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Everything posted by DeadJohn
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I'm about to start a new 1.8.1 JNSQ save, mostly because I want to try Tantares parts (without the clutter of all my other mods). I've read mixed things about contracts having issues with resized systems and non-stock biomes. Any recommendations for contract packs and settings that work especially well with JNSQ? Or should I stick to Science mode?
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My PC is 4 years old and still does a good job with 90 mods. The only big slowdowns occur after playing for several days (I put my system to sleep with KSP running), and KSP or mods begin to glitch due to memory leaks or other bugs. i7-4790K 32GB DDR3 RAM Nvidia GTX 960 (2560x1440, most graphic settings at or near maximum, but I only need 2x AA at that resolution) Run KSP from SSD rather than hard disk to improve startup time with so many mods.
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Regarding the DV chart, my experience in opening it is different. The chart bundled with JNSQ consumes 15% of my i7 CPU when kept open in Windows default Photo Viewer. That's a ridiculously high CPU usage and I can even hear my system fans running faster. Silly/stupid Windows. Opening this thread in Firefox to view the DV chart uses only 1% CPU.
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@Cavscout74 @Galileo FYI, I had a similar tiny-sun issue using JNSQ under KSP 1.7.3. I had to edit one of the JNSQ config files to switch sunflare from default "Scatterer" mode to "Unity" for the sun to look good. I never figured out why that was happening, and on KSP 1.8.1 the default JNSQ settings are working well. Scatterer would also sometimes go completely nuts during water scenes. The water would start looking like static, and the effect would slowly spread until everything was a flickering mess. If I took a screenshot it sort of looked like your cloud problem, but the game was rapidly flickering and unplayable. Restarting would fix the problem. Again, that happened in 1.7.3 and never in 1.8.1, but I'm also spending much less time landing on Kerbin's oceans in 1.8.1. Look for my posts and replies from the JNSQ team December 10 and 11. Here's a link to one of the posts:
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Like the 2 posters above me, I can't get custom decals to work. I installed via CKAN and do not use Tweakscale. I do use many other mods. Your supplied decals in the "agencies" folder are working okay. I put my custom PNG files into the "textures" folder, not a subfolder. In case my custom PNG was somehow incompatible, I took 2 samples from "textures/templates" unedited, copied them up 1 folder to "textures" , and renamed them to Logtemplate and Widetemplate so I had unique names to search for in the log file. The filenames appear in the log so they are being detected during startup; there are compression errors but even your supplied "agencies" decals that are working give similar errors. My player.log https://drive.google.com/open?id=18UQyGEuKeifbwKi53fnDDC0YefyITGL-
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Yep, my employer has a generous leave allowance, but requires a doctor's note to use sick time. It's a poorly thought out policy - if I have an optical migraine (painless but seriously messes up my vision) I can't safely get myself to work *or* the doctor. I miss a day of work when ill and a 2nd day when I'm well enough to travel to get the doctor's note. I get paid for 2 sick days instead of 1, it wastes the doctor's time, and ultimately increases my employer's health insurance costs next policy year.
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@Nertea, your name comes up often because you provide so many good mods. How should I say your name in my internal monologue? I used to think something like "Nur-tee-uh", but in a Kottabos youtube review he said "NEAR-tee". We might both be wrong.
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Can I interrupt the "JNSQ is junk" talk to comment on how much I'm enjoying it? Most improved body: Eeloo. The new atmosphere and 2 new moons create a lot more to do. The atmo haze and terrain create a picturesque horizon when deorbiting for a landing. Minmus is a runner-up for most improved body because it no longer has a frictionless surface that lets kerbals slide for 10 minutes. Favorite new body: Huygen. It has a unique look, and an atmosphere worthy of extended exploration. Biggest surprise: Duna. My first probe lithobraked because I used chutes like in stock, while your atmo needs drogues. It's shown on the DV chart so no secret but I learned the hard way. (I blame engineer Bill Kerman for using inconsistent measurements https://solarsystem.nasa.gov/missions/mars-climate-orbiter/in-depth/) I'm using the Community Tech Tree and getting a round-trip crewed mission to Mun was a fun challenge in 2.7x scale. I did it by using Bluedog Design Bureau (its one-Kerbal lander and capsule were prettier and lighter than stock) to go to Minmus first to collect more science to unlock more efficient engines. Building an SSTO is much more difficult than in stock. I eventually did it via science fiction: OPT J-size fuselage, OPT warpjets for atmosphere (38km and 3000m/s at Kerbin using only electricity), and Near Future lithium for vacuum. 12000 DV left after reaching LKO and on-board ISRU for refueling. It works well on bodies like Tylo and Laythe that have enough atmosphere for the warpjets and wings, or low enough gravity for a tail landing using only lithium. (I haven't made it to Nara yet, only 20 more years until the first probe arrives) @Galileo and team, some suggestions below. Feel free to ignore this, your plan so far has work well without me Hamek is my least favorite new planet. It's like a 2nd Dres, with little to do after getting there. I may have missed something but the only notable thing seemed to be its relatively fast axial rotation and resulting brief day/night cycle. Maybe turn it into a binary pair, or add a polar inclined moon or captured asteroid if plausible, or something else not seen at other planets. You're still on version 0.9. JNSQ is worthy at at least 1.0.
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Can't get a Mun encounter
DeadJohn replied to bobjohnson6's topic in KSP1 Technical Support (PC, modded installs)
I don't know if this is the same as your problem, but sometimes after a long game session KSP will stop displaying my markers for closest approach and SOI changes. Restarting the game fixes things. I attribute my problem to memory leaks or maybe a mod issue (I use a lot of mods). The problem only shows up after a very long play session. I leave the game running and put my PC to sleep, so one load of KSP might last me 20 hours of playing time. That's a lot of time for something to go wrong. When the problem shows up I never see an intercept no matter how much I fiddle with a new maneuver node. Additionally, ships already maneuvered in flight such as a Duna encounter that is months away, will no longer show the upcoming encounter. That all comes back after restarting. -
I upgraded my computer and KSP loads and runs so much faster now
DeadJohn replied to zit's topic in KSP1 Discussion
The SSD helps loading time compared to a hard drive. You didn't mention how much RAM you had in your old vs new PC; RAM helps prevent stuttering during game play especially if you use many mods. My best startup tip is don't start the game often; use Windows sleep. (Windows 10, earlier versions might not behave so well). When I'm done playing I quick save in case of a crash then put the PC to sleep instead of quitting KSP. Game restarts are still occasionally needed because of memory leaks and slowdowns after many hours of play. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
DeadJohn replied to Thomas P.'s topic in KSP1 Mod Releases
Adding more people to a project doesn't always help, and can add new delays when the experienced team members lose productivity helping the new team members. "9 women can't make a baby in 1 month." Edit: I noticed that Murdabenne mentioned the same thing. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
DeadJohn replied to cybutek's topic in KSP1 Mod Releases
What did KSP's DV calculation show? -
@Well I found an error in the 1.875m fairing config. The fairing panels weigh much more than all the other KNES fairings. File _Knes_Aero_Fairing_1875.cfg contains "UnitAreaMass = 0.12". I think it should be "UnitAreaMass = 0.012". I also found smaller initial mass inconsistencies in the fairing collection. Sorting them from lightest to heaviest, I get 2.5m, 1.875, 3.75, 0.9375, 1.25. Assuming that stock fairings are fairly balanced, the 0.9375 and 1.25 look good, while the 2.5, 1.875, and 3.75 are too light. I'm having a lot of fun with your mod, thank you for making it.
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[1.12.5] Restock - Revamping KSP's art (August 28)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
@Nertea I noticed something similar about the Terrier. Upper stages with Terriers that already dropped their lower stages during a 1.7.3 save without Restock but a lot of other mods, are showing shrouds again after migrating that save to a 1.8.1 copy where I added Restock and even more mods. I use JNSQ like the quoted post, but I do not have MH or BG. Changing versions and mods in the middle of a large saved game makes me an outlier that might not be worth diagnosing. The Terrier works as far as I can tell, it just looks funny. Zipped logfile provided if it helps you and others. https://drive.google.com/file/d/1_Gv7E9EGcbXPOAa-4A8CH1e4M49bJ2Ct/view?usp=sharing -
@katateochiI encountered a problem similar to what you discussed on 10/28/2018. Thumbnails were not showing for one save. Thumbnails from another save and for stock vessels were okay. I was using my own craft and not downloaded from KerbalX. Craft Manager 1.2.0. KSP 1.8.1. Windows 10. I was eventually able to fix the problem by renaming one folder: My save was called "JNSQ science 1.8.1" when I had the problem, with a full path "C:\KSP 1.8.1\saves\JNSQ science 1.8.1". When I saved craft, the thumbnails were added to "C:\KSP 1.8.1\thumbs" but never showed in Craft Manager. I deleted the cache, played with other settings, etc. but it still wouldn't work. Based on the 10/28/2018 discussion, I renamed my save folder and thumbnails started working. New full path is "C:\KSP 1.8.1\saves\JNSQ science 181". Only the underline part changed; I still have periods in the higher level KSP install folder but not in my save folder beneath that. Note that some of my craft names contain periods, such as "Hawk 2.0" but they work fine. So it looks like periods are okay in the KSP folder and craft name, just not in the save name.
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Semi-major axis (SMA) equals the distance from the center (not the surface) of Kerbin to the orbital height. If you want to orbit at an exact altitude above the surface, look up Kerbin's radius, add that to the altitude you want, and enter that as the SMA. Or, if you just want to get into orbit quickly, set SMA to a ridiculously low number like "1". KSP will warn you that it's too low and automatically adjust it to the minimum safe altitude. Keep all the other numbers at zero and you'll have a circular orbit above the equator. Set inclination to 90 degrees for a polar rather than equatorial orbit. As to why your satellite flew away from orbit, you may have entered an eccentricity >= 1.0. That will create a flyby rather than an orbit. Optional reading at https://wiki.kerbalspaceprogram.com/wiki/Orbit. That includes further links for even more reading. If circular orbits are good for you, though, you can skip it.
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It's unlikely that much color switching will be added to 1.9. You'll need mods. How much color switching do you want? Restock changes the artwork for standard parts and supports more white/dark/orange color switching. Link below. There are other mods that allow more color changes but I haven't used them. Another option could be to keep stock colors, maybe mostly white parts, and attach flag/sticker/decal graphics. You could edit those graphics outside KSP to be any color. See Decalc'o'mania link below.
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For the benefit of others who try upgrading a save game from 1.7.3 to 1.8.1, here's my experience with the process. The installation itself went smoothly. Read the top post in this thread. I started with a clean 1.8.1 folder and used CKAN to install JNSQ, Kopernicus, Environmental Visual Effects, Scatterer, Omega, plus many mods for general functionality and parts. 2 part mods had to be manually downloaded because they are not on CKAN. Remember to delete the cfg file as directed in that top post. I finally copied the one save folder I wanted from 1.7.3 to 1.8.1 before starting KSP. First attempt to launch KSP hung very early in the process. I closed the KSP window and restarted; it got a little further 2nd time. It fully loaded on a 3rd attempt. I suspect the hangs had something to do with Module Manager caching an excessive number of mods or maybe I was impatient and it didn't really hang. Once I got into KSP I set my resolution, sound, etc. The 1.7.3 save game loaded okay. Orbital parameters of planets are unchanged as expected. Kerbal Alarm Clock SOI alarms for flights in progress from my 1.7.3 save are still accurate in 1.8.1. Check all your 1.7.3 bases and landers before proceeding to play further in 1.8.1. I had some issues with a base at Minmus. It bounced 150m upwards when I first took control and crashed to the surface. I reloaded my last 1.7.3 savefile then used HyperEdit's "land here" button to save that base. The JNSQ release notes suggest anything on the surface of Moho, Nara, or Minmus is at risk. I had a smaller glitch with a Duna base that could just be a visit from the Kerbal Kraken. Fly safely, y'all! Congrats to the entire JNSQ and Kopernicus teams.
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How on earth do a get a rover on the Mun??
DeadJohn replied to Crixomix's topic in KSP1 The Spacecraft Exchange
Small unmanned rovers can go inside a service bay in your lander stack. Put one Docking Port Jr. on the roof of the service bay, pointing into the bay, and a 2nd port on the roof of your rover. Undock and drive out of the bay after landing. If you use radial engines the bay can touch down flat on the Mun; bays have good crash tolerance. Another options is to use a short bottom-mounted engine; the rover will drop to the ground when driving out so be careful it doesn't flip over (quicksave before driving). For larger rovers, others have already posted some good samples. When I make disposable skycranes, I try to install small radial engines on the rover and also keep some fuel on board. That lets the rover hop over small obstacles while driving. The disposable skycrane part includes the fuel needed for initial deorbit and landing, and maybe additional engines for higher thrust to land. My most excessive system for delivering a rover was a huge reusable skycrane. I don't have a picture of it but it sort of looked like the rolling cranes used to unload cargo ships. The core was a mk2 lander can with a klaw and KAS winch at the bottom. 4 thin fuel tanks extended sideways from the can in an x-pattern, went out a few meters, then had additional tall fuel tank "legs" that turned downwards. The bottom of each leg had an engine plus the largest rover wheel. The entire skycrane was a flying and rolling rover, but it also had excessive thrust in order to transport other rovers or base modules; the KAS winch was used to raise and lower things to the klaw. -
There's a pinned thread that has dozens of links, all broken. I'm willing to search for current links but the OP hasn't been around to confirm they will update the top post. Can a moderator please unpin the outdated thread? I've tried posting in the thread and even reporting it, but I haven't received any replies. Here's my latest post in that thread:
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[1.12.x] Near Future Technologies (September 6)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
@NerteaThis is just an FYI. On ckan, most of your mods are listed as author "Nertea", while NF Exploration shows what I assume is your real name, Chris A. Everything works, it just makes it more likely for people to miss one of your great mods. -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
DeadJohn replied to blowfish's topic in KSP1 Mod Releases
I had a problem using the B9 mk1 cargo bay (2m length) near the nose of a vertically launched rocket. The rocket kept flipping at around 90 m/s. Does the bay generate lift or have a drag problem? It was behaving like I had a wing near the nose, or a very heavy drag part radially attached, none of which was the case. Replacing the B9 mk1 cargo bay with a stock fairing immediately fixed the problem. My thoughts on diagnosing it: I'm not an expert at reading cfg part files, but the only entry I see for "lift" depends on Ferram FAR. I have never installed FAR so I don't think the mk1 cargo bay is generating lift. If not a lift issue, is there a drag cube problem with the part? Excessive drag could cause a flip. I've used that bay in planes without issues, but the planes had it installed further back, not the nose of a rocket. I know many cargo bays don't properly shield parts inside from drag. My inside parts were small stock parts arranged on the centerline, so wouldn't cause the type of sideways lift/drag I seemed to get. The parts were small stock mono tank, OKTO 2 probe, battery, reaction wheel, and experiment storage unit.- 640 replies
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Atmospheric density is there, listed as "pressure" relative to Kerbin.
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Nitpicky not-quite-bugs to report. JNSQ 0.8.6 under KSP 1.7.3: Tam' s "flying low" height appears to be 5km from the moon's center. Most of the Highlands biome is taller than that. Maybe raise flying low to 10km? CelestialBodies.pdf, page 19 of 32 for Lindor, says "Natural satellites: Krel, Aden, Riga, Talos". Huygen is missing. It's just missing from the list, and there is a full page for Huygen afterwards. And, completely-not-a-bug, Huygen is beautiful