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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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I don't know if I'm doing something wrong here, but it looks like a pretty big dish(50.0Mm) is needed to communicate with KSC from GSO.

EDIT: Fusebox is giving me accurate info in VAB. Are the RT antennas supposed to draw so much?

This has more to do with RemoteTech than RSS. RemoteTech is balanced around the stock system so power requirements are too high and ranges are too short. An easy fix is to go to your install file and find the Remotetech_settings.cfg file. There you can just set the consumptionMultiplier to 0.1 to fix power and rangemultiplier to 10 to fix ranges.

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Hello NathanKell,

It's quite awesome and epic mod. I want to know, does this version supports changing multiple MODULE and/or RESOURCE nodes within one configuration node?

I will provide you example, so it will be easier for you to understand my question. For example "Engine X1000" in config file has MODULE for ModuleEngines, MODULE for ModuleResourceIntake and RESOURCE to store the intake. Question is: what I need to add to config file, in order just with one button to change two MODULEs and RESOURCE nodes?

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Just started playing around with this last night and this morning (thank you again NathanKell for helping me get it set up). I read somewhere that since RSS is modeled after our solar system, then real life dV maps should be a good guide for building missions in RSS. I found what looks like a pretty good real world dV map. Took me several tries to get to the mun, thinking "surely I have enough dV this time..." and ending up needing more dV. lol I've been lobbing up 10-16 ton station modules relatively easily, but it took me a couple hours to get a tiny 0.16 ton probe to the Mun. xD

Anyways, hopefully this find helps fellow RSS'ers better plan their missions! If anyone has a better or more accurate dV map, I'd love to see it!

20.41 km/s of dV to get to low Pluto orbit from surface of Earth. Has anyone flown any Pluto missions? These numbers look generally accurate?

WGOy3qT.png

Edited by Eadrom
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Is there any config for RSS that can recreate the solar system, with PlanetFactory installed?

This is the one I'm using and this is what it looks like (although I've made some small changes since that album, like adding Joker and Serious as Eris and Sedna). Needs RealSolarSystem, PlanetFactory, VisualEnhancements(Clouds and City Lights), UniverseReplacer mods, but if you don't have one of them just don't extract the relevant directory.

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This is the one I'm using and this is what it looks like (although I've made some small changes since that album, like adding Joker and Serious as Eris and Sedna). Needs RealSolarSystem, PlanetFactory, VisualEnhancements(Clouds and City Lights), UniverseReplacer mods, but if you don't have one of them just don't extract the relevant directory.

When I installed the RSS config, some clouds don't appear in the game. The places that have no clouds are: Kerbin, Eve, Jool, Sentar, Erin, Skelton, and Laythe, which is pretty much all atmoshperic bodies. Is there a solution to this? Reply ASAP.

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Hey gang any ideas what I may be doing wrong? I have installed this mod, but i'm still getting the stock kerbal solar system.

I mean, I see no special install instructions other than the standard, putting it in GameData so i'm unsure what I could possibly have done wrong.

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When I installed the RSS config, some clouds don't appear in the game. The places that have no clouds are: Kerbin, Eve, Jool, Sentar, Erin, Skelton, and Laythe, which is pretty much all atmoshperic bodies. Is there a solution to this? Reply ASAP.

Hmm. Maybe the updates to the Cloud mod broke it. I don't have the newest one installed.

Try doing this: in game when you open up the cloud mod window (alt+N), load saved configuration.

If that doesn't work, try renaming userCloudLayers.cfg (in KSP/GameData/BoulderCo/Clouds) to cloudLayers.cfg

If that doesn't work either, something has changed in the latest version and I'll work on updating it. In the meantime you should be able to use the default clouds by deleting the userCloudLayers.cfg file, or redownloading the Visual Enhancements mod.

Oh yeah, and also do what NathanKell said.

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Hey gang any ideas what I may be doing wrong? I have installed this mod, but i'm still getting the stock kerbal solar system.

I mean, I see no special install instructions other than the standard, putting it in GameData so i'm unsure what I could possibly have done wrong.

Actually I think it is working. I just realized that the layout of all the celestial bodies HAS changed to what looks like the real solar system. I had assumed this mod would also change the names to the real names, and change at least Kerbal's texture to look like Earth, so when I saw the Kerbal names, and the normal Kerbal planet, I assumed it was not working.

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Open BoulderCo/common.cfg, increase the distances inside CAMERA_SWAP_DISTANCES by a factor of ten (like Kerbin = 2000)

Also, just as a general note, demanding things is not usually a good policy with mods. ;)

Sorry about my tone, I was just a bit frustrated about the clouds not appearing at first. Thank you for the fixes, as they do work!

EDIT: Second time I launched KSP, it didn't work at all anymore.

Edited by Sax Man Aeronautics
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This mod is outstanding, but I am curious if there any plans for a "Lite" version that remains kerbal scaled, with just bodies and orbits rearranged? I love this mod, but the planet scales make it all but unworkable with some of my favorite mods without significant reconfigs. I don't mean to sound ungrateful, but I like to play the game more than play with the .cfg files.

PS - Also...any idea if there is a mod out there to replace the kerbals themselves with human modeled astronauts? or at the very least, scale down their massive noggins?

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This mod is outstanding, but I am curious if there any plans for a "Lite" version that remains kerbal scaled, with just bodies and orbits rearranged? I love this mod, but the planet scales make it all but unworkable with some of my favorite mods without significant reconfigs. I don't mean to sound ungrateful, but I like to play the game more than play with the .cfg files.

PS - Also...any idea if there is a mod out there to replace the kerbals themselves with human modeled astronauts? or at the very least, scale down their massive noggins?

To each their own, but scaled up Kerbals / scaled down Kerbal craniums is where I draw the line. But like I've said, who am I to tell other people how to play. I'm just sayin..... nope. Nope nope nope NOPE!

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