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OhioBob

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Everything posted by OhioBob

  1. You should probably ask that in the Ad Astra thread. Team Galileo has nothing to do with Ad Astra.
  2. These are our recommended game difficulty settings: Range modifier = 1 DSN modifier = 4 And, yes, you can do it after a game has already started, but you'll likely need to restart KSP after making the change. FYI, inside the JNSQ folder you'll find AntennaRange.png. It's a chart that shows the range of each antenna relative to the planets, using the recommended settings.
  3. There are other threads for that (or you can create your own). This is not the thread to engage in a planet making tutorial.
  4. Less than 500 m/s sounds about right to me, though it depends on how you do it.
  5. I thought I read at one time that signal strength was going to have some effect on science transmission. Like a smaller percentage of the science being transmitted with a weaker signal, or something like that. But maybe I just imagined it, or it never got implemented. As it is now, 1% signal is just as good as 100%. If they wanted to do it realistically, the bit rate should decrease with a weaker signal, requiring more time and more electricity to transmit a unit of data.
  6. I don't think the strength of the signal really matters, just as long as a connection is maintained. The following article gives the related formula: https://wiki.kerbalspaceprogram.com/wiki/CommNet You can also use these charts, which tells you what type and how many antenna are needed to reach each planet. There are separate charts for OPM + Level 4 DSN, and OPM + JX2.
  7. @juvilado, OPM/JX2 is set up to be an either/or situation. Use either OPM + Custom Barn Kit to get the level 4 DSN, or use OPM + JX2 Antenna to get a big powerful antenna. Either method allows the ability to reach the outer edges of the solar system. But you don't get both. Select which one you prefer and use it.
  8. I don't know of any missing configs. The last time I tested JNSQ with Principia it worked just fine.
  9. Here's my method: (1) Place your Pe over Kerbin at an altitude of about 25 km. Note the location of the Pe relative to the terrain. (2) Note the time to periapsis. Drop the number of days and concern yourself only with hours and minutes. (3) Determine how many degrees Kerbin will rotate in the time found in step #2. Kerbin rotates 60 degrees per hour and 1 degree per minute. (4) The landing site will be westward of the Pe by the number of degrees determined in step #3. If you don't like where the landing site is located, you can delay your return from Mun/Minmus another orbit or more until the landing site is more suitable. If you have an orbital period of, say, 45 minutes, then each orbit you delay will move the landing site another 45 degrees westward.
  10. Other than being able to play it in KSP 1.9.1, GPP won't be any different after Kopernicus updates than it is now.
  11. Below is a link to some helpful diagrams to show you what type and how many antennas you require to reach each planet. For OPM there are two options: OPM and OPM+JX2. The OPM chart includes a level 4 DSN (which is what you need Custom Barn Kit for). The OPM+JX2 chart presumes you are using the JX2 Antenna mod (which provides a powerful new antenna) rather than the level 4 DSN. Your choice on which option to use.
  12. 12 hours is the length of the solar day. For geostationary orbit we use the sidereal rotation period, which is 11 hours, 58 minutes, 2 seconds.
  13. It's not a rescaled system. It's a larger system, but it's not simply take the planet's original size and multiply it by factor X. Most bodies retain their original relative masses, but radii and surface gravities may have changed. Also many of the moons have been downsized simply because they seemed unrealistically large. Some atmospheres have also been added, and others have been changed. There are also 15 new bodies added, nearly doubling the size of the stock solar system. All the textures have been completely redone from scratch. Some distinguishing features of the original bodies have been retained, but otherwise the planets and moons look very different.
  14. 45° is an exaggeration, it's more like 23.5°. But yes, that is intended. Since rotational axes can't be tilted in KSP, the orbital planes are tilted instead. This gives Earth's equator a ~23.5° tilt relative to its orbit, as it is in real life.
  15. No, I don't see your point. What is it you hope to achieve by this?
  16. OPM was originally developed by @CaptRobau and @Eudae55, along with other contributors. @Galileo took it over for a time, but it is now managed by @Poodmund.
  17. There's always Outer Planets Mod (OPM). It's been around a long time and has been widely used. If you want planets that are really far away, there's Grannus Expansion Pack (GEP). It adds a second star with it's own planets. You can also use both OPM and GEP. There are probably others but I don't know what they are.
  18. I don't know, but I wouldn't recommend it. As I understand it, RO does it's own part modifications and is balanced specifically for RSS. I have no idea how BetterSRBs would interact with that.
  19. UPDATE Version 1.2.1 Changelog Added support for ReStockPlus' TCK-2 'Castor' SRB. See opening post for download link and instructions.
  20. I think so, but I don't know how effective the ballutes will be in air so thin. Perhaps that's the reason the deploy pressure was increased. I also see that the ballutes use deployAltitude = 100000. If you want to use these on some of the deeper atmospheres, like Jool, you made need to raise that. (Jool's atmospheric pressure is 0.000001 atm at an altitude of ~631 km.)
  21. @Tabris, I don't think your problem has anything to do with TweakChutes. TweakChutes doesn't change the conditions under which parachutes deploy, it just stops them from deploying when those conditions aren't met. I just tried it in my game and the ballutes deployed at an altitude of about 68 km. I think you might have some other mod conflict causing the problem. (edit) I found the problem. I used an old version of InlineBallutes (1.2.8) that has minAirPressureToOpen = 0.000001 (a search led me to the old thread). But starting with version 1.2.9.3 (nearly two years ago), this was changed to minAirPressureToOpen = 0.01. So the ballutes are doing exactly what they are suppose to do, opening when the air pressure is 0.01 atm (about 13.6 km on Duna). If you want the ballutes to open at a higher altitude, then the problem is in InlineBallutes itself. You'll have to change minAirPressureToOpen.
  22. JNSQ is updated to use the shader released with 1.8. Perhaps you can look at it for examples. I don't think any examples exist yet for the ultra shader release with 1.9.
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