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KSP2 Release Notes
Everything posted by Jognt
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No. It's perfectly functional, it's just a bit broad, though it shouldn't use FINAL. (rule of thumb, don't use FINAL in stuff that leaves your own harddrive) What IMO it should do is: a. Apply only to parts it wants to hit, to cut down on loading/log spam. ('@ part that has moduleParachute' or '@ these specific parts'); b. Do a sanitycheck to make sure it then still only hits the parts it needs to hit. ('@ part that isn't added by this popular mod') ; c. run in either FOR[zJNSQ] or LAST[JNSQ]; By the way, I was checking the settings.cfg to see if I could spot something to the settings menu not liking JNSQ_low/med/high and noticed that the stock preset has an entry for eveOcean whereas the JNSQ variants don't have this entry. I haven't been to Eve yet so maybe it doesn't have an ocean anymore, but I thought I'd mention it. The included ResearchBodies.cfg also causes the RB log to mention Mun/Minmus being added in an older way? ("Warning: pre 1.5 method"-ish. I've uninstalled RB so I can't check anymore sorry)
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I'm not sure how RealChute works, JNSQ's tweakchutes.cfg is rather 'free' in where it adds its entries so it's bound to touch something it shouldn't at some point as it'll copy any module that has a minAirPressureToOpen key. ==TweakChutes.cfg== @PART:FINAL { +MODULE[ModuleParachute]:HAS[#minAirPressureToOpen[0.04]] { @name = TweakChute altitudeSliderMin = 50 altitudeSliderMax = 5000 altitudeSliderStep = 50 pressureSliderMin = 0.04 pressureSliderMax = 0.75 pressureSliderStep = 0.01 } +MODULE[ModuleParachute]:HAS[#minAirPressureToOpen[0.02]] { @name = TweakChute altitudeSliderMin = 50 altitudeSliderMax = 5000 altitudeSliderStep = 50 pressureSliderMin = 0.02 pressureSliderMax = 0.75 pressureSliderStep = 0.01 } } That and the :FINAL means it can get messy quickly.
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If you find yourself in the situation where you have to rescue a Kerbal in a vessel that: - it cannot get out of; - you cannot dock with; - is not covered by mods that fix this sort of thing; Then (if you have The Klaw™ unlocked) use the the claw/klaw to 'dock' with said vessel (it counts as docking) and transfer over the crew that way. Note that there are also contract where you have to bring the part the kerbal is in back with you too, but that should be noted in the contract. ============ @blackheart612 do you have any experience with fixing model's axis setup? I've been troubleshooting some custom stuff with the stock wings but believe I am encountering a problem caused by the stock wings being exported with Z+ being vertical whereas Unity expects Y+ to be vertical. I've been looking for a way to work around this but my experience with models and unity is far too limited to know if there's a simple fix or not. Edit: I realize its an off-topic question, I just figured that if anyone was going to know this, it's you :P.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Jognt replied to JPLRepo's topic in KSP1 Mod Releases
I wish I had the know-how to do that too. It's frustrating beyond belief to the point where I'm considering getting into C# (that's what I think it is?). But yeah, ResearchBodies on 1.7.1 with JNSQ's cfg throws all sorts of exceptions. I decided it wasn't worth the trouble and just removed it -
Ok, I'm pulling my hair out here.. I'm having problems with my JNSQ build and I just cannot figure out what is going wrong where. I've reached the point where I can't figure out what to report where and I'm just starting to remove everything that acts up, but I suspect I'll end up with a stock install that's still buggy.. - I don't get shadows for craft on JNSQ; - ResearchBodies throws exceptions all over the place; (I ended up ditching it alltogether); - The settings menu will list "new text" in the terrain quality slider after the first restart of KSP (setting it to JNSQ_High, restarting KSP -> New text); - The log has several "Cannot find quality preset for PQS 'EVE_PQS' - Instantiating one" entries; - The log also has the same errors Vossiewolf listed above; - I'm getting TypeLoadException: Could not load type 'System.Runtime.CompilerServices.ExtensionAttribute' from assembly 'KatLib'. at startup; - And I'm getting EVEManager: Issue loading ShadowManager! Error: System.NullReferenceException: Object reference not set to an instance of an object - which probably explains the missing shadows? I just don't know where to look anymore. I would really appreciate it if anyone could help me track this down one by one Log: https://www.dropbox.com/s/c4k6yv4stetdijs/JNSQ_output_log.zip?dl=0 Oh I doubt this is "how it's intended": JNSQ_Configs/TweakChutes.cfg/Solarpanels.cfg are hitting every single part. I am pretty sure fuel tanks don't have parachutes.. or solar panels.. There's also a fair number of :FINAL uses which I think could use some attention. Edit: With regards to the shadows, upon further inspection, they are there. They just disappear when my craft comes within ~50m of them. The ground also looks rather bland (plain green), maybe it's reverting to low quality due to the "cannot find" error? I'm an idiot. surface textures and shadows look better after removing that forcedx11 flag I forgot I added... Though I do still see shadows/the KER impact marker disappear 'under' the terrain slightly sometimes, it's not nearly as bad as it was.
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[1.9+] ReCoupler Release Thread - Monocouple your bicouplers! (v1.3.5)
Jognt replied to Booots's topic in KSP1 Mod Releases
1.7 and BG compatibility? Aw yis!- 98 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Jognt replied to JPLRepo's topic in KSP1 Mod Releases
Are you sure you're not having issues? I enabled "Show exceptions on screen" and researchbodies is consistently nullreffing in a new JNSQ game. JNSQ comes with ResearchBodies config files, so if you're legit not seeing any problems then maybe the problem lies with JNSQ's cfg. Maybe it'll be fine now that I finally have access to the observatory, but after I gained said access and started a scan RB was faithfully stil nullreffing.. The only other mod that nullrefs reliably is waypointmanagers removeDuplicateWaypoint bit.. Edit: By "not having issues" I mean not getting any warnings/exceptions. I'm sure it plays fine if you're not looking for exceptions. -
dx11/gl will cache in vram so it doesn't constantly use system ram as a buffer. By caching part of the load on the vram system ram isn't as loaded which allows you to play the game in situations where otherwise you'd be system ram limited. So it does not reduce ram usage, rather, it is smarter about where it stores everything. In exchange you get graphical problems such as: - missing/blue texture on all parts in the VAB/SPH parts list - Texturing noise/grain/artifacts - FX sometimes disappearing - probably more The parts list thing is fixed by installing Textures Unlimited, though Squad used an implementation that is.. squad-like, meaning there's no way as of yet to fix it in a way that isnt noticeable. Textures are back, but lighting is matte and dark in the partslist. So yeah, take it or leave it. My Snarkiverse game runs on Dx9, and my JNSQ runs on Dx11, because only the JNSQ one is limited by my RAM.
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Catastrophic bug Regarding DX11
Jognt replied to Iso-Polaris's topic in KSP1 Technical Support (PC, unmodded installs)
Hey everyone!!1!!1!Eleven! I fixed it! Simply don't zoom out so far. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jognt replied to sarbian's topic in KSP1 Mod Releases
Ah, fair enough. I hope the rest is still helpful regardless -
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Jognt replied to Kobymaru's topic in KSP1 Mod Releases
Cheers I like precision so I’ll leave it off unless I _really_ need all the frames I can get- 981 replies
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jognt replied to sarbian's topic in KSP1 Mod Releases
Instead of :NEEDS[X]:FOR[X] you can just write :AFTER[X] since AFTER functions as both a timer and a conditional. (timer: After, conditional: won't run if X is not defined). With regards to :FOR[zzzzzzme] you can also go for :LAST[me]. The LAST pass happens after the FOR and AFTER passes so it's even better if you want to make sure you get a 'special' place in the end without a FINAL. Lastly, I've seen a few people using non nested consecutive :HAS conditionals and wanted to point out that in these cases only the first HAS is fulfilled. The 2nd and onwards are dropped. So @PART[*]:HAS[@MODULE[foo]]:HAS[#value[bar]] will only filter for modules named foo. By the way, I don't think anything about MM is undocumented. I just think it's all documented in different places Nope, | does not work in HAS statements. There will be ways to shorten that cfg, but this isn't one of them. Note that it is currently set to filter for MODULES named Experiment, which I doubt is what you want. Since DMagic, Stock, and Universal Storage use differing Science Modules you are better off going for @MODULE[*]:HAS[#experimentID[*] to filter for experiments. Then you can filter within that for specific IDs in a similar way you're doing now, or (I think, I haven't yet played with this) you may be able to define the changes you want made in a module elsewhere in MyModConfigs for example and 'summon' that snippet in the subsequent specific ID filters. Though that last bit will need to be confirmed by someone wiser than me. Often there are different variables that are equal for all the things you want to filter for without them being obvious at first glance though. For example I had a CFG that filtered for thermometer, barometer, seismometer, etc science and adjusted their values. Eventually I realised that (because I had the same | + HAS struggle) all of these experimentIDs had rerunnable=true set, so if I filtered for just that I would still hit the ones I wanted to -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jognt replied to Starwaster's topic in KSP1 Mod Releases
Ah bummer. Thanks for the reply- 5,919 replies
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[1.12.5] Restock - Revamping KSP's art (August 28)
Jognt replied to Nertea's topic in KSP1 Mod Releases
I wonder if it's possible to make the NERV radiate heat outwards such that if you clip it in anything, the covering part would get destroyed. Though I imagine a tweak like that would not be appreciated by most offset-appreciators -
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Jognt replied to Kobymaru's topic in KSP1 Mod Releases
Out of curiosity; What made you decide to disable the cache by default? I'm hesitant to just turn it back on since I'm guessing there's a reason you turned it off.- 981 replies
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[1.12.x] CorrectCoL - Stock Aerodynamics Design Aid Continued
Jognt replied to linuxgurugamer's topic in KSP1 Mod Releases
AFAIK it works fine. I did get a nullref flood once but that was when I was experimenting with wing config files ("what happens if I remove/change this value?") for educational purposes so I'm guessing that was on me. I'm guessing that by "update" Mathrilord means the version number in the topic title. Though since it's a single word comment it's hard to be sure.. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Jognt replied to nightingale's topic in KSP1 Mod Releases
Your quote has me listed as who contributed the CFG, note that it's @Tonka Crash his contribution. Having said that; there's no reason it would not work in 1.7.2 as it's a ModuleManager (mod) patch for a ContractConfigurator (mod) file. Even then if CC were to fix it the tweak would simply not do anything anymore, it won't break stuff.- 5,219 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jognt replied to Starwaster's topic in KSP1 Mod Releases
Yes, those remaining two lines are the ones I mean. I know this probably sounds silly, but since they’re not static (they change) they keep distracting me. I noticed that a recent patch added the ability to ‘fold’ textual PAW entries, is that something I can add to these entries via CFG? I mean, I’ll notice the heat limit when stuff blows up, so while it’s appreciated that I can see them, I really don’t need to see them all the time <_<. re: planet scaling, good to know! Thanks ps. I have adhd+asperger so that could explain why a mere 2 lines bugs me so much.- 5,919 replies
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No such issues here on 1.7.1 Sounds like either an improper installation or some kind of conflict.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Jognt replied to nightingale's topic in KSP1 Mod Releases
Aaaand another tinyTweak_*.cfg has been added to my collection courtesy of Tonka Crash.. Cheers!- 5,219 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jognt replied to Starwaster's topic in KSP1 Mod Releases
Just curious, what planet scale are you playing with and did you test with interplanetary reentries? :p With regards to the DR mod, is it possible to hide those PAW entries it adds? Or are they there for a useful reason that is integral to the mod? I'm trying to cut down on visual clutter. (my brain nullrefs from having too much thrown at it)- 5,919 replies
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Jognt replied to Shadowmage's topic in KSP1 Mod Releases
Hah, this is Squad we're talking about. I know as well as you do that it would be a pointless pursuit. Take note that I do not expect you to fix the problem. Plenty of people don't mind and even though no mod is perfect, most mods are of higher quality than the base game. And that's fine. Meanwhile I can't help but feel like you're seriously overstressed. (it's the only reason I can think of to understand why you'd respond the way you do) I wish you the best I'm considering taking them out for a comparison spin since I do use the stock parts but wish they behaved a bit better. You don't sound like you're very interested in it anymore, but I could let you know about the results. (again: if you're interested in that) Maximum wheel speed by the way is indeed the highest value in the torqueCurve as it's where the wheel no longer produces torque and it corresponds with the ingame listed max speed. No idea with regards to the other values as I never needed to check. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Jognt replied to Nertea's topic in KSP1 Mod Releases
While skimming through my output log for JNSQ I noticed this one bit from when I removed a ReStock (plus?) decoupler: BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "restock-decoupler-radial-tiny-1/model/ReStock/Assets/Coupling/restock-decoupler-radial-4(Clone)/Pivot/TinyDecoupler/COLLIDER" I haven't noticed anything bad/negative and it's just that one message, but I thought I'd mention it here. (I have no idea what it means)