! Edited December 16, 2016 by nitropic Link to comment Share on other sites More sharing options...
RoboRay Posted December 17, 2016 Share Posted December 17, 2016 OK, I'm playing the stock Career mode (with SMURFF) since RO isn't available yet and the "rescue kerbal" missions keep spawning target craft in the upper atmosphere. I can edit the save to bump them 100 km higher each time, but is there a way I can set the contract system to spawn them higher by default? On 12/12/2016 at 3:38 PM, The-Doctor said: how does mars look? RVE clouds are mostly underground by default. You'll want to raise them up higher, unless you only want to see clouds down in the low-low spots. Link to comment Share on other sites More sharing options...
Observe Posted December 17, 2016 Share Posted December 17, 2016 (edited) 20 hours ago, nitropic said: Don't know why @Observe, but i tried even with 1.2.2, and still getting all, city lights, textures, etc. And i take a look on EVE menu (Alt+0), and i see that the clouds seem correct configured, but NO! Clouds still not appearing (only i see a fantastic sky full of stars on nights and a cyan clean sky on days haha), i don't even know if i'm missing anything cause why the love the city lights appear and clouds no!?, but thank you for all... (If it's not a lot of work, if you can send my the exact link of mods, cause maybe i'm picking bad versions or something...) what a mess hahaha! Thank you !! @nitropic I don't know the exact links so I've uploaded the relevant files here: AnyCPU-EVE-Release RVE-KSP-1.0.4-Linux64 scatterer-0.0256 The above are working (clouds, city lights) in my 1.2.1 game version. Edited December 17, 2016 by Observe Link to comment Share on other sites More sharing options...
nitropic Posted December 17, 2016 Share Posted December 17, 2016 And it works hahahah... i guess that i choosed bad versions haha.... Thank you for all @Observe!! ;D Link to comment Share on other sites More sharing options...
Observe Posted December 17, 2016 Share Posted December 17, 2016 44 minutes ago, nitropic said: And it works hahahah... i guess that i choosed bad versions haha.... Thank you for all @Observe!! ;D Excellent! Glad you were able to get it working. Link to comment Share on other sites More sharing options...
jd284 Posted December 20, 2016 Share Posted December 20, 2016 Please be advised, this post contains spoilers about anomalies. Don't read if you don't want spoilers. Spoiler So 1.2 introduced new anomalies, being green monoliths. Every body has one in a randomized location. See also this thread. Supposedly they unlock a tech node when you first visit one. However, I found the green monolith on the Moon in my RSS game, and nothing happened. Has anyone had any luck getting the green monoliths to "work" in RSS? If not, is this likely an RSS problem, a Kopernicus problem, or something else? Link to comment Share on other sites More sharing options...
Rainbowd4sh Posted December 24, 2016 Share Posted December 24, 2016 Hello, I have no problems or questions, but a really pretty picture. http://imgur.com/a/MtllZ With RSS visual effects, hullcam vds, and of course, RSS. Looks actually like real life. Link to comment Share on other sites More sharing options...
COMMON NAMES Posted December 24, 2016 Share Posted December 24, 2016 Can you explain more? Everytime i try getting RSS it doesn't work.It is the mod i really want. Link to comment Share on other sites More sharing options...
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