InfinityArch Posted September 1, 2014 Share Posted September 1, 2014 Yeah, I tried x10 kerbol and the amount of z-fighting from EVE made it pretty much unplayable. Now granted, that was the most recent release on the forums, not the EVE overhaul I've been hearing about. Link to comment Share on other sites More sharing options...
NathanKell Posted September 1, 2014 Share Posted September 1, 2014 That would be your problem right there, yes. Link to comment Share on other sites More sharing options...
InfinityArch Posted September 2, 2014 Share Posted September 2, 2014 (edited) Haven't been able to get EVE overhaul to work sadly, and it's (mostly) tolerable at 6.4x except on Jool. 6.4x generally plays nicer with the part mods I use and career mode. Edited September 2, 2014 by InfinityArch Link to comment Share on other sites More sharing options...
Ascension Islander Posted September 2, 2014 Share Posted September 2, 2014 Where's everyone finding EVE Overhaul 9-2? The latest one I can find is 7-3.Or am I just an idiot? Link to comment Share on other sites More sharing options...
InfinityArch Posted September 2, 2014 Share Posted September 2, 2014 I know that eve overhaul is availible on github, but I'm A. Not sure if I'm downloading the right version, since I'm not very familiar with github.B. Not particularly sure what I need to put where. Link to comment Share on other sites More sharing options...
Ascension Islander Posted September 2, 2014 Share Posted September 2, 2014 Yeah, that's the problem is the latest one on github is 7-3.https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/Release-7-3LRGonna try it anyways. Link to comment Share on other sites More sharing options...
InfinityArch Posted September 2, 2014 Share Posted September 2, 2014 (edited) Overhaul is its own branch. I don't know which one is 9.2 though.Edit: Oh wait, hit the "..." above the 7.3 release to expand to the newer releases.Sadly better atmospheres is built for the old version, and I honestly have no idea when/if an update for 9.2 can be expected. Edited September 2, 2014 by InfinityArch Link to comment Share on other sites More sharing options...
Ascension Islander Posted September 2, 2014 Share Posted September 2, 2014 (edited) Edit: Oh wait, hit the "..." above the 7.3 release to expand to the newer releases..Oh, hey neat7-3 seems to be working fine without any configs necessary Edited September 2, 2014 by Ascension Islander Link to comment Share on other sites More sharing options...
NathanKell Posted September 2, 2014 Share Posted September 2, 2014 Nope, current Overhaul is not available under Releases. Instead, go here:https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul(or just go to the repo and select the Overhaul branch).Then click on either x64 release (if running KSP x64) or x86 Release (if using 32bit). Then click "View Raw" to download. Link to comment Share on other sites More sharing options...
InfinityArch Posted September 2, 2014 Share Posted September 2, 2014 (edited) Oh, hey neat7-3 seems to be working fine without any configs necessary7-3 is almost unplayable with x10 kerbol system, and it has some weird behaviors with the x6.4 version. I can't get the new version to work however, it just keeps crashing...aaand, after troubleshooting a bit, it appears to be from something other than EVE...Fantastic Edited September 2, 2014 by InfinityArch Link to comment Share on other sites More sharing options...
Ascension Islander Posted September 2, 2014 Share Posted September 2, 2014 Yayyy new bugs! Link to comment Share on other sites More sharing options...
InfinityArch Posted September 2, 2014 Share Posted September 2, 2014 (edited) Yayyy new bugs!This isn't a bug with EVE as far as I can tell, it's some sort of incompatibility...Either that or I broke something while installing mods. I'd rather avoid reinstalling the game a second time today, but it might come to that.Edit: Nope, reinstalling EVE causes crashes again...Maybe some junk left behind from better atmospheres in the texture replacer folder?Edit 2: Removed everything besides stock and EVE stuff, and it's working. Edited September 2, 2014 by InfinityArch Link to comment Share on other sites More sharing options...
Ascension Islander Posted September 2, 2014 Share Posted September 2, 2014 Edit 2: Removed everything besides stock and EVE stuff, and it's working.Glad to hear it Link to comment Share on other sites More sharing options...
komodo Posted September 2, 2014 Share Posted September 2, 2014 This seems to work in RemoteTech_Settings.cfgDisclaimer i have no idea if this is the correct way to do it.Thanks for the 6.4x system lots for fun with Real fuels and stockalike engines.GroundStations{ STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc482 Name = Roka Kosmodrone Latitude = 41.7593 Longitude = 91.9 Height = 295 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc483 Name = Pleasant Valley Latitude = -15.2151 Longitude = 101.2433 Height = 2085 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc484 Name = Iakod Latitude = -54.8877 Longitude = 45.7251 Height = 840 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc485 Name = Olemek Latitude = -21.1816 Longitude = -123.5356 Height = 195 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc486 Name = Orok Spaceport Latitude = 10.4508 Longitude = -161.5649 Height = 2600 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc487 Name = Kermansburg Latitude = 21.6431 Longitude = -110.7422 Height = 1085 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } }}This config looks like it works well, at least on my install. For the craft antennas, I added the multiplier to both dish and omni antennas like so in my config: @PART[*]:HAS[@MODULE[ModuleRTAntenna]]:Final{ @MODULE[ModuleRTAntenna] { @Mode0DishRange *= 6.4 @Mode1DishRange *= 6.4 @Mode0OmniRange *= 6.4 @Mode1OmniRange *= 6.4 }}It made setting up a omni network a bit tricky otherwise. (A lotttt of sats.) Is there a prudent reason not to do so, or is it just personal choice?In any case, i'm really enjoying the configs/mods, so thanks again guys for your great work! Link to comment Share on other sites More sharing options...
InfinityArch Posted September 2, 2014 Share Posted September 2, 2014 (edited) Yeah...There's still very visible z-fighting on Jool's clouds plus a ton of visual oddities when descending through Eve's atmosphere, even with the new version I'm afraid, and while it looks nice, it doesn't hold a candle to better atmospheres or atstronomer's pack, both of which are for 7.3. I am now seeing the dilemna that RSS players face: gorgeous planets or a demand for realistic rockets?On a tangent, is it intended for Laythe to have a higher delta-v to orbit than Kerbin? The map seems to indicate that's the case. Edited September 2, 2014 by InfinityArch Link to comment Share on other sites More sharing options...
NathanKell Posted September 2, 2014 Share Posted September 2, 2014 Why not both?It sounds like you don't have things configured correctly. Link to comment Share on other sites More sharing options...
bs1110101 Posted September 2, 2014 Share Posted September 2, 2014 Update about my deadly reentry problems, the RSS config rescales them all so all the ones for pods don't work. Link to comment Share on other sites More sharing options...
komodo Posted September 2, 2014 Share Posted September 2, 2014 Update about my deadly reentry problems, the RSS config rescales them all so all the ones for pods don't work.Try the one(s) NonWonderDog posted? They're adapted from RSS, without the rescaling of sizes, from the looks of it. Link to comment Share on other sites More sharing options...
bs1110101 Posted September 2, 2014 Share Posted September 2, 2014 Ok, using those now. I thought i was before. Weird. Link to comment Share on other sites More sharing options...
Raptor831 Posted September 2, 2014 Author Share Posted September 2, 2014 This config looks like it works well, at least on my install. For the craft antennas, I added the multiplier to both dish and omni antennas like so in my config: @PART[*]:HAS[@MODULE[ModuleRTAntenna]]:Final{ @MODULE[ModuleRTAntenna] { @Mode0DishRange *= 6.4 @Mode1DishRange *= 6.4 @Mode0OmniRange *= 6.4 @Mode1OmniRange *= 6.4 }}It made setting up a omni network a bit tricky otherwise. (A lotttt of sats.) Is there a prudent reason not to do so, or is it just personal choice?In any case, i'm really enjoying the configs/mods, so thanks again guys for your great work!Ah! I'll have to add this into my aux configs. Forgot there were two types of antennas.On a tangent, is it intended for Laythe to have a higher delta-v to orbit than Kerbin? The map seems to indicate that's the case.I haven't tested directly, but Laythe shouldn't have a higher dV to orbit than Kerbin. Less gravity, lower orbital velocity. Unless the atmosphere is really thick (which it shouldn't be), there's nothing to push that number up. Link to comment Share on other sites More sharing options...
InfinityArch Posted September 2, 2014 Share Posted September 2, 2014 One other issue I've noticed is that Jool's atmosphere seems to start at about 125,000 meters above the "surface", which doesn't seem right. Link to comment Share on other sites More sharing options...
Raptor831 Posted September 3, 2014 Author Share Posted September 3, 2014 One other issue I've noticed is that Jool's atmosphere seems to start at about 125,000 meters above the "surface", which doesn't seem right.The config reads:maxAtmosphereAltitude = 182364.745Though, the atmosphere won't do much up there at all. TBH I haven't tested all the way out there yet. Barely seem to get off of Kerbin much these days. But, everything else seems to be working for me so I would assume that's correct too. Link to comment Share on other sites More sharing options...
NathanKell Posted September 3, 2014 Share Posted September 3, 2014 (edited) Raptor831: maxAtmosphereAltitude is meaningless; it's just for display when you click info on a body in TS/Map view. What actually matters is the scale height; the height of the atmosphere will be 13.81551 x the scale height--*no matter* the sea level pressure. Unless you specify a pressureCurve, as RSS does for all bodies.Also: simply increasing ranges for antennae across the board is dangerous; you should try to exclude parts with ModuleCommand, since a probe with a 150km range antenna should probably keep it. Edited September 3, 2014 by NathanKell Link to comment Share on other sites More sharing options...
Raptor831 Posted September 3, 2014 Author Share Posted September 3, 2014 Raptor831: maxAtmosphereAltitude is meaningless; it's just for display when you click info on a body in TS/Map view. What actually matters is the scale height; the height of the atmosphere will be 13.81551 x the scale height--*no matter* the sea level pressure. Unless you specify a pressureCurve, as RSS does for all bodies.Also: simply increasing ranges for antennae across the board is dangerous; you should try to exclude parts with ModuleCommand, since a probe with a 150km range antenna should probably keep it.If the scale height is what matters, then it should be the same. For Jool, scale height is 13.2, which by the math you mentioned gives almost exactly the same number.And I figured there would be some unintended consequences of that MM config. Didn't think of the probe cores, but that's a simple enough fix. Link to comment Share on other sites More sharing options...
InfinityArch Posted September 3, 2014 Share Posted September 3, 2014 I'll have to go check that again; the tests I did were on extremely aggressive trajectories, and likely shot through the atmosphere's upper layers without me even registering the difference.I'm also not seeing the alternate launch sites and the full kerbin DSN, though I suspect that might be because I installed RSS incorrectly.This mod is a blast to play in career mode alongside KCT by the way; it's not effectively impossible to progress like in the x10 realism overhaul kerbol, but I actually have to think carefully about how much a launch costs vs what it will return.I'be only recently been able to get into orbit. Link to comment Share on other sites More sharing options...
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