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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
So using KER I have a degree/min/sec* readout for lat/lon. What's the transformation on that to a COS param? Or is there a better lat/lon display in KSP? edit: * or whatever that's called -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
I was thinking about removing a few palm trees to make room for some KK statics, until I looked into how to do it. Ugh, I'm not quite that motivated, and I don't want to delete them all. Is there any trick to identifying particular instances? -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
This is the price we pay for wanting to be on the newest everything Since JNSQ doesn't support 1.10.1 officially, I've posted a question on the EVE thread just in case there's another alternative, but sounds like editing the cfg should work for now. edit: check over there for an update! -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
I may have filmed this for nothing, but in case anyone wants to see the symptom, here it is. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
These are (now) the same versions I have, and the problem on Eve persists. Are you sure your Eve looks right? -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Here's my GameData folder in case something jumps out at you that we might have in common. I'm at a loss as to what I changed besides adding DOE. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Wow, OK I'm an idiot. I did have this looking right on my machine on Oct 20 when I filmed the 30 second video linked below. The only thing I can think of that I changed was adding DOE, which I just uninstalled and it didn't change anything. Somehow in Oct my Eve looked like the video, but today it looks like the screenshot below the video. *bangs head against wall* No idea what I changed, but now I gotta dig this up. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
OK well that's what mine looks like too at that altitude. Changing the camera angle to see more or less of the planet also causes all those flat white areas to Rorschach around. I dunno if it's supposed to be different, but I see the same thing you see (I was at 112k) -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Have you seen this? I'm using this for KSP 1.10.1 -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
I use JNSQ 99% of the time, and have been using BE versions across a few KSP versions. My very stable current install is 1.10.1 with Bleeding Edge Release 46. Since I'm focusing on some other stuff and need core KSP to be stable, I've just been sticking with Release 46 for now and I have zero known problems. Full disclosure: I spend almost all my time from Duna inwards. -
Rational Resources 3.0.4 [Feb 03, 2025]
OrbitalManeuvers replied to JadeOfMaar's topic in KSP1 Mod Releases
Can I just confirm that releases here are intended to replace the RR that comes bundled with JNSQ 0.9.0? Like, JNSQ doesn't need that frozen version, correct?- 1,072 replies
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[1.0.5 ] KSC Floodlight (24.02.2016)
OrbitalManeuvers replied to Divico's topic in KSP1 Mod Releases
Thought I'd share some results with 1.10.1/JNSQ/BDB/etc. -
Oh, good news! As far as I know KSP is only looking for configs and plugins, so anything else should be fine. It's just having mods or ex-mods in there can be super iffy, as you can get unexpected conflicts and whatnot.
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I'm not this mod's author but I can tell that you don't have mods installed correctly. Little tricky at first, but ... the zip file you downloaded for this mod has a structure inside of it. There's a GameData folder, and inside there you'll find a RealChutes folder. It's THAT folder that you want to copy and put inside your existing GameData folder. You have a folder by the same name as the zip so I'm assuming you just unzipped the entire file into GameData, but you need to grab only the parts inside the Zip file's GameData folder. Also, "Unused mods" ... are *not*. Anything you place under the GameData folder will be scanned by KSP. If you have things you want ignored, move the whole folder outside of the GameData folder. I don't think you have DPAI correct, either. You're close! Just make sure to find the GameData folder in mod releases, and put whatever contents you find there into your existing GameData folder. At this point, I would recommend deleting all those folders except Squad, and looking at the downloaded zips again.
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Noob questions. Brand new to C#. I can already tell it's gonna be the "paperwork" (scaffolding/config/options) stuff that's going to kill me long before the actual coding part. Anyway, here's my situation... My DLL gets found by KSP but generates this: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. My observation is that when I load other people's projects, VS shows a bold solution node, and under there is always a child node called References, and under there are all the referenced assemblies. But, when I start a new VS project and pick Class Library (.NET Standard) I get a bold solution node, under which there is Dependencies, with children of Assemblies and SDK (no References node anywhere). Under SDK is a node referencing NetStandard.Library (2.0.3). Doesn't seem to be a way to delete this node or make my explorer look like other people's mods, so I must be doing something basic wrong. Is this a wrong project type? Or ... ?