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  1. I'm not ready to say we've found the solution yet, but let's keep our fingers crossed. Let me know if it continues to work or if the bug reoccurs. To others who have reported this problem, you might want to give this possible solution a try and see what happens.
  2. There's one thing you might try. Delete the file settings.cfg from your KSP folder and restart the game. This will force you to reselect all your game settings. Then see if the problem still exists and report back. This may not do anything, but the last GPP version made some changes to the terrain detail settings. Perhaps not deleting the old file is creating an issue. It's worth checking to either rule it in or out as a cause.
  3. Nothing official at the moment, though @Coldrifting has release his version of updated JNSQ scatterer configs, which you might try. I haven't used them, however, so I can't vouch for them. JNSQ is designed to work with scatterer v0.0772. I don't recommend any other version.
  4. @CessnaSkyhawk, as I understand it, you're proposing distributing configs that alters JNSQ after the fact without actually changing JNSQ directly and redistributing it. In other words, players would download and install JNSQ intact as it currently exists from the Team Galileo JNSQ GitHub. They would then download and install your configs, which would make changes to JNSQ but without redistributing any of JNSQ's original components. If that is correct, then I see no problem with that.
  5. Form the RAD thread... For all the planet packs that I have been involved in, it hasn't been dealt with at all. I've never had the need or desire to use contract packs, so I've never paid any attention to them. I've just assumed that the programming necessary to distinguish land from water was included on the contract side of things. If it becomes necessary to add a config to the planet packs to remedy this situation, that shouldn't be a problem. I don't want to be the one to figure it out, however.
  6. I can provide insight regarding JNSQ if necessary, but otherwise I don't know much. What's CC?
  7. Rational Resources includes a GPP config, so it might already support GPP. @JadeOfMaar is the person who can confirm this.
  8. I just wanted to clarify that when I said OPM won't work with JNSQ, I didn't mean that OPM won't load. OPM will probably load OK if installed with JNSQ, but the OPM planets will be to the wrong scale and their orbits will be intermixed with the JNSQ orbits. For instance, Sanus will orbit between Dres and Jool, and Urlum will orbit between Jool and Lindor, etc. It would be a totally screwed up system. So I suppose it's more accurate to say that OPM won't fit JNSQ. To get a proper fit, OPM would need to be modified.
  9. It must orbit Sun, not Kerbol. Kerbol is an unofficial name coined by fans of the game, it does not exist in KSP or JNSQ. The main central body around which everything orbits is named Sun, though it could have a different display name.
  10. No, the code is built into Kopernicus. Yes, find the following file and change the extension from .txt to .cfg. DART/Plugins/RespawnDimorphos.txt // How to reset and respawn Dimorphos: // Simply rename this file from .txt to .cfg // Then restart KSP and either load your test save or create a new one. // Every time that you go to the Space Center, Dimorphos will be recreated. // To stop that from happening, exit KSP and rename this file from .cfg to .txt
  11. No, OPM does not work with JNSQ. The only planet packs, to my knowledge, that have been modified to work with JNSQ are GPP and GEP (all by the same developers). However, these planet packs are added to the JNSQ universe as secondary star systems. There is nothing that adds planets to the JNSQ solar system. That being said, there's no reason configs couldn't be written that would make OPM compatible with JNSQ. However, JNSQ and OPM really aren't a very good fit stylistically.
  12. What is not compatible with Kerbalism - RemoteTech or JNSQ? If you are referring to JNSQ, that's not true. JNSQ is compatible with Kerbalism. You may well be right about RemoteTech's compatibility, however. I wouldn't know about that.
  13. I'm not sure how to whitelist or blacklist stuff, but the following ought to work. The following example is assuming you're using 2.5x Rescale, though the method would be the same for all sizes. Inside the GameData/Rescale 2.5x folder you will find a file named 2,5xScale.cfg. Edit this file to read as follows: What the first part does is adds a DoNotRescale tag to all the planets that you want to exclude from rescaling, where PlanetPackName is the name of the planet pack and PlanetName# are the names of all the planets included in that planet pack. Add as many @Body nodes as necessary include all the planets. The second part changes Rescale from applying its rescale parameters globally to making them planet specific, and those planet specific changes are applied only to those planets that exclude the DoNotRescale tag.
  14. Although Gordon has apparently based his explodium burning engines on ethane as the fuel, it's unlikely that "explodium" is actually ethane. The environmental conditions on Eve wouldn't allow liquid ethane to exist on its surface. However, heavier hydrocarbons such as dodecane (C12H26) could exist as liquids. Heavier hydrocarbons of this type are found in kerosene, i.e. rocket fuel. Where enough of these hydrocarbons would come from to fill seas, however, I don't know. Another issue with Eve's oceans is that the liquid has a specific gravity of 1.5, which is much heavier than any common hydrocarbons. Dodecane, for instance, has a specific gravity of 0.75. So, given the known properties, there's really no logical way to explain what explodium is or how it got there. We just have to suspend disbelief and take on faith that it exists.
  15. The Voronoi Craters biome doesn't exist on Moho. The biome name appears in the config, but it doesn't actually exist in the biome map.
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