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OhioBob

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Everything posted by OhioBob

  1. Nope, it shouldn't do that. I need to fix it. I already reduced Minmus' orbit because it was outside Kerbin's SOI, but Gilly slipped past my quality control testing.
  2. D'oh. OK, I see what's going on now. It's not the trees per se but where they are. Yeah, that needs to get fixed.
  3. It was brought up, but because the tree where just white plane objects. I updated GPP to use the latest asset from KSC++ and thought that solved the problem. I didn't think the trees were glitchy, I thought that's just the way they looked.
  4. My measurements show that batteries are charging 3 times faster than they should based on the output of the solar panels. That's using a pair of OX-4L 1x6 while sitting on the launch pad. Unfortunately I've discovered a new issue. There is no atmospheric extinction with Kopernicus solar panels. The energy output is the same on the surface of a planet as it is in orbit. With stock solar panels there is a significant reduction in output when under an atmosphere.
  5. You don't need to modify anything. Just copy and paste the code I gave you to a text file and save it with a .cfg extension. Then move the file to the GameData folder of your KSP installation. You should be able to do the same thing to remove colliders. But instead of using this, %ScatterColliders, use !ScatterColliders.
  6. Yes, you just have to turn on colliders. The following should do it. I've excluded grass from having colliders, but everything else like boulders, tress and cacti be solid.
  7. If a shortcut is needed, I think it might be better to have solar panels illuminated only by the star whose SOI it is in rather than by the star it is tracking. Generally the light received from a star outside the current SOI is so weak that it's inconsequential. The principal exception I can think of where both stars might contribute a significant fraction of light received is if we are in a circumbinary orbit. That is, we are orbiting both stars of a close binary pair. @R-T-B, with the method in current use, what happens with fixed panels that don't track any star? Which star do they receive light from? That's something I didn't think to check during my tests.
  8. Inside the JNSQ folder is a file titled CelestialBodies.pdf that includes all that type of information. For Kerbin, GSO is 8,968,110 meters.
  9. I just discovered that our download package for GPP v1.6.5.0 was missing a require file. This has been fixed and a new package has been uploaded to GitHub. The version number has not been changed, but for anyone who downloaded GPP v1.6.5.0 prior to 11:00 pm UTC (7:00 pm EDT) 29-July should redownload. Sorry for the inconvenience.
  10. UPDATE Galileo's Planet Pack v1.6.5.0 Requires GPP_TEXTURES 4.2.1 KSP 1.8.1 or newer Changelog Added new terrain textures using shader from KSP 1.8. Added Breaking Ground surface features. Samples of the new terrain textures...
  11. UPDATE Version 1.2.3 Changelog Updated for KSP 1.10.1. See opening post for download link and instructions. Be advised that starting with KSP 1.10, the stock delta-v readout no longer correctly computes burn times for the 10-slot and special grain geometries. The 6- and 8-slot geometries appear to be unaffected. I can't make enough sense of the new numbers to figure what has changed or how to fix it. For you information, the burn time of the special geometry should be the same as the 6-slot, and the burn time of the 10-slot should be 2/3rd that of the 6-slot.
  12. I believe that's correct. But there seems to be a lot of variability to it that I don't understand. And, yes, I'm almost certain that r_ref = Kerbin's SMA. One caveat to your formula, if theta > 90 degrees, ec_rate = 0.
  13. The stock asteroids have been deleted and replaced. So position relative to the stock game is irrelevant. I think we overdid it with the number of asteroids. I've rewritten the asteroid configs for the next release, whenever that comes.
  14. I get the bug all the time. It's not every planet, however. When it occurs, the only way I've been able to get rid of it is to close KSP and restart. And that's usually just a temporary fix.
  15. This is a pretty common problem. I think it started in KSP 1.8.1, so I suspect it might be related to the terrain shader introduced in that version. It's not specifically a JNSQ problem, it occurs in other planet packs as well. I've heard the problem can also be seen occasionally in stock, though I haven't witnessed that myself. I have no firm evidence of this, but from my own observations it seems to happen more frequently on larger celestial bodies. This would explain why the problem is seen more often in JNSQ, since it is build to a larger scale than other planet packs.
  16. I haven't observed a problem before but I just tested it and yes, performance drops as soon as I get to within about 70,000 meters of it. That happens to be the deactivate altitude for the PQS.
  17. If you've got JNSQ, you've got a delta-v map. It's inside the JNSQ folder, along with some other useful stuff.
  18. I have no idea how comets work. If GPP has to add comets for there to be comets, then there are no comets.
  19. I was just answering your question. If I knew of any visual packs I would have told you.
  20. JNSQ comes packaged with its own visuals and looks the way the developers want it to look. Sorry if it's not to your liking. There are other planet packs you can try that may be more appealing to you. Ad Astra is by a third party, we don't know what its status is.
  21. I wrote specs for a staged combustion aerospike that works on Nara... https://www.dropbox.com/s/zba8rneth3j9vw6/JavelinEngine.zip?dl=0
  22. Have you ever seen The Wizard of Oz?. In the movie, Dorothy returns home from the land of Oz by closing her eyes, clicking the heels of her ruby slippers together three times and repeating the phrase, "There's no place like home." That may also be your only hope of getting home from Nara.
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