The Dressian Exploder Posted August 16, 2019 Share Posted August 16, 2019 (edited) If anybody's interested, I'm doing a JNSQ space race Over Here, if you're interested leave a reply and you can join in! (please I have nobody else) Edited August 16, 2019 by The Dressian Exploder Link to comment Share on other sites More sharing options...
1990eam Posted August 17, 2019 Share Posted August 17, 2019 Is this compatible with Astronomer's Visual Pack? Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted August 17, 2019 Share Posted August 17, 2019 I can't get JNSQ to load, when I think it works, the 'loading' part where you just see the grey logo with the planets just continues on an endless loop, though you can hear the main menu music in the background. I have a 1.6.0 install and therefore have to use an older version of Kopernicus as the latest Backport isn't working. Modulemanager is up to date, however. I've tried installing via the installer and manually, so I'm not sure what's causing the issue. I've also tried installing via the latest version of CKAN, but it doesn't show up. also, here's my GameData folder Link to comment Share on other sites More sharing options...
OhioBob Posted August 17, 2019 Share Posted August 17, 2019 4 hours ago, The Dressian Exploder said: I have a 1.6.0 install and therefore have to use an older version of Kopernicus as the latest Backport isn't working. JNSQ v0.5 and later won't work with versions of Kopernicus older than 1.7.1. You have to either update to a newer version of KSP, or use a backport version of Kopernicus. JNSQ won't work with Kopernicus 1.6.1-2, but should with 1.6.1-9. Link to comment Share on other sites More sharing options...
OhioBob Posted August 17, 2019 Share Posted August 17, 2019 9 hours ago, 1990eam said: Is this compatible with Astronomer's Visual Pack? No. Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted August 17, 2019 Share Posted August 17, 2019 (edited) 1 hour ago, OhioBob said: JNSQ v0.5 and later won't work with versions of Kopernicus older than 1.7.1. You have to either update to a newer version of KSP, or use a backport version of Kopernicus. JNSQ won't work with Kopernicus 1.6.1-2, but should with 1.6.1-9. If only I could update to a newer version... I bought the game on Steam and I now cannot access the account I purchased the game on, so I'm stuck on 1.6.0. I've tried a more recent backport, however Kopernicus gives me the Nyan cats on a 1.6 backport (my guess being its a backport for 1.6.1 and my copy of KSP is 1.6.0. A 1.5 backport wont work either. When I tried to load the latest Kopernicus 1.6 backport, this is what I got. Edited August 17, 2019 by The Dressian Exploder Link to comment Share on other sites More sharing options...
Ratwerke_Actual Posted August 17, 2019 Share Posted August 17, 2019 On Tuesday, August 06, 2019 at 9:02 PM, Motokid600 said: How exactly do career contracts fare ( be they stock or modded ) with the 2x planet scale? I am currently doing a hard mode/no revert/permadeath career that I started upon release. I am almost finished with the tech tree. As far as contracts fare, they seem fine, with the exception of some rescues being generated with a periapsis either very close to surface of moons or in atmosphere of planets. These are the stock contracts; I can't speak for modded ones. Link to comment Share on other sites More sharing options...
OhioBob Posted August 17, 2019 Share Posted August 17, 2019 1 hour ago, The Dressian Exploder said: I've tried a more recent backport, however Kopernicus gives me the Nyan cats on a 1.6 backport (my guess being its a backport for 1.6.1 and my copy of KSP is 1.6.0. A 1.5 backport wont work either. Yeah, you're right. There are Kopernicus backports for 1.6.1 and 1.5.1, but not 1.6.0. Neither the 1.6.1 or 1.5.1 versions will work with KSP 1.6.0. There is a 1.6.0-1 version of Kopernicus that will work with your KSP, but it's not a backport. Unfortunately JNSQ will not work with the 1.6.0-1 version. The current JNSQ requires features introduced in later versions of Kopernicus (1.7.1+) that are only available in the backports. Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted August 17, 2019 Share Posted August 17, 2019 Any older JNSQ versions that will use 1.6.0-1? Link to comment Share on other sites More sharing options...
OhioBob Posted August 17, 2019 Share Posted August 17, 2019 3 hours ago, The Dressian Exploder said: Any older JNSQ versions that will use 1.6.0-1? Just the initial release, v0.4. Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted August 19, 2019 Share Posted August 19, 2019 Well, thanks to one of the Peeps at the JNSQ space race. I have 1.7 again! JNSQ is up and running smoothly. One question though, how do you get the EVE config to work? Link to comment Share on other sites More sharing options...
Flavio hc16 Posted August 19, 2019 Share Posted August 19, 2019 As i usually play with 6.4 rescale, can this mod be rescaled x2 ( so it will become a 5.4 rescale to the base)? Does smurfs work with it? And the life support mod ( tacs/usi)? Link to comment Share on other sites More sharing options...
OhioBob Posted August 19, 2019 Share Posted August 19, 2019 7 hours ago, Flavio hc16 said: As i usually play with 6.4 rescale, can this mod be rescaled x2 ( so it will become a 5.4 rescale to the base)? Does smurfs work with it? And the life support mod ( tacs/usi)? Sure, you can do all that. The developers, however, have no plans to write the configs for it. You'll have to do it yourself. 9 hours ago, The Dressian Exploder said: One question though, how do you get the EVE config to work? You just have to install EVE along with JNSQ. https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/tag/EVE-1.4.2-2 Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted August 19, 2019 Share Posted August 19, 2019 It's alright I've got it working now. Woo hoo! Link to comment Share on other sites More sharing options...
infinite_monkey Posted August 20, 2019 Share Posted August 20, 2019 (edited) 21 hours ago, The Dressian Exploder said: It's alright I've got it working now. Woo hoo! Would you mind posting some screenshots to demonstrate the difference? Also, how big is the performance impact? Edited August 20, 2019 by infinite_monkey Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted August 20, 2019 Share Posted August 20, 2019 There's not much difference in performance. But then again my computer was already lagging beforehand... Link to comment Share on other sites More sharing options...
Rabbit032 Posted August 21, 2019 Share Posted August 21, 2019 Is it intended that it takes so long to get from kerbin to the mun? I understand USI doesnt seem to be officially supported but with it taking the better side of a month to do a mun mission playing with USI and trying to do an apollo style mission is impossible. Link to comment Share on other sites More sharing options...
AG5BPilot Posted August 21, 2019 Share Posted August 21, 2019 55 minutes ago, Rabbit032 said: Is it intended that it takes so long to get from kerbin to the mun? I understand USI doesnt seem to be officially supported but with it taking the better side of a month to do a mun mission playing with USI and trying to do an apollo style mission is impossible. A standard hohmann transfer from low Kerbin orbit to low Munar orbit takes me about 3 days. Something's not right if it's taking you a month to get there and back. 3 days out, one day for the landing, and 3 days back. A A week is all it takes. Link to comment Share on other sites More sharing options...
Rabbit032 Posted August 21, 2019 Share Posted August 21, 2019 5 days for the mun on a free return trajectory, 1,500 m/s delta v. Link to comment Share on other sites More sharing options...
Jognt Posted August 21, 2019 Share Posted August 21, 2019 (edited) 12 hours ago, Rabbit032 said: 5 days for the mun on a free return trajectory, 1,500 m/s delta v. Uhm, I know Apollo saved mass where possible, but I think they did bring supplies. Edit: From experience I can tell you that 666 supplies is not enough for three Kerbonauts to do a round trip comfortably (with station rendezvous). You'll still have control on return, but they will be 'starving'. I'd aim for ~300 supplies per Kerbal. You should be fine then even with the 1541m/s slow-mode trip. Edited August 21, 2019 by Jognt Link to comment Share on other sites More sharing options...
OhioBob Posted August 21, 2019 Share Posted August 21, 2019 (edited) 19 hours ago, Rabbit032 said: 5 days for the mun on a free return trajectory, 1,500 m/s delta v. 1542 m/s is about the minimum that it takes to reach Mun, resulting in about a 5-day cruise. It can be done quicker if you give it more delta-v. Proportionately the Kerbin-Mun system is about the same size as the Earth-Moon system. Apollo got to the moon in 3 days, you can too. To do that, Apollo didn't just raise it's apoapsis until it touched Moon's orbit. Had Apollo not intercepted Moon, it would have sailed on past and reached an apoapsis about 1.5 times the Moon's distance from Earth. This larger orbit was used to decrease the travel time. Had Apollo used a minimum orbit, it would have taken 5 days as well. (edit) Travel times to Mun are much longer in JNSQ than they are in stock because Mun was moved much farther away. Mun is unrealistically close to Kebin in stock. If it were really that close, the two bodies would be mutually tidally locked. In JNSQ Mun was moved to a distance determined realistic given the bodies sizes, rotation rates, and age. Edited August 21, 2019 by OhioBob Link to comment Share on other sites More sharing options...
Vegetal Posted August 22, 2019 Share Posted August 22, 2019 Hey there, great pack! I think I may have found a bug. I was testing a vehicle on atmospheric descent on duna, when my fps tanked HARD. Upon checking the console, I found this: https://imgur.com/ISk9a8D Kopernicus is spamming something. As I haven't seen this happen before with other Kopernicus mods, I thought I would post here. I'll gladly give more info if needed, see ya. Link to comment Share on other sites More sharing options...
MechBFP Posted August 22, 2019 Share Posted August 22, 2019 (edited) On 6/5/2019 at 6:05 PM, jefferyharrell said: Yesterday I asked about making a Module Manager patch that would increase the brightness of the sunlight. I was successful. Here are a couple of screenshots. Reasonable people can disagree about whether they like the "hotter" look, but I do. Thanks a million for helping me achieve it. <snip> EDIT: Just one more quick picture, this time of the launch of a vehicle that'll take a SCANsat satellite up into a polar orbit. I really like the lighting in this one. It's a bit later in the day. I do agree with you that this is better. As much as I love this mod, I find the sunlight strength/color hurts my eyes for some reason. Edited August 22, 2019 by MechBFP Link to comment Share on other sites More sharing options...
Jognt Posted August 22, 2019 Share Posted August 22, 2019 8 hours ago, Vegetal said: Hey there, great pack! I think I may have found a bug. I was testing a vehicle on atmospheric descent on duna, when my fps tanked HARD. Upon checking the console, I found this: https://imgur.com/ISk9a8D Kopernicus is spamming something. As I haven't seen this happen before with other Kopernicus mods, I thought I would post here. I'll gladly give more info if needed, see ya. TL:DR -> That message is harmless. FPS problem is due to another bug. Link to temporary fix in my signature. Link to step-by-step instructions in the linked link. Link to comment Share on other sites More sharing options...
FreeThinker Posted August 22, 2019 Share Posted August 22, 2019 KSP 1.8 Will introduce new Surface Textures. Does JNSQ override those textures? Link to comment Share on other sites More sharing options...
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