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About PocketBrotector

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    Colonist Wannabe

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  1. Glad to hear it worked! I hadn’t tested it comprehensively (just did spot checks for QC) so it’s good to know that I set things up correctly. here’s the link for anyone who’s on mobile or otherwise unable to see signatures: https://louisb3.github.io/ksp-lwp-jnsq/
  2. Check my signature for a browser-based JNSQ transfer planner
  3. Oh, this looks awesome. Is this going to be part of ScanSat itself or some other part pack?
  4. v0.2.2 Release Changed Pug Isp to preserve performance from original PartOverhauls mod when not upgraded (Restock 0.1.4 had changed this from 320 to 330) Added TechHidden attribute to old PartOverhauls versions of parts Compatible with at least v1.8.1 of KSP and the corresponding versions of Restock/RestockPlus; probably compatible with any given past or future version as well.
  5. What sort of ascent profile do folks use with low-ish to moderate TWRs? I rigged up a kOS script to change the pitch of my rocket according to the cube root of the atmospheric pressure, which seems to produce a nice gradual turn (45 degrees around 12-14km). But it has a hard time keeping the apoapsis ahead unless TWR is relatively high (>1.8 booster, >1.6 sustainer). And in JNSQ, a suboptimal ascent comes with a real risk of explosive overheating. I had just presumed that higher TWR requirements came with the territory, but maybe I should be changing pitch based on speed rather than height/pressure?
  6. @Angel-125 - is there currently any compatibility between Snacks and Rational Resources provided by either mod? I didn't see any but wanted to make sure. RationalResources nerfs the availability of Ore, so users of both mods would want another way to produce Snacks in-situ. I am thinking of substituting Hydrates for Ore and could look into submitting a pull request if that would be helpful.
  7. The wiki mentions the possibility of creating radiation shielding, including Lead, in-situ via other mods. Are there any mods in particular that facilitate ISRU production of Lead, or is this left as an exercise for the user? (I wasn’t able to find any other mods that use Lead at all, except as a submarine ballast.) If the latter, I may make something that I could submit as a pull request, if desired. I'm thinking Ore -> Lead for stock, or MetalOre -> Lead if RationalResources is installed, using the stock converters. Lead storage would rely on parts from other mods, like the cargo containers from SSPXR.
  8. Sorry, I meant the JX2 with both JNSQ x4 multipliers would be able to reach Nara, as would the largest NFX reflector with or without the x4 patch. I was basing my statement on the AntennaRange image you uploaded to GitHub, but I didn't phrase it clearly.
  9. I am now retiring this mod, for a few reasons: Near Future Exploration now provides a rich menu of antennas to choose from, including a reflector dish with a range twice that of the 7.5m antenna included here a tiny relay antenna analogous to the HG-5(B) Outer Planets Mod offers its own extension to the tracking station progression, rather than multiplying the range of antennas as it once did. In general, it seems that planet packs that offer up-scaled systems (JNSQ), outer planets (GPP) or interstellar travel (Grannus) offer their own solutions to the communicating over the increased distances involved. As a result, I expect the already-modest interest in this mod to continue to decline. It will likely continue to function indefinitely, but no further support will be offered.
  10. I think it's useful to balance these things according to their role rather than comparing their stats in a vacuum (so to speak). The largest stock antenna (RA-100) is powerful enough to reach the second-most-distant planet (Hamek), which means that the next step is reaching the most distant planet (Nara); either the JX2 or the biggest NFX dish (with or without the x4 buff) is capable of that. Since there's nothing beyond Nara, the only practical difference between a 4T antenna and 20T antenna, or for that matter a hypothetical 100P antenna, would be signal strength at Nara. I'm unclear on whether signal strength actually matters; I've occasionally heard passing mention of a "science transmission boost" associated with high signal strength (or maybe a penalty associated with low signal strength?) but I don't know how, or whether, this works in practice. I don't know if this is intentional or if NFX was designed/balanced with the notion of one feeder per reflector, but that's a question for the Near Future thread... I don't think it matters too much on the biggest reflector, for the reasons that I described above, but it might create some weird exploits with mid-range antenna balance.
  11. Reflector dishes add a flat range bonus to the feedable antenna when oriented correctly. Compared to the math involved in the stock antenna range calculations, it adds minimal complexity. As mentioned above, the dishes are balanced against stock, so the existing reasoning behind multiplying regular/feeder antennas would also apply to reflectors. There's a single (reflector) antenna in NFX that's more powerful than stock, and in JNSQ it would be analogous to the JX2 (i.e. provide communications from Nara). I'd be happy to provide a pull request later if that would be useful. I think Breaking Ground has a couple of ground-science antennas that are also not currently covered by the existing patch, so I could look into those as well.
  12. Just wanted to say thanks to the JNSQ team! I've been playing with this mod for just a short time (my first experience with a non-stock solar system) and it's already completely changed the way that I play. Parts that were completely unnecessary (heat shields) or overkill (hydrolox sustainers) are now critical to my space program. By the time I returned from my first low orbit, I realized that I wanted to construct a space station in Mun orbit to facilitate crewed landings... something that I never would have dreamed of bothering with in stock. I've created a modified version of the web-based Launch Window Planner for JNSQ. All body parameters are taken straight from the config files or CelestialBodies pdf; initial testing shows it is fairly accurate against the in-game Transfer Window Planner mod. Hopefully folks here find it useful.
  13. Well now I feel a bit guilty - I contributed that patch, back in the day. Do you have ModularFuelTanks? I've never played with it so I neglected to include a check for it in my patch. It's possible that's how there are two ModuleCryoTank nodes being applied there.
  14. Specificity helps. Which engines aren't using hydrogen? Did you install the optional patch that converts them to LFO?
  15. Is it possible that those thermal tiles look better than they do in real life?