chinchilla Posted March 14, 2014 Share Posted March 14, 2014 Does anyone have the correct Citylights main.tga file for RSS v6? Link to comment Share on other sites More sharing options...
Starwaster Posted March 15, 2014 Share Posted March 15, 2014 I did it! My new Horizons made it to Pluto!Ugh, that thing is filthy. Could you please clean it while you're out there? kkthxbai!P.S. congratulations! Link to comment Share on other sites More sharing options...
Woopert Posted March 15, 2014 Share Posted March 15, 2014 (edited) Does anyone have the correct Citylights main.tga file for RSS v6?Someone posted an Earth Lights file to show proper city lights (based on the locations of real cities relative to the Earth, I believe). Going to find the post and edit this with the link. Edit: Here it is http://forum.kerbalspaceprogram.com/threads/55145-0-23-WIP-Alpha-Real-Solar-System-v5-5-KSP23-fix-12-23-13?p=936002&viewfull=1#post936002 Edited March 15, 2014 by Woopert Link to comment Share on other sites More sharing options...
coldblade2000 Posted March 15, 2014 Share Posted March 15, 2014 I have a few problems. BTW I am using the pre-release with the Earth terrain. Sometimes, all the planets (except the one I'm orbiting) disappear. Earth is barely visible, there is no light from the sun, no moon, no day or night. When I go to the map screen it is completely black and my game falls to about 1fps. I believe this is either because of RSS or Planet Factory. Problem is I don't know which it is.Second: There are no city lights. I have the City lights and clouds mod installed and the clouds work as intended. But I never see city lights at all. Not from the vehicle screen, not from EVA, not from map view.Finally: I think some biomes are off, or at least my version is damaged. I spent 20 minutes getting a probe to the desert for science, only for it to say it was in the ocean. Not to mention the terrain was green...where the sahara is. Link to comment Share on other sites More sharing options...
Starwaster Posted March 15, 2014 Share Posted March 15, 2014 I have a few problems. BTW I am using the pre-release with the Earth terrain. Sometimes, all the planets (except the one I'm orbiting) disappear. Earth is barely visible, there is no light from the sun, no moon, no day or night. When I go to the map screen it is completely black and my game falls to about 1fps. I believe this is either because of RSS or Planet Factory. Problem is I don't know which it is.Second: There are no city lights. I have the City lights and clouds mod installed and the clouds work as intended. But I never see city lights at all. Not from the vehicle screen, not from EVA, not from map view.Finally: I think some biomes are off, or at least my version is damaged. I spent 20 minutes getting a probe to the desert for science, only for it to say it was in the ocean. Not to mention the terrain was green...where the sahara is.For the first one, when something like that happens, KSP_Data/output_log.txt!!!!!!!As soon as possible, before it accidentally gets deleted Link to comment Share on other sites More sharing options...
TheFluffiestThing Posted March 15, 2014 Share Posted March 15, 2014 (edited) Nathan, either reorientFinalAngle isn't working with this release, or my scripting sk1llz are performing to their usual standard Edited March 15, 2014 by TheFluffiestThing Link to comment Share on other sites More sharing options...
NathanKell Posted March 15, 2014 Author Share Posted March 15, 2014 Probably means the original prerelease didn't support it yet. Use this: https://www.dropbox.com/s/tz3kcj121oo9dfz/RealSolarSystem.dll Link to comment Share on other sites More sharing options...
Guest Posted March 16, 2014 Share Posted March 16, 2014 Hi, Anyone have a basically accurate biome map of Earth we can use with this prerelease? It would be nice to have the oceans/land seen by instruments as what they roughly are in real life. Has anyone done this already and i somehow missed it? Link to comment Share on other sites More sharing options...
NathanKell Posted March 17, 2014 Author Share Posted March 17, 2014 Check the Custom Biomes thread. amo28 is/was working on one. Link to comment Share on other sites More sharing options...
Guest Posted March 17, 2014 Share Posted March 17, 2014 thank you, been looking for something like this, hope its released soon Link to comment Share on other sites More sharing options...
amo28 Posted March 17, 2014 Share Posted March 17, 2014 If anyone would like to use my RSS biome map for Custom Biomes, you can download the .png and .ATT (biome definition) files HERE.If you have any suggestions or additions, please PM me! Link to comment Share on other sites More sharing options...
Hodo Posted March 18, 2014 Share Posted March 18, 2014 Sax Man Aeronautics: You can compile from source, or grab the pre-release in this postHodo: You can duplicate the PQSCity node in the cfg, and change KEYname to IslandAirfieldHere are the original parameters for the Island airfield:[LOG 19:50:10.604] PQSCity IslandAirfield[LOG 19:50:10.604] Parent sphere: Kerbin[LOG 19:50:10.605] order = 100[LOG 19:50:10.605] reorientToSphere = True[LOG 19:50:10.606] repositionRadial = (186253.6, -16135.7, -570176.8)[LOG 19:50:10.606] repositionRadiusOffset = 28[LOG 19:50:10.606] repositionToSphere = True[LOG 19:50:10.607] repositionToSphereSurface = TrueTry increasnig repositionRadiusOffset to like 40 or so.so it'd look like PQSCity { KEYname = IslandAirfield repositionRadiusOffset = 40 }Tried that NathanKell and no dice. It didn't work, the island airfield is still very much under ground. This is what I have in the Real Solar System cfg file.PQSCity { KEYname = IslandAirfield Parent sphere: Kerbin order = 100 reorientToSphere = True repositionRadial = 186253.6, -16135.7, -570176.8 repositionRadiusOffset = 40 repositionToSphere = True repositionToSphereSurface = True lodvisibleRangeMult = 6 }} Link to comment Share on other sites More sharing options...
Guest Posted March 18, 2014 Share Posted March 18, 2014 For anyone having issues with the whole pre release real earth thing, this is what i found after a few hours of fiddling:Custom biome for map for "custom biome mod" made by amo28 >> https://docs.google.com/file/d/0B7pm...JSOEp5UUU/editRSS v6_pre1 Download >> https://www.dropbox.com/s/wt7bh2g4g7...em_v6_pre1.zipCity lights and clouds fpr "real earth"m Copy the BoulderCo folder from linked zip file into your GameData folder and let it OVERWRITE the original stuff already there, except for anything related to texture compressor mod that also resides in the "BoulderCo" folder (if you use the compressor mod found here) https://www.dropbox.com/s/ygxgxouxrp...arthLights.zipAnd finally edit the remotetech_settings.cfg file as so:ConsumptionMultiplier = 0.1RangeMultiplier = 10ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2SpeedOfLight = 3E+08MapFilter = Omni, Dish, Planet, PathEnableSignalDelay = FalseRangeModelType = AdditiveMultipleAntennaMultiplier = 0ThrottleTimeWarp = TrueDishConnectionColor = 0.9960784,0.7019608,0.03137255,1OmniConnectionColor = 0.5529412,0.5176471,0.4078431,1ActiveConnectionColor = 0.6588235,1,0.01568628,1NathanKell_MultipleAntennaSupport = TrueGroundStations{STATION{Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488Name = Mission ControlLatitude = 28.608389Longitude = -80.604333Height = 75Body = 1Antennas{ANTENNA{Omni = 7.5E+07}}}}As a note these files are the creations of other users, not I, please respect the work they did (and that i did not do) Link to comment Share on other sites More sharing options...
Sternface Posted March 19, 2014 Share Posted March 19, 2014 (edited) I was wondering if there was a way to maintain the terrain (heightmaps?) from stock?It looks like the terrain was smoothed out so that mountains aren't ridiculously high, but I kinda miss some of the more treacherous terrain on some of the moons (using stock system rescaled)When I am in low orbit, the terrain appears to be stock-like, but once I get close to the surface, it appears to load a different heightmap that makes everything pretty flat.Not sure if this is as simple as editing the .cfg or not so I thought I would ask. Thanks.Edit:So after reading a bit it looks like PQS is responsible for terrain generation. Can playing with these values in the .cfg give more varied and uneven/mountainous terrain?It also looks like only Kerbin and Mun have these settings in the RealSolarSystem.cfg though. Assuming I can play with these values to change the terrain, how would this be applied to other celestial bodies? Edited March 19, 2014 by Sternface Link to comment Share on other sites More sharing options...
NathanKell Posted March 19, 2014 Author Share Posted March 19, 2014 It's not that terrain is smoothed out by design; it's that with the maximum possible resolution heightmap each pixel is about 5km x 5km.In the current pre-release (see Aazard's post above) you can see some decent attempts at getting PQS working better. But please, please feel free to tweak more! I just played with them enough to get something better, not something perfect/right.Other planets can have the settings too, but not all planets have the same PQSMods. Krag's suggested (and offered code for) going to a generic PQSMod data loader, which will make things much better (and easier to set PQSMod data for arbitrary planets).So if you see that Duna has PQSMod_SimplexHeightAbsolute or whatever you can just copy-paste the node (and the PQS {} block around it) to Duna's node and edit that. Link to comment Share on other sites More sharing options...
Hodo Posted March 19, 2014 Share Posted March 19, 2014 Anything on bringing the Island base above ground? Link to comment Share on other sites More sharing options...
NathanKell Posted March 19, 2014 Author Share Posted March 19, 2014 Did you try using the code snippet I supplied? Link to comment Share on other sites More sharing options...
Hodo Posted March 19, 2014 Share Posted March 19, 2014 Did you try using the code snippet I supplied?Yeah this is exactly what I added to the cfg file.PQSCity{KEYname = IslandAirfieldParent sphere: Kerbinorder = 100reorientToSphere = TruerepositionRadial = 186253.6, -16135.7, -570176.8repositionRadiusOffset = 40repositionToSphere = TruerepositionToSphereSurface = TruelodvisibleRangeMult = 6}} It is pretty much what you had supplied. Link to comment Share on other sites More sharing options...
Teobug Posted March 19, 2014 Share Posted March 19, 2014 How much Delta V do I need to get a capsule on a low orbit (110 Km)? I try using stock parts but I cant.Have I to modify some files to match the new planet and atmosphere dimensions and fuel? Link to comment Share on other sites More sharing options...
Sternface Posted March 19, 2014 Share Posted March 19, 2014 (edited) How much Delta V do I need to get a capsule on a low orbit (110 Km)? I try using stock parts but I cant.Have I to modify some files to match the new planet and atmosphere dimensions and fuel?Should be between 9,500 and 10,200 m/s, depending on how efficient your launch profile is. Are you using FAR? It will help you get to orbit and is much more realistic. My launch profile is different for each launch vehicle, but this is a basic summary:* Launch @ 90 degrees.* Wait for vertical speed to be around 100 m/s to begin pitch-over into gravity turn. (With higher TWR, you can start earlier, with lower TWR, I like to wait till my vertical speed is higher).* Turn very very slowly. You want to keep the navball on surface mode and make sure you are within a few degrees of alignment with your surface vector to keep your AoA small. Otherwise transverse aerodynamic stress can force your launch vehicle upwards or downwards uncontrollably. * Typically, I will be at 80 degrees until ~ 8000-10000m, and slowly pitch over to around 60 degrees by 25,000m. I like to keep my Ap between 30 and 60 seconds away until I leave the atmosphere, and I use pitch to keep it there rather than throttle.RSS should really not be used with stock. Check out the realism overhaul thread, which has a list of recommended mods for use with RSS. Arguably the most important are the Real Fuels mod, Stretchy tanks, FAR, and Kerbal Joint Reinforcement. The Real Fuels will change the masses to do exactly what you are interested in, and is a more accurate representation of reality than stock. Make sure to instal an engine configuration! This will give you the power you need to really take advantage of RSS without having to build 500 part+ rockets......Engine configuration information is on the Real Fuels page. Edited March 19, 2014 by Sternface Link to comment Share on other sites More sharing options...
Teobug Posted March 19, 2014 Share Posted March 19, 2014 Should be between 9,500 and 10,200 m/s, depending on how efficient your launch profile is. Are you using FAR? It will help you get to orbit and is much more realistic. My launch profile is different for each launch vehicle, but this is a basic summary:* Launch @ 90 degrees.* Wait for vertical speed to be around 100 m/s to begin pitch-over into gravity turn. (With higher TWR, you can start earlier, with lower TWR, I like to wait till my vertical speed is higher).* Turn very very slowly. You want to keep the navball on surface mode and make sure you are within a few degrees of alignment with your surface vector to keep your AoA small. Otherwise transverse aerodynamic stress can force your launch vehicle upwards or downwards uncontrollably. * Typically, I will be at 80 degrees until ~ 8000-10000m, and slowly pitch over to around 60 degrees by 25,000m. I like to keep my Ap between 30 and 60 seconds away until I leave the atmosphere, and I use pitch to keep it there rather than throttle.RSS should really not be used with stock. Check out the realism overhaul thread, which has a list of recommended mods for use with RSS. Arguably the most important are the Real Fuels mod, Stretchy tanks, FAR, and Kerbal Joint Reinforcement. The Real Fuels will change the masses to do exactly what you are interested in, and is a more accurate representation of reality than stock. Make sure to instal an engine configuration! This will give you the power you need to really take advantage of RSS without having to build 500 part+ rockets......Engine configuration information is on the Real Fuels page.Great, will check this out Link to comment Share on other sites More sharing options...
NathanKell Posted March 19, 2014 Author Share Posted March 19, 2014 Hodo: what you posted is the info dump showing the original values for various paremeters. What I pasted under that PQSCity { KEYname = IslandAirfield repositionRadiusOffset = 40 }is what you should add to the cfg, just under the original PQSCity {} node. Link to comment Share on other sites More sharing options...
maccollo Posted March 19, 2014 Share Posted March 19, 2014 (edited) Should be between 9,500 and 10,200 m/s, depending on how efficient your launch profile is. Are you using FAR? It will help you get to orbit and is much more realistic. With enough thrust and terminal velocity at take off you can get to orbit with about 9 km/s.Edit*Lowest amount of vacuum delta V to orbit I've managed is about 8.7 km/s. Edited March 20, 2014 by maccollo Link to comment Share on other sites More sharing options...
Sternface Posted March 20, 2014 Share Posted March 20, 2014 Now that I am almost at the end of the tech tree in RSS, I thought I would share the progression of my spaceplanes as I moved up the tech tree. Here are four designs, only the last of which is an SSTO:The first is mid-early tech. 4 stages. It is not reentry capable, and was designed to bring surface samples to an orbiting station. The pilot had to wait for a crew capsule before returning to Kerbin. Total payload-to-orbit was around 1.6 tons.Javascript is disabled. View full albumThe second is mid tech. Two primary stages, all jet equipment jettison-capable. More of a true orbiter shuttle that is capable of reentry and landing. Crew only; payload capacity is very small.Javascript is disabled. View full albumThe third is mid-late tech. One primary stage, all jet equipment jettison-capable. About half the weight of the prior space plane, as better tech is available. Most of the craft is returned upon landing.Javascript is disabled. View full albumThe last is future tech, made possible by KSP Interstellar. The first true SSTO - nothing is jettisoned. Large crew and payload capabilities.Javascript is disabled. View full albumHope you enjoyed Link to comment Share on other sites More sharing options...
Hodo Posted March 20, 2014 Share Posted March 20, 2014 Now that I am almost at the end of the tech tree in RSS, I thought I would share the progression of my spaceplanes as I moved up the tech tree. Here are four designs, only the last of which is an SSTO:The last is future tech, made possible by KSP Interstellar. The first true SSTO - nothing is jettisoned. Large crew and payload capabilities.http://imgur.com/a/8teRcIt is definitely possible to make a SSTO space plane in the RSS, great work on that SSTO, here is the two I came up with a week ago without interstellar.X-4Javascript is disabled. View full albumAnd X-6 which can haul around 5 tons to orbit.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
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