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OhioBob

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Everything posted by OhioBob

  1. You can resize the solar system using Sigma Dimensions. At least I think it still works. It's been a long time since I last used it. There's also JNSQ, though it's not just a simple resizing. While JNSQ includes all the stock celestial bodies, it completely remakes them with new textures and terrain. It also adds some new bodies. JNSQ is technically suppose to be 1/4 real scale, which works out to be about 2.7x stock scale.
  2. CTTP Community Terrain Texture Pack DART D.A.R.T. (Double Asteroid Redirection Test) Range Challenge GEP Grannus Expansion Pack JNSQ JNSQ (Je Ne Sais Quio) Planet Pack KSRSS Kerbal Size Real Solar System SVE Stock Visual Enhancements SVT Stock Visual Terrain SVT is obsolete but it technically still exists and is available to download.
  3. Not in the current version. It will be removed, however, if and when I ever get around to releasing an update.
  4. That's controlled by a Kopernicus setting... By default it is set to True. The default setting works best for JNSQ because JNSQ has custom asteroids. But that means you get no comets. To get comets you need to switch to Stock, but then you won't get the customized JNSQ asteroids.
  5. You should probably report it to MPE. Let the MPE devs figure out whether it's their mod or Kopernicus.
  6. Just do the following, adding in extra @Body nodes for each additional body that you want to modify. If there is some orbital element that you don't want to change, then just omit it. When completed, save it as a plain text file but with a .cfg extension (you can name it anything). Then place the saved .cfg file anywhere inside the GameData folder of your KSP installation. @Kopernicus { @Body[Moho] { @Orbit { inclination = new value eccentricity = new value semiMajorAxis = new value longitudeOfAscendingNode = new value argumentOfPeriapsis = new value meanAnomalyAtEpoch = new value epoch = new value } } @Body[Eve] { @Orbit { inclination = new value eccentricity = new value semiMajorAxis = new value longitudeOfAscendingNode = new value argumentOfPeriapsis = new value meanAnomalyAtEpoch = new value epoch = new value } } }
  7. @Poodmund, as I recall, I think my time step was 1 day. So clearly 1 hour would be a bit more accurate.
  8. That's correct. We did that by design. We planted a land mine for those foolish enough to stray into the wrong area.
  9. You should be able to just delete the folder GameData/GPP/GPP_Renamer. You might have to start a new game after deleting, however.
  10. There is no volumetric clouds config for JNSQ. Though I know of someone who is supposedly working on one. I don't know if it will ever be released.
  11. You are correct, 40 atm is no coincidence. We tried to set the lowest elevation on all celestial bodies to 0, so you shouldn't find any below sea level parts unless something else changed to mess it up.
  12. I think you'd be better off trying something like this: @Kopernicus:AFTER[KOPERNICUS] { @Body[Sun] { @Properties { useTheInName = False displayName = Sigularity } @ScaledVersion { Coronas { Value { Material { texture = SingularityKopernicusPatch\PluginData\Black.png } } } } } }
  13. JNSQ may someday get updated to the latest scatterer, but that's likely to be just for compatibility. I wouldn't expect there to be any feature additions, like volumetric clouds.
  14. It looks like the cloud height might have to be raised. Though I'm not sure why that would be a problem now when it use to work fine. Is that Eve, or perhaps Huygen? You might try the following patch. 8500 is the current cloud height on Eve, you'll need to increase that number. @EVE_CLOUDS:AFTER[JNSQ] { @OBJECT:HAS[#name[Eve_Clouds]] { @altitude = 8500 } } If you are unfamiliar with ModuleManager patches, just copy the above, save it as a plain text file with a .cfg extension, and place it anywhere inside your GameData folder.
  15. I don't know what to tell you. I can't debug it for you. There's likely some other mod interfering with it. I recommend you remove all mods but for the bare essentials. Then reinstall them one at a time until you find the one that breaks it.
  16. Something is different, because that doesn't look like the stock Swivel that I know. Do you have Restock installed?
  17. I have no idea what the "Girello" engine is. You are obviously using a mod that has modified the stock engines. It appears this mod has broken Eve Optimized Engines. EOE works fine with stock engines. You may have to make a choice between which mod you want more.
  18. If you are asking for help, you're going to have to provide more information than that.
  19. The dV map that comes with JNSQ should be accurate for interplanetary stuff at 10x if you double the numbers. Why reinvent the wheel?
  20. That likely won't be accurate for everything becuase we changed the physical properties of several (most?) bodies. JNSQ is not just a simple rescaling of the stock system. Everything was reexamined and tweaked. Some of the moons had significant reductions in size and mass.
  21. You probably already know this, but FYI... Going from 1/4 scale to real scale (10x) should double all the delta-v from the original delta-v map. This should be exact for interplanetary trajectories, but is probably an slight overestimation for ascent/descent delta-v. This is because, despite increasing the planet size 4x, we're typically not ascending to (or decending from) an orbit that is four times higher. For instance, on Kerbin we might typically ascend to a 100 km orbit at 1/4 scale, but at real scale we might go to 150 or 200 km. It doesn't take twice as much delta-v to do that.
  22. I can't speak for KSRSS, but since you mention JNSQ, I can explain what is happening there. The total increase in antenna range is proportional to the square route of the product of the antenna modifier and the DSN modifier. That is, Range multiplier = SQRT(Antenna modifier * DSN modifier). JNSQ requires a range increase of 4x to reach the farthest planet (not counting Nara which is really far away). So to reach 4x the distance, we want to make both modifiers equal to 4. That is, Range multiplier = SQRT(4*4) = 4. It would have been our choice to leave the changing of both the antenna and DSN modifiers up to the individual player. This would give the player the flexibility to use something other than the 4x recommendation if he/she so desired. However, changing the antenna modifier in the game settings is buggy, sometimes making it impossible to transmit science data. (Perhaps this has been fixed, but the last time I checked it was still broken). To work around the bug we were forced to make the antenna change in JNSQ using a config. JNSQ multiplies all antenna powers by 4. We left the DSN change up to the player so the player still has some control over how he/she wants to setup the game. Sorry if this is off topic. I know this isn't a JNSQ thread, but perhaps some of this is relevant to the curent issue.
  23. Something has got to be wrong in your game because it is working for me. Based on your numbers, the thrust isn't getting factored. The thrust should be increased by the same 2.5x factor as the mass, giving the Stomper a TWR and burn time the same as the Thumper. By the way, when computing TWR you need to divide the thrust by g (9.80665 m/s2). This means your TWR is actually 1.33, not 13.07. If the thrust were being factored by 2.5x as it should be, the Stomper would have a TWR of 3.33 and a burn time of 42 seconds. I don't know why it is working correctly for me and not for you. Perhaps there could be something else in your installtion that is interferring and messing it up.
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