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KSP2 Release Notes
Everything posted by Galileo
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Have you tried using dx11 or OpenGL? https://wiki.kerbalspaceprogram.com/wiki/Startup_parameters Edit: I just ran JNSQ with a full load of visual mods and restock and was under 4 gb with DX11
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Kerbin is 8k. The jaggies are from the map being compressed when exporting to dds. Not much I can do there as saving in a lossless format would kill your ram usage.
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UPDATE 0.65 "Oh, chute" is now available and fixes the issue with the chutes.
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Yeah it will work. It will probably break your save. Templates changed along with a few other things that can cause issues.
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The TweakChute plugin got an update, so if you are trying to continue a saved game, there may be some issues with the changes. easiest way to tell is to just start a new game and see if the issues persist
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The issue is that we changed the templates to match stock bodies. All of our stock bodies would need to be changed back to a Moho template just like the new bodies have. You can do that in the cfgs. Just copy and paste the Moho template node from a new body
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Right, we changed templates but it shouldn’t have changed anything... hmm
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0.6 is up on Github Just a few couple scatterer changes
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The name isn’t persistent in the menu, but it is in the settings cfg There are yes. Im uploading the actual release in a few minutes
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Will be pushing out another minor update in a few minutes.
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DOE and Scatterer can technically be installed any way without issue. EVE, however may not be able to. I didn't take the necessary steps to make sure other cfgs were pruned.
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UPDATE Uninstall JNSQ and Realistic Resources before installing the new update Change log and download link in the OP. Oh Yeah, if you use the installer, Be sure to only uninstall JNSQ using the unins000.exe that is located inside of your GameData Folder. Failure to do so will result in a broken installer that will not let you choose a new install location next time you update. If you have already messed that up, just reinstall to the same location, again then uninstall the correct way. Here is a visual if you need it:
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They are incorporated
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Probably not due to JNSQs scale
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We did decide. We decided to leave Minmus exactly where we had it. Reason being is playability. We were going to move it into an orbit that sat inside of Mün, however, no matter where it’s placed Minmus, Mün is always the first body to come up in contracts and there is no adjusting that. This disrupts early career and we wanted to avoid that. So, with that being the case, we decided to take some creative liberty and keep Minmus where it’s at, although it’s not in a realistic/stable orbit.
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No, we will not be adding any other star systems. There are 30 bodies here and I can guarantee that 99% of users will never make it to half of them. We won’t waste our time developing another system for no reason.
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I would still wait a bit, while myself, the Kopernicus dev, and a few others work out what is causing a performance hit in the latest release.
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Oh I know. I just used it as a way to set an expectation for others
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There are other mods that do that. JNSQ will not be one of them. I’ll take that as a great compliment. JNSQ isn’t about taking advantage of everything Kopernicus has to offer. I’m well aware of what it can and can’t do, but it’s not for me. I wanted a realistic looking system, that also behaves like a real system and unfortunately, that means things are “boring” (RSS). If you want sci fi and other unique and diverse, possibly unrealistic things, then this pack is not meant for you. Some people enjoy a challenge, and you can argue that RSS is probably one of the most popular mods. JNSQ wanted to give people the same experience, with a fresh aesthetic, but without the use of part scaling mods. That’s it. Anything beyond that is beyond our scope. Ultimately, JNSQ is what it is, and it’s definitely not for everyone. KSP (and any planet pack) is one of the only games I have played where you decide how much fun you have. I can’t control if you don’t like or don’t have fun with JNSQ. That’s not for me to do. If you don’t like, don’t use it, or play stock, or find another pack that suits your needs. Another thing for anyone that reads this, unlike GPP, we aren’t taking suggestions unless it’s something within reason, and fits within the scope of JNSQ, and we have the final say. This may not be popular with some, and that’s fine. We will never make everyone happy. That’s not our goal. Again, that’s what makes KSP and this modding community so great; you have options and they are all free (except DLC). So enjoy the mod for what it is, because that’s all it ever will be. KSP in a nutshell. No escaping that. Breaking Ground is a stepping stone in the right direction, but JNSQ will only have what Squad has provided. So even those will become boring and pointless at some point. for some people, the realism and scientific aspects of it are the fun part (RSS users). That’s what we like and enjoy, so that’s what we did just in a smaller scale so that we could use stock parts.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
@MadMan87 Works fine for me. I cant help though if you don’t provide logs and a screenshot of your GameData. My assumption is that you have this installed incorrectly.- 1,019 replies
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- kopernicus
- svt
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Tagged with:
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Not a fan of annoying pop ups in mods that tend to work from version to version. Good antes, this mod requires an updated Kopernicus, but doesn’t mean it won’t work. One of my bigger pet peeves is getting a “bug” report and it’s due to a version pop up. None of my mods have broken since 1.2.x. Dependencies have, but my mods that use those dependencies work as soon as they update.
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JNSQ is not set up for the surface features at the moment. I started work on it last night and will likely finish it today at some point.