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OhioBob

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Everything posted by OhioBob

  1. I'm sorry but I've played at this scale and I haven't experienced any issue with rocket engines being underpowered. I've always been able to easily get substantial payloads to orbit using 2-stage rockets built from stock parts without modification. And there's a wide enough assortment of engines for upper stages that I've never been unable to find one to suit my needs. And JNSQ isn't the first time people have played at scales comparable to this. 3.2x and 2.5x scales have been used for years (using Sigma Dimensions) and I've never heard any complaints about it. The only comments that I've ever heard is that the stock parts are very well balanced for this scale. You are honestly the first person I know of who has ever said otherwise. (edit) Furthermore, JNSQ is a planet pack, not a parts mod. We do slightly modify a couple of the 1.875-m MH engines, but we had very specific reasons for doing so (they are analogs of real life engines that are incapable doing the job they are intended to do at the larger scale). But modifying those parts is an exception, not the rule. It is not the job of JNSQ to rebalance parts, just as it isn't the job of Sigma Dimensions to change parts when it resizes a solar system. What parts a player uses, how s/he uses them, and how they are modified is up to the player.
  2. I don't use CKAN so I have no idea how it goes about installing JNSQ and Final Frontier. But I do know that for a manual install, three things must happen: (1) JNSQ must be installed, (2) Final Frontier must be installed, and (3) the Final Frontier ribbons must be installed from the "Optional Mods" folder of the JNSQ zip file. Did you do the latter?
  3. BTW, @Crixomix, thanks for the corrections. Much of that document was copy and paste, so its' easy to overlook changing a unit. I've corrected the mistakes. If you find any others, please let me know.
  4. That's incorrect, Kerbin's solar day is exactly 12 hours. This is because Kerbin uses solarRotationPeriod = True, which makes rotationPeriod equal to the solar day. Otherwise rotationPeriod equals the sidereal period. Note that you don't see solarRotationPeriod = True in our Kerbin cfg, but it's set to true in the Kerbin template. It is set the false for all other bodies.
  5. UPDATE Version 1.3.2 Changelog Updated HazardousBody for Kopernicus 1.8.1. Updated Tylo's atmosphere for Scatterer 0.0542. See opening post for download link and instructions.
  6. It just occurred to me that I haven't updated Realistic Atmospheres for 1.8.1. I have a small config change to make. I'll release an update shortly.
  7. We decided to give Lindor faint Uranus-like rings. Most planet packs tend toward big bright rings, so this is different. If you think they're faint now, you should have seen them a couple versions ago. They were barely visible.
  8. JNSQ comes in only one size... 1/4 real-life scale, which is about 2.7x stock scale. It can be rescaled to whatever size you want using Sigma Dimensions. We've started experimenting with a 4x config that upsizes JNSQ to real scale, but nothing is ready for release yet. But it is on our to do list.
  9. Yep, that sounds right. I didn't actually run any calculations for the return delta-v, but it's typically just the reverse of the numbers that it takes to get there.
  10. @Norcalplanner, I see no reason why adding it later would cause any problem. It does nothing to change JNSQ, so you should be able slip GEP in or out and any time. All your vessels on or around the JNSQ planets should be unaffected.
  11. You've installed it incorrectly. Not knowing what you did I can't help you anymore than that. That happens sometimes. Might be a stock bug. I recommend restarting KSP.
  12. @Space_Coyote, this is what I use to delete a planet... @Kopernicus { !Body[Dres] {} }
  13. Planet packs will probably be at least 99% functional. There are a few things that require syntax changes, but nothing that will break your game. There are just some minor things that might not work anymore (though you may not even notice).
  14. @Crixomix, number of biomes you can get from the .cfg files. Look in the folder, GameData/JNSQ/JNSQ_Bodies/. Just open each .cfg and you'll see all the biome names for that particular body. In fact, all the data you asked for is in the cfgs. It is in those files that everything about the celestial bodies is defined. Those are the exact numbers used by KSP.
  15. That's correct. Surface gravity in gees is exact. Also, 9.80665 and 6.67408E-11 are the exact numbers KSP uses for go and G. Oops, typo.
  16. UPDATE Version 1.1.4 Changelog Updated to Kopernicus 1.8.1. Updated to Scatterer 0.055. See opening post for download link and instructions. This updates includes only a few minor changes to assure compatibility with dependencies and recommended mods. A future update is planned that will make use of the new 1.8.1 terrain shader, though there is no current timetable for its release. Please stay tuned. This release is not backwards compatible with pre-1.8.1 versions of KSP and Kopernicus. Continue using GEP 1.1.3 for KSP 1.7.3 and earlier.
  17. Density and pressure are not the same thing. @Crixomix, it you really need density, that's variable as it is a function of temperature. Pressure in KSP is dependent only on altitude. That is, the atmospheric pressure at a specific altitude is constant across the entire global. Density, on the other hand, changes as temperature changes. For instance, air density at the KSC launch pad is greater at night when it is cooler than it is during the day when it is warmer. The formula to compute density is, ρ = (PM)/(RT) where ρ is density (kg/m3), P is pressure (Pa), M is mean molecular weight (kg/kmol), R is the universal gas constant (8314.46 J/(kg-K)), and T is temperature (K). Some of the other numbers in CelestialBodies.pdf are rounded off, like mass and gravitational parameter. If you need exact values, GM = R2 * gs * 9.80665 Where the product GM is the gravitational parameter (m3/s2), G is the gravitational constant (6.67408E-11 m3/(kg-s2)), M is mass (kg), and gs is surface gravity (g). If there's anything else you need, I should be able to help. BTW, CelestialBodies.pdf should be inside your JNSQ folder in GameData.
  18. Thanks, both items have been fixed. I raised the spaceAltitudeThreshold for all three potatoroids (Tam, Dak and Gilly) by 5 km. I forgot to take into account their irregular shapes.
  19. There's this... I've heard the online versions don't work anymore, so you might have to download the spreadsheets.
  20. Absolutely. Planet packs can't exist without Kopernicus, and Kopernicus has no purpose without planet packs. It is a symbiotic relationship.
  21. Don't forget that without the planet packs, your $10-$15 bought something that just sits in your GamaData folder doing nothing.
  22. If you want to keep the old save to go back to it at a latter time, it should be fine. Just don't load the old save after installing JNSQ, or whatever. For the modded installation you should start a new game. But you can always uninstall whatever planet packs you added and go back to the old save and pick up right where you left off.
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