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About OhioBob

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  1. In addition to the instructions in the OP, there's also this post that explains the different combinations: To that I've added the JNSQ option: JNSQ + GEP + GEP_JNSQ ---> The stock solar system is replaced by the JNSQ solar system. Grannus and the GEP planets are added as a secondary solar system orbiting the JNSQ solar system. The only reason GEP_JNSQ is needed is to rescale/resize GEP. Functionally there's nothing stopping GEP from being added to JNSQ without GEP_JNSQ, but Grannus would be orbiting near the planet Nara. EDIT: Also note that any installation including JNSQ + GEP + GEP_Primary would be a fail.
  2. GEP does have several install options with different prerequisites. Does CKAN allow the user to pick the type of installation? If so, I'd want to make sure the options include (or exclude) all the right stuff. I don't know how to check that, however.
  3. I'm not opposed to having it on CKAN, but I haven't the slightest idea what's necessary to make it happened. Is there anything I must change or add to the mod itself?
  4. GEP_JNSQ For those of you who have inquired about adding other planet packs to JNSQ, please be advised that Grannus Expansion Pack (GEP) now includes an optional add-on that rescales it to fit the JNSQ universe. To use, simply install GEP along side JNSQ, and add the optional mod GEP_JNSQ provided in the GEP download. Your installation should look like this: Note that Sigma Dimensions is not needed. All resizing and rescaling is done using ModuleManager patches. My purpose in creating this was to flesh out the process and uncover potential problems (found a couple). The final result can be used as a template for others who might want to make their planet packs compatible and installable with JNSQ. Although Team Galileo has no plans to provide such compatibility patches, we do encourage third parties who wish to do so. Known issue: Taranis' lava texture is being replaced by JNSQ's water texture. Fixing this require a change to JNSQ, which will be implemented with the next JNSQ update.
  5. UPDATE Version 1.1.1 Changelog Added GEP_JNSQ to rescale GEP for installation with JNSQ. Recomputed Sirona's atmosphere, reduced height. Modified Sirona's scatterer atmosphere. Revised Δv map, recomputed descent/ascent values. Deleted stock asteroids fields for GEP_Primary. A few minor tweaks that no one will notice. Updated CelestialBodies.pdf. See opening post for download link and instructions. Known issue, GEP_JNSQ: Taranis' lava texture is being replaced by JNSQ's water texture. Fixing this require a change to JNSQ, which will be implemented with the next JNSQ update.
  6. Our theory is that they consist of heavy hydrocarbons, similar to those found in kerosene or diesel. Eve's oceans being some type of hydrocarbon fuel has been part of the lore ever since I started playing KSP. And after running some calculations, I've found that it is entirely feasible for heavy hydrocarbons, such as dodecane, to exist in liquid form at the pressure and temperatures found at Eve sea level. So it seems the lore actually has a basis in reality. Where all that hydrocarbon came from, however, is open to wild speculation.
  7. That was the intent. I designed it to be hard. You have reason to feel good about yourself for conquering it.
  8. Congratulations. Thanks for proving it possible, I wasn't sure it was doable. I've landed a probe there, but never returned. That was probably a good decision. It gets a bit toasty over there if you land too close to the lava.
  9. Known issue... Toutatis is a tidally locked atmospheric planet, hot on one side and cold on the other. At least that's the way it is designed. Unfortunately temperatures aren't currently mapped correctly to the sun position vector. This is because KSP includes a built-in offset that shifts the hottest time of day away from the sub-solar point to mid-afternoon, presuming a rapidly rotating body. Stock KSP simply does not allow for tidally locked atmospheric planets. Fortunately a solution to the problem has been found, which I hope will be included in the next version of Kopernicus. And if not, I'll incorporated into GEP the necessary plugin to allow Toutatis to have the proper hot and cold hemispheres with which it was designed. Sigma TweakChutes... With the addition of Toutatis and its thin atmosphere, Sigma TweakChutes is recommended. TweakChutes is a plugin that prevents parachutes from fully deploying unless both the minimum pressure to open and the deployment altitude have been satisfied. In other words, a parachute won't full deploy unless it has first semi-deployed. This adds difficulty to the game by preventing some parachutes from working where they really shouldn't.
  10. UPDATE Version 1.1.0 Changelog Added three new celestial bodies - Toutatis, Sucellus and Caireen. Added an asteroid belt between Nodens and Sirona. Added GEP flags for all planets (artwork by JadeOfMaar). Added Δv map (artwork by JadeOfMaar), deleted Δv tables. Added Final Frontier ribbons for new celestial bodies. Added Epona clouds, misc. EVE updates. Added Sirona rimColorRamp. Added TweakChutes.cfg. Replaced Taranis' lava texture, revised ocean, updated color map. Replaced Brovo's terrain texture. Upgraded Brovo's color and normal maps to 4k. Fixed seams in several planet/moon textures. Increased maximum scatter density for boulders. Revised scatterer settings, new .half files. Revised Nodens' atmosphere (greater diurnal variation). Revised distribution of resources (ore and CRP). Revised Planet Shine and Distant Object colors. Revised Research Bodies difficulty settings. Updated configs for new celestial bodies as applicable. Updated CelestialBodies.pdf. Misc. other config changes, fixes, and house cleaning. See opening post for download link and instructions. Toutatis Sucellus Caireen Δv Map Flags (by @JadeOfMaar)
  11. I think I've got everything ready for the new release. I'm just testing it out a little bit before I'm ready to make it official. Nothing about the existing planets has changed, so I think you should be able to install it and get the new celestial bodies without messing up your current save. I did revise the distribution of resources somewhat, but none of that should take effect until a new game is begun. Grannus is the one body in GEP for which I didn't create the textures. Grannus was created by Galileo for GPP (the star appears in GPP but without any planets). I prefer that the appearance of Grannus remains the same in both GPP and GEP, and creative control over all the visuals in GPP I'm leaving in Galileo's hands. For this reason I prefer not to do anything that changes the look of Grannus in GEP.
  12. I've got three more worlds created that I'll be adding to the next update. So there will be more places to visit. Not sure when I'll release it, but I'm getting close.
  13. Kopernicus 1.8 is not out yet. Team Galileo works closely with the Kopernicus dev by doing much of the pre-release testing, and in exchange we get early access to the dev version. Works out well for both parties. Most of the work on JNSQ has been done by Galileo, JadeOfMaar and myself. Sigma88 has also been a valuable contributor in a support role.
  14. As far as I know, the current JNSQ version will work with 1.8 Kopernicus. It just won't use the new terrain shaders. So while an updated JNSQ will come at some point, I don't think there is anything that will stop you from making the switch to 1.8 once the new Kopernicus releases. Hopefully @Galileo will correct me if I'm wrong about that. But to answer your question, I have no idea how long it will take. Getting JNSQ fully compatible with KSP 1.8 may not take very long (I think Galileo has already finished much of it), but that doesn't mean it will release quickly. We're often tinkering with other stuff that gets changed or added in, and that delays things. There's no telling what might happen next or how long it will be before we have something we're happy with and feel is release worthy.
  15. It's a combination of both. The starting point is typically the body's effective temperature. From there it is mostly empirical.