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regex's I'm not developing here anymore thread


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Yeah, fair point. It started out (and my prime focus is) 100% real solar system. But it would be criminal to lock up the functionality, or make people use it "all or nothing," so everything it does is changeable and toggleable in cfg.

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Sorry, but another quick question, how would you go about disabling the resizing of planets in settings in RSS?

I've looked into the .cfg's and how it works is beyond me.

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Sorry, but another quick question, how would you go about disabling the resizing of planets in settings in RSS?

I've looked into the .cfg's and how it works is beyond me.

RSS should ship with a LaunchSites.cfg file, in which case you can remove RealSolarSystem.cfg and just edit the LaunchSites.cfg file as needed. Be warned that the launch sites will likely have to be edited for a normal sized Kerbin.

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Speaking of maps. To help placement of alternative launchsites, here's the latitude of the various alternative sites in RSS on the Kerbin map. Normal on the left-handside and inversed on the right.

Large image:

http://i.imgur.com/gi7ydLR.png

If you boost Baikonur up 5 or 10 degrees there's quite a nice substitute for the Caspian or what's left of the Aral sea.

This is a great reference, Lack, thanks! I'm going to be doing a bit of bug-fixing in RSS for the next day or two but I'll try and get a few more launch sites and some tweaks into 6.4:1 this weekend before getting back on the Switcher/Campaign.

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Sorry for being quite a lot of a noob at this, but I deleted the RealSolarSystem.cfg and edited LaunchSites.cfg to my own liking, without touching any of the other files, (except the Earth and Moon textures) and the launch sites do not appear in the tracking station.

The option doesn't come up.

Edit: I may of been a tired idiot and passed over the option, I'll check tomorrow. I'll edit this later.

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  • 2 weeks later...

It's been a rough week, but stuff got done. I added a new mod today, HardMode, which I literally crapped out while waiting for my daughter to wake up this morning. Seriously, it's like ten lines of code. New video on the way early this week, once I figure out the last piece of persistence; I think you guys will like the new changes to KSC Switcher that are coming. I'm feeling pretty good about KSC Switcher being close to finished, aside from some additional polish, so I'll be getting to the Campaign fairly soon. I also fixed the Space Center camera altitude being all wacky in RSS, although further testing beyond mine will probably reveal some issues.

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Hrm. Regarding the multiple launch sites: Is there any way to integrate with KerbTown so that each launch site has its own model (and so that KSP-2 and the island hangar can be used without replacing them with a KSP-a-like)?

If so, you should consider giving each launch site TWO quality ratings - one for its VAB, and one for its SPH.

Edited by ialdabaoth
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Hrm. Regarding the multiple launch sites: Is there any way to integrate with KerbTown so that each launch site has its own model (and so that KSP-2 and the island hangar can be used without replacing them with a KSP-a-like)?

I'm against integrating with any other mod, especially since I'm already kind of co-opting RSS for my little project. Depending on licensing, I might borrow some code to make that happen if (and only if) it's relatively easy. Alternatively, I might try copying KSC to other locations. Lastly, I'll let the user change KSC's location while in-flight so you can have places to fly.

Basically, though, use KerbTown if you want that. From what I recall you can't just copy KSC, but that might be hearsay.

E: KerbTown is No-Derivs so there is absolutely no way I will/can be integrating into it.

If so, you should consider giving each launch site TWO quality ratings - one for its VAB, and one for its SPH.

I'm planning on having quality per pad with multiple pads, so I might also add a plane facility rating since turn-over doesn't make much sense for an airstrip (but it does for facilities). I'm also thinking of having a "rush" option so you can mimic the Gemini missions (with reduced initial turn-over and then a greatly increased turn-over after the second flight). Also whether a location has pads or an airstrip, so you can have dedicated launch sites or airstrips.

Edited by regex
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Serious question time: How hard would it be to swap in/out models and interiors for buildings, based on progress?

I would LOVE to see the KSC slowly grow from a little aluminum shed with a "Jeb's Junkyard and Spaceship Parts" sign, into the sprawling complex we play with today.

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Try dumping the transforms in that are childed to the KSC PQSCity. That'll tell you if individual buildings are individual meshes, and therefore swappable. For building interiors, obviously you can swap them out, though it's presumably nontrivial.

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Since NathanKell released 6pre2 (or something) of RSS, I also put up a new video detailing the current state of the KSCSwitcher in the OP. Check it out, be wary of the droning! Now that this is relatively finished, I can move on to the actual campaign system, the real reason I wrote the switcher.

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I have uploaded an update for RSS 6.4:1 Kerbin, bringing it to v4. This marks a fundamental change in the 6.4:1 system by changing Kerbol into a fairly realistic K-Class star (0.64sm, 0.84sr) because, according to the Wiki, Kerbol's temperature matches the range for K-Class stars. This actually puts Kerbin in the habitable zone, even if it is still a bit too dense for an actual planet. No further foreseeable changes to orbital parameters will happen from now. I have added six additional launch sites (including a slightly revised KSC that White Owl provided, thank you!) and incorporated the changes to Kerbin's terrain that Lack provided (thanks!). I have designs to add seven additional launch sites to round this out; if you have a favorite site you use and would like to share it for consideration, please provide the params and I'll consider it for inclusion (names are my choice). Even if I don't add it, you can easily do so yourself through the new LaunchSites.cfg file.

This config also includes rebuilt scaled space meshes for the planets and should be used with the latest pre-release of RSS (6.2pre4) which can be found in this post.

NOTE: Please be aware that, because Kerbol's parameters have changed, you SHOULD NOT UPDATE to v4 until all of your interplanetary craft are safely inside an SOI aside from Kerbol's. Even then, you may want to make a backup because I have no idea how this will affect your game.

Enjoy!

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Loved the new Switcher so I made a build from github. Very nice and no problems testing on my RSS install. Looking forward to extra launch sites for 6.4:1 Kerbin.

They're in the latest build in the OP. Make sure you have the latest ModuleManager (1.1.5 at least) as well.

E: Wait, nevermind, lol. Thanks, I'll try and get more added soon.

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They're in the latest build in the OP. Make sure you have the latest ModuleManager (1.1.5 at least) as well.

E: Wait, nevermind, lol. Thanks, I'll try and get more added soon.

Whoops sorry I've got them all working now.

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I love 6.4x Kerbin. But is there any way to make Minmus, Bop, Gilly, and Pol retain their bumpiness?

Also, can we have a polar launch site? How easy is it to make new launch sites?

Additionally, the water sphere seems to be invisible, but still tangible at 0 meters.

Edited by GregroxMun
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But is there any way to make Minmus, Bop, Gilly, and Pol retain their bumpiness?

You could try increasing the heightmap offset by some crazy amount and then rebuilding the PQS for those planets. As it stands, every planet has its heightmap offset multiplied by 1.5, so they're already pretty bumpy. Alternatively, reduce the radius of those planets and rebuild the PQS.

Also, can we have a polar launch site? How easy is it to make new launch sites?

Iakod is about as far south/north as I'm going to go with the packaged launch sites but you can always make your own using the information in the RealSolarSystem wiki. Then just add it to the LaunchSites.cfg file.

Additionally, the water sphere seems to be invisible, but still tangible at 0 meters.

Yeah, that seems to be an issue with any RSS config because of how the textures are mapped. I'm not sure if that's been fixed yet but I'll ask around and see what, if anything, can be done.

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I love this Mod, but it is possible to create another version where you don't need RSS? So that it runs with our normal kefbol System? That would be cool..

The KSC Switcher mod? You can't run it without RSS, but RSS is flexible enough to run without resizing anything. When I have some time I'll make a "stock" config file for it. If you're impatient, try removing all the planet definitions from the RealSolarSystem.cfg file (retain the top-level "REALSOLARSYSTEM" node) and deleting the obj files in PluginData, that should do it. Once done, edit the LaunchSites.cfg file to your heart's content. In fact, you probably will have to adjust all the sites.

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Is Real Solar System required for KSC switcher? I would really like this feature, but do not want to play with Real Solar System, yet.

Your question was LITERALLY answered in the post directly above yours.

The KSC Switcher mod? You can't run it without RSS, but RSS is flexible enough to run without resizing anything. When I have some time I'll make a "stock" config file for it. If you're impatient, try removing all the planet definitions from the RealSolarSystem.cfg file (retain the top-level "REALSOLARSYSTEM" node) and deleting the obj files in PluginData, that should do it. Once done, edit the LaunchSites.cfg file to your heart's content. In fact, you probably will have to adjust all the sites.
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