nathankell / realsolarsystem Goto Github PK
View Code? Open in Web Editor NEWChanges KSP's solar system to make it like the real one.
Changes KSP's solar system to make it like the real one.
So, other parts of career mode seem fairly reasonable when used with RSS and RO, but the default limits on ship mass (in particular) make it impossible to, for example, send missions, even only to the Moon, until the launch pad is fully upgraded. For example, not that far into the tech tree, you have all the technology you need for a manned Moon mission (and are getting most of your contracts involving the Moon), but even upgrading your launch pad half way, you have a 180T and 36m launch craft limit. A Saturn 5 rocket is 110m long and 3000T, a difference of 3x and 17x. In stock KSP, you can easily get a manned lander to the moon and back with a 180T craft.
Now (as a developer myself), I've been poking around for a few hours trying to find where these stock values are stored, but haven't found them yet. If I (or somebody else who might already know this) can find and manipulate these values, would you be interested in adding this to RSS to help the career mode balance?
BryceSchroeder says:
An invisible moon wall can be found heading uphill at 5 deg 01' 16" N 173 deg 47' 42" E
8192 heightmap, high detail. maxLevel removed.
Hello, not so much an issue as a suggestion. Now that squad has put a UI framework for showing us when it's safe to stage our parachutes would it be possible to put something similar in place for engine propellant stability? That would be seriously helpful. (I have no idea if squad uses assets for changing the colour of the parachute icon of if it's a simple palet change but it seems this would be easy to implement.) Thanks!
In the RSS Kopernicus config file, if you change the Epoch entry to "Epoch = -2524614641.784" and start KSP, you will not be able to start a new game of KSP. Try this on a clean install of KSP that has not been started and that has no existing save games.
i'm stuck at my loading screen for 6 hours instead for about 15-20mins , it shows ' modulemanager ; 13 patches loaded from cache .' what can i do about it ?
Fresh install of KPS, installed new version of CKAN 1.5.4 that solved my previous issue with inability to install Realism Overhaul then first start, success, I changed some settings like resolution and everything to highest detail, then it crashed and now it does not start and freezes at loading ADD PQSMOD_VertexHightMap 8/17, before it freezed on something like blendmap 4/7 guess.
Seems that switching to full-res textures causes this issue. The game starts when kps settings are deleted, so game creates new from defaults.
Could we please have a legit asteroid belt? As in more than just the one or two lone stragglers?
.90 breaks if you try to switch KSC location while SpaceCenter is the active view--or at least it does if you switch during load to space center on load game. Current workaround is to disable that autoswitch, and only allow switching in the tracking station; on first loading a save, one goes to TS, selects another site, then selects the desired site.
@magico13 has some suggestions; here is my reply to that comment.
Yeah, it was a 4am deal. :D
The way I intended to do it was save the last KSC in a MM patch, on the hope that most people playing RO do so via one main save. I also considered your method, or rather ideally to hook and run the swapping at main menu whenever a savegame is highlighted but before it is loaded. That would get around things the most transparently. For now, yes, I can quite easily add a popup box if current KSC location doesn't match stored KSC location.
Don't know if this is a bug or intended, but it's a bit annoying and I can't uninstall RO without removing RSS at the same time.
Should I post this in the CKAN issues page? There's other things that have the same problem.
Load of KSP stops with message box open displaying:
RealSolarSystem Status
Editing Body: Moho (2/17)
PQS Moho
PQSMod_VertexHeightMap
log does contain:
(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Processing PQSMod_VertexHeightMap
(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
RSS Set offset 0
(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
IsolatedStorageException: Could not find a part of the path "/home/mark/GameData/RealSolarSystem/Plugins/PluginData/MercuryHeght.png".
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in :0
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in :0
at System.IO.File.OpenRead (System.String path) [0x00000] in :0
at System.IO.File.ReadAllBytes (System.String path) [0x00000] in :0
at RealSolarSystem.RealSolarSystem+d__d.MoveNext () [0x00000] in :0
at RealSolarSystem.RealSolarSystem+d__72.MoveNext () [0x00000] in :0
(Filename: Line: 4294967295)
installed in: /usr/share/games/ksp_0.25.0
running from: /home/mark
with command: LC_ALL=C /usr/share/games/ksp_0.25.0/KSP.x86_64
if running from /usr/share/games/ksp_0.25.0 the path to GameData seems to be parsed correctly and KSP with RSS-v8.2.1 finishes loading.
Hello can you update the files for the new version of KSP because I love your Mod :)
Congratulation for your work ๐ฅ
keep on this way ;)
.
So people can NEEDS it.
Cam values in particular ScaledSpace for Earth/kerbin not loading from values defined in custom configs.
With 70% of Earth covered by water, it's not always easy to land on land.
See title. Game throws an error in output.log; all texture packs have MercuryHeght.png when it should be MercuryHeight.png
Rather than doing this:
https://github.com/NathanKell/RealSolarSystem/blob/master/Source/TimeWarpFixer.cs#L31
You might be better off just calling Object.Destroy(this)
That way the object doesn't hang around in every scene being called for every update frame.
The camera sometimes zooms out to the exterior of the VAB and must be zoomed back in (rather slowly) before I can see what I'm building.
I believe it only happens when there is a rocket "loaded" in the VAB already and I select "Revert to Vehicle Assembly Building".
It may only occur when the rocket is sufficiently tall, though I have not tested this specifically.
"rotationPeriod" should be "tidallyLocked" unless I'm deeply mistaken. Consider writing a few functions, e.g.
ConditionallyParseBoolNode("tidallyLocked", out tidallyLocked)
to factor this sequence of if statements and avoid such errors.
Might be a config error on my behalf but can't seem to get SS far clipping distance to load from config but simply always loads default values. Also affects SSclose and range I think.
Solution:
change line 267 of RealSolarSystem.cs from
if (body.orbit.referenceBody)
to
if (!body.orbit.referenceBody.GetName().Equals("Kerbin"))
or some other thing that makes it exclude removing kerbin from that list.
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