Ratwerke_Actual Posted June 20, 2019 Share Posted June 20, 2019 (edited) On Sunday, June 16, 2019 at 11:08 AM, OhioBob said: I've performed dozens of EVA in low Kerbin orbit without incident. Although I can't completely rule out JNSQ, it seems unlikely to me that it would cause the problem you describe. It's possible something is the cause. I did sort out what was going on, but forgot to reply back. The rescue contracts had orbits with Ap above atmosphere, but Pe in the 70s and low 80s. I was flying the Navball, so when I wound up in atmosphere after EVA, I didnt know cause. This does bring up one issue with contracts. While they show as complete, the rescues don't advance rank because the orbit wasn't completely out of the atmosphere. (If you don't do a burn prograde to raise Pe before re-entry. ) Edited June 20, 2019 by Ratwerke_Actual (...)added thought. Quote Link to comment Share on other sites More sharing options...
kerbnub Posted June 21, 2019 Share Posted June 21, 2019 5 hours ago, Ratwerke_Actual said: I did sort out what was going on, but forgot to reply back. The rescue contracts had orbits with Ap above atmosphere, but Pe in the 70s and low 80s. I was flying the Navball, so when I wound up in atmosphere after EVA, I didnt know cause. This does bring up one issue with contracts. While they show as complete, the rescues don't advance rank because the orbit wasn't completely out of the atmosphere. (If you don't do a burn prograde to raise Pe before re-entry. ) This is a long standing issue with rescaled games. I don't think anyone's found a way to change the rescue contract orbital parameters yet. I actually like it, as it can make rescue contracts extra spicy. But with larger rescales, rescue contracts around rocket worlds can instafail when they spawn on suborbital trajectories. Quote Link to comment Share on other sites More sharing options...
Ratwerke_Actual Posted June 21, 2019 Share Posted June 21, 2019 53 minutes ago, kerbnub said: This is a long standing issue with rescaled games. I don't think anyone's found a way to change the rescue contract orbital parameters yet. I actually like it, as it can make rescue contracts extra spicy. But with larger rescales, rescue contracts around rocket worlds can instafail when they spawn on suborbital trajectories. Had a feeling this was the case. Extra spicy indeed, as my playthrough involves a hard mode, no revert/quicksave permadeath career. Have a Mun rescue coming up at a 4k orbit. Could be splatty, when coming off rails at rendezvous. Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted June 21, 2019 Share Posted June 21, 2019 10 hours ago, Ratwerke_Actual said: Had a feeling this was the case. Extra spicy indeed, as my playthrough involves a hard mode, no revert/quicksave permadeath career. Have a Mun rescue coming up at a 4k orbit. Could be splatty, when coming off rails at rendezvous. The simple workaround I've adopted is to never accept any one star rescue contracts. The two and three star variants are generally high enough so there aren't any problems. Quote Link to comment Share on other sites More sharing options...
Scialytic Posted June 21, 2019 Share Posted June 21, 2019 The "Deleting all craft files that contain the string "SSTO"..." loading tip naturally got me wondering what a rocket SSTO would be like in JNSQ. Since I'm waiting for the hotfixes and Kopernicus updates to finish their churn before starting my proper campaign anyway, I figured I'd take a stab at it. I normally play with FAR so if I've made any obvious stock aero mistakes, that's why. I understand that FAR tends to slightly reduce the delta-v required for ascent, and it seems like Team Galileo has stock aero in mind when making/balancing JNSQ, so I omitted FAR. Full album: https://imgur.com/a/s1vzblo TLDR version: Spoiler I must say, I had a blast. I can't thank Team Galileo enough for this mod. It's almost like being a new KSP player again. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted June 22, 2019 Share Posted June 22, 2019 Just started a JNSQ/1.71 game with all mods fully updated and JNSQ carefully installed following all instructions (at least I think, I was careful) but I'm having a couple significant graphics issues. One is that the clouds are very dark from below, it looks like Kerbin is a volcanic world. Second, the ocean is invisible from the top, but it can be seen from underneath. Are these known issues with known causes/fixes, or do I need to start digging in the log? Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 23, 2019 Author Share Posted June 23, 2019 2 hours ago, vossiewulf said: Just started a JNSQ/1.71 game with all mods fully updated and JNSQ carefully installed following all instructions (at least I think, I was careful) but I'm having a couple significant graphics issues. One is that the clouds are very dark from below, it looks like Kerbin is a volcanic world. Second, the ocean is invisible from the top, but it can be seen from underneath. Are these known issues with known causes/fixes, or do I need to start digging in the log? Definitely gonna need logs and screenshots. This is the first issue posted regarding visual bugs, so there is definitely something not right. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted June 23, 2019 Share Posted June 23, 2019 3 hours ago, Galileo said: Definitely gonna need logs and screenshots. This is the first issue posted regarding visual bugs, so there is definitely something not right. Thanks, will dig at the log shortly and pass on what I find. In the meantime, meet the dark, foreboding, volcanic desert world of Kerbin. With nice grass. And I was wrong, it's not dark clouds but a solid black sky. You can see a thin line of blue on the horizon. Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted June 23, 2019 Share Posted June 23, 2019 6 hours ago, vossiewulf said: And I was wrong, it's not dark clouds but a solid black sky. I'm surprised this is a problem. Here's what's happening on my PC: Oh, and on an unrelated note: FAR 0.15.11's RealChute Lite and TweakChute don't like each other it seems, occasionally crashing on startup. Maybe both plugins working on parachutes don't coexist well? I remove TweakChute when using FAR, and it crashes much less often. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted June 23, 2019 Share Posted June 23, 2019 10 hours ago, Galileo said: Definitely gonna need logs and screenshots. This is the first issue posted regarding visual bugs, so there is definitely something not right. Ok I cut the mods down to this and restarted: And the problem still exists. Looking at the KSP.log, only errors I see are these: [LOG 04:36:04.634] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Kerbin00.dds and JNSQ/JNSQ_Textures/PluginData/Kerbin01.dds [LOG 04:36:04.638] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Kerbin00.dds and JNSQ/JNSQ_Textures/PluginData/Kerbin01.dds [LOG 04:36:04.648] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Prax00.dds and JNSQ/JNSQ_Textures/PluginData/Prax01.dds [ERR 04:36:04.648] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.648] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.648] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Prax [LOG 04:36:04.648] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Enon00.dds and JNSQ/JNSQ_Textures/PluginData/Enon01.dds [ERR 04:36:04.648] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.648] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.648] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Enon [LOG 04:36:04.648] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Amos00.dds and JNSQ/JNSQ_Textures/PluginData/Amos01.dds [ERR 04:36:04.648] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.649] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Amos [LOG 04:36:04.649] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Nara00.dds and JNSQ/JNSQ_Textures/PluginData/Nara01.dds [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.649] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Nara [LOG 04:36:04.649] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Tam00.dds and JNSQ/JNSQ_Textures/PluginData/Tam01.dds [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.649] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Tam [LOG 04:36:04.649] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Celes00.dds and JNSQ/JNSQ_Textures/PluginData/Celes01.dds [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.649] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Celes [LOG 04:36:04.649] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Eeloo00.dds and JNSQ/JNSQ_Textures/PluginData/Eeloo01.dds [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.649] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Eeloo [LOG 04:36:04.649] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Hamek00.dds and JNSQ/JNSQ_Textures/PluginData/Hamek01.dds [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.649] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Hamek [LOG 04:36:04.649] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Talos00.dds and JNSQ/JNSQ_Textures/PluginData/Talos01.dds [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.649] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Talos [LOG 04:36:04.649] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Riga00.dds and JNSQ/JNSQ_Textures/PluginData/Riga01.dds [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.649] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.649] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Riga [LOG 04:36:04.649] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Aden00.dds and JNSQ/JNSQ_Textures/PluginData/Aden01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.650] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Aden [LOG 04:36:04.650] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Krel00.dds and JNSQ/JNSQ_Textures/PluginData/Krel01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.650] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Krel [LOG 04:36:04.650] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Lindor00.dds and JNSQ/JNSQ_Textures/PluginData/Lindor01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.650] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Pol00.dds and JNSQ/JNSQ_Textures/PluginData/Pol01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.650] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Pol [LOG 04:36:04.650] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Bop00.dds and JNSQ/JNSQ_Textures/PluginData/Bop01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.650] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Bop [LOG 04:36:04.650] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Tylo00.dds and JNSQ/JNSQ_Textures/PluginData/Tylo01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.650] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Tylo [LOG 04:36:04.650] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Vall00.dds and JNSQ/JNSQ_Textures/PluginData/Vall01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.650] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Vall [LOG 04:36:04.650] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Laythe00.dds and JNSQ/JNSQ_Textures/PluginData/Laythe01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.650] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Laythe [LOG 04:36:04.650] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Jool00.dds and JNSQ/JNSQ_Textures/PluginData/Jool01.dds [ERR 04:36:04.650] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.651] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Dres00.dds and JNSQ/JNSQ_Textures/PluginData/Dres01.dds [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.651] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Dres [LOG 04:36:04.651] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Dak00.dds and JNSQ/JNSQ_Textures/PluginData/Dak01.dds [LOG 04:36:04.651] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Dak [LOG 04:36:04.651] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Edna00.dds and JNSQ/JNSQ_Textures/PluginData/Edna01.dds [LOG 04:36:04.651] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Edna [LOG 04:36:04.651] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Ike00.dds and JNSQ/JNSQ_Textures/PluginData/Ike01.dds [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.651] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Ike [LOG 04:36:04.651] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Duna00.dds and JNSQ/JNSQ_Textures/PluginData/Duna01.dds [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.651] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Duna [LOG 04:36:04.651] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Minmus00.dds and JNSQ/JNSQ_Textures/PluginData/Minmus01.dds [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.651] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Minmus [LOG 04:36:04.651] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Mun00.dds and JNSQ/JNSQ_Textures/PluginData/Mun01.dds [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.651] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.651] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Mun [LOG 04:36:04.651] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Kerbin00.dds and JNSQ/JNSQ_Textures/PluginData/Kerbin01.dds [LOG 04:36:04.652] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Kerbin [LOG 04:36:04.652] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Gilly00.dds and JNSQ/JNSQ_Textures/PluginData/Gilly01.dds [ERR 04:36:04.652] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.652] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.652] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Gilly [LOG 04:36:04.652] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Eve00.dds and JNSQ/JNSQ_Textures/PluginData/Eve01.dds [ERR 04:36:04.652] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.652] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.652] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Eve [LOG 04:36:04.652] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying JNSQ/JNSQ_Textures/PluginData/Moho00.dds and JNSQ/JNSQ_Textures/PluginData/Moho01.dds [ERR 04:36:04.652] Destroying object "UnityWhite" is not allowed at this time. [ERR 04:36:04.652] Destroying object "UnityWhite" is not allowed at this time. [LOG 04:36:04.652] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Moho [LOG 04:36:04.652] [UIMasterController]: HideUI [LOG 04:36:04.652] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 23, 2019 Share Posted June 23, 2019 (edited) 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. Edited June 23, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted June 23, 2019 Share Posted June 23, 2019 Recovering the final stage is proving to be VERY challenging... Loving the challenge. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted June 23, 2019 Share Posted June 23, 2019 6 hours ago, Gordon Fecyk said: Oh, and on an unrelated note: FAR 0.15.11's RealChute Lite and TweakChute don't like each other it seems, occasionally crashing on startup. Maybe both plugins working on parachutes don't coexist well? I remove TweakChute when using FAR, and it crashes much less often. That combination of mods was never tested for JNSQ. JNSQ was designed for stock aerodynamics with stock parachutes modified by TweakChutes. We don't know what the behavior or problems will be if otherwise modified. Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 23, 2019 Share Posted June 23, 2019 (edited) 42 minutes ago, OhioBob said: That combination of mods was never tested for JNSQ. JNSQ was designed for stock aerodynamics with stock parachutes modified by TweakChutes. We don't know what the behavior or problems will be if otherwise modified. 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. Edited June 23, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted June 23, 2019 Share Posted June 23, 2019 (edited) hmm.. that does look weird... Should it be like this? @PART[*]:HAS[@MODULE[ModuleParachute]]:NEEDS[TweakChute]:FINAL *edit* Actually, because it is using +MODULE[ModuleParachute], it should only add the module to a part that already has a ModuleParachute... me thinks... *additional edit* I just ran the game with and without the line I posted, and the number of MM patches applied was the same on both loads. Edited June 23, 2019 by TheKurgan Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 23, 2019 Share Posted June 23, 2019 (edited) 8 minutes ago, TheKurgan said: hmm.. that does look weird... Should it be like this? @PART[*]:HAS[@MODULE[ModuleParachute]]:NEEDS[TweakChute]:FINAL 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) Edited June 23, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted June 23, 2019 Share Posted June 23, 2019 2 minutes ago, Jognt said: Apply only to parts it wants to hit, to cut down on loading/log spam. ('@ part that has moduleParachute' or '@ these specific parts'); Isn't that what my line says??? Yeah... ok. Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 23, 2019 Share Posted June 23, 2019 4 minutes ago, TheKurgan said: Isn't that what my line says??? Yeah... ok. Yours still has FINAL, and NEEDS[TweakChutes] which really don't have a place there. Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted June 23, 2019 Share Posted June 23, 2019 1 hour ago, OhioBob said: That combination of mods was never tested for JNSQ. JNSQ was designed for stock aerodynamics with stock parachutes modified by TweakChutes. We don't know what the behavior or problems will be if otherwise modified. I think I've said this before, but just to put it out there: In my game I have Real Chute installed (but not FAR), and I haven't observed anything out of the ordinary. I didn't know TweakChutes was a thing before setting up my game, is why I have Real Chute. It's just been my habit to use that mod for years and years now so I installed it without thinking. Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 23, 2019 Author Share Posted June 23, 2019 1 hour ago, Jognt said: 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) The settings cfg does that because every time you start up KSP it rewrites the settings cfg, and the names are not recognized beyond the first initial load. If you look in your settings cfg, you’ll see that your choice for settings is still correct. So don’t worry about it saying “new text” Quote Link to comment Share on other sites More sharing options...
OhioBob Posted June 23, 2019 Share Posted June 23, 2019 1 hour ago, Jognt said: That and the :FINAL means it can get messy quickly. I added FINAL only because @Sigma88 suggested it, and he's the guy who wrote TweakChutes. I'm not sure what his reasons are. I'd like to hear what he has to say about it. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted June 23, 2019 Share Posted June 23, 2019 @Galileo, any thoughts on the test I ran above? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 23, 2019 Share Posted June 23, 2019 I never liked to use :FINAL but in some limited cases I think it's fine. using it with tweakchutes should be fine. last time I checked MM it was some time ago and LAST[JNSQ] wasn't implemented, if it is now .. this is a wonderful news and the cfg can be changed to that, even though it's not as crucial for this specific mod as it would be with others. finally, I don't see the difference between using @PART or @PART:HAS[whatever] it won't give you any advantage to use one over the other as far as I can tell so my suggestion would be to use whatever will make people stop complaining for nothing Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 23, 2019 Author Share Posted June 23, 2019 1 hour ago, vossiewulf said: @Galileo, any thoughts on the test I ran above? I have no idea what is wrong. Try a fresh install of everything. Perhaps even a fresh install of KSP if all else fails Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 23, 2019 Share Posted June 23, 2019 4 minutes ago, Sigma88 said: it won't give you any advantage to use one over the other as far as I can tell ok, apparently now MM spams the logs with every patch that is applied. this will probably favor using the :HAS[] rather than not using it. I wasn't aware MM did that now, it doesn't seem to be a good idea, but I'm sure they have their reasons for doing that Quote Link to comment Share on other sites More sharing options...
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