Cruesoe Posted August 31, 2021 Share Posted August 31, 2021 20 minutes ago, SpaceFace545 said: Sooo what is JNSQ_FinalFrontier in the GitHub? Final frontier is a ribbon award mod. Kerbals are awarded mission ribbons, that's simply either the ribbons or mod info for Final Frontier. Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted August 31, 2021 Share Posted August 31, 2021 On 8/26/2021 at 12:42 PM, panarchist said: Good to know, thanks. Hard to say what's "realistic" - not all RF frequencies are bent by the ionosphere, and those that are vary by frequency. I'd imagine that anything below 0.9 isn't realistic, because when the ionosphere bends a signal that much, it tends to stay "trapped" in the layer - which is how ham radio signals can communicate with other stations hundreds or thousands of miles away on Earth. Most of the space communication frequencies are high enough that the bending wouldn't be that significant - although GPS sees significant bending, so who knows? KSP doesn't model different wavelengths. I suppose you could write a mod to do that, but I think it would be a lot of work for very little benefit. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted August 31, 2021 Share Posted August 31, 2021 8 hours ago, flart said: does someone have access to releases on github? There are many PRs and tweaks in the master since 0.9.0, and they could be packaged as 0.9.0.1 I'm considering doing that. 2 hours ago, Cruesoe said: Final frontier is a ribbon award mod. Kerbals are awarded mission ribbons, that's simply either the ribbons or mod info for Final Frontier. That's correct, it's the ribbons for the celestial bodies added by JNSQ. The Final Frontier mod includes the ribbons for the stock bodies. Quote Link to comment Share on other sites More sharing options...
Apricot Posted September 1, 2021 Share Posted September 1, 2021 I don't think 0.9.0.1 would be a suitable version name. Too many commits, including Bop rotation fix for Principia. I am afraid upgrading silently would break some existing games. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 1, 2021 Share Posted September 1, 2021 4 hours ago, Apricot said: I don't think 0.9.0.1 would be a suitable version name. Too many commits, including Bop rotation fix for Principia. I am afraid upgrading silently would break some existing games. There won't be anything silent about it. It will be a pretty significant upgrade with 1-1/2 years worth of changes that have never been released. It's about time we get JNSQ up to date. There will be an announcement about it here with a lengthy changelog. If there is anything about it that has the potential to break existing saves, we'll issue warnings. (It probably won't be version 0.9.0.1 as the updates are more significant than that minor version number change suggests.) Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted September 1, 2021 Share Posted September 1, 2021 1 hour ago, OhioBob said: There won't be anything silent about it. It will be a pretty significant upgrade with 1-1/2 years worth of changes that have never been released. It's about time we get JNSQ up to date. There will be an announcement about it here with a lengthy changelog. If there is anything about it that has the potential to break existing saves, we'll issue warnings. (It probably won't be version 0.9.0.1 as the updates are more significant than that minor version number change suggests.) Not for nothing, but I think 0.10 has a nice ring to it. Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted September 1, 2021 Share Posted September 1, 2021 4 hours ago, OhioBob said: It will be a pretty significant upgrade with 1-1/2 years worth of changes that have never been released. Are those changes currently accessible on github (for testing purposes of course), or are there changes that haven't made it to GH yet? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 1, 2021 Share Posted September 1, 2021 1 hour ago, MashAndBangers said: Are those changes currently accessible on github (for testing purposes of course), or are there changes that haven't made it to GH yet? Most of the changes have already been pushed to GitHub. But to be honest, I really don't know what it all includes. I'm going to have to look over 19 months worth of commits to figure out what's been done and get it all into a changelog. Along the way I might discover it's not release ready and requires more changes. Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted September 1, 2021 Share Posted September 1, 2021 7 minutes ago, OhioBob said: Most of the changes have already been pushed to GitHub. But to be honest, I really don't know what it all includes. I'm going to have to look over 19 months worth of commits to figure out what's been done and get it all into a changelog. Along the way I might discover it's not release ready and requires more changes. You could always get it together into a usable state and then let us beta test it for you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 1, 2021 Share Posted September 1, 2021 1 hour ago, OhioBob said: Most of the changes have already been pushed to GitHub. But to be honest, I really don't know what it all includes. I'm going to have to look over 19 months worth of commits to figure out what's been done and get it all into a changelog. Along the way I might discover it's not release ready and requires more changes. Be aware that the currently in included Kronometer doesnt work on 1.12, you need my updated version. Not sure how you will address support of older versions of KSP vs 1.12 Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 2, 2021 Share Posted September 2, 2021 14 hours ago, linuxgurugamer said: Be aware that the currently in included Kronometer doesnt work on 1.12, you need my updated version. Not sure how you will address support of older versions of KSP vs 1.12 At this point I'm planning to remove Kronometer from JNSQ and instead list it as a recommended mod. The user will have to download and install Kronometer separately. Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted September 2, 2021 Share Posted September 2, 2021 6 minutes ago, OhioBob said: At this point I'm planning to remove Kronometer from JNSQ and instead list it as a recommended mod. The user will have to download and install Kronometer separately. I think that's the best approach. I did that myself to confirm that JNSQRealDate works with the latest Kronometer. Quote Link to comment Share on other sites More sharing options...
alberro+ Posted September 3, 2021 Share Posted September 3, 2021 Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted September 3, 2021 Share Posted September 3, 2021 Folks is there an upcoming release in the next little while? I'd like to contribute some science texts for the non-stock worlds and non-stock biomes on stock worlds, but I also don't want to miss any release deadlines Team Galileo has planned. Otherwise I'll just make a fork and do a pull request when time permits. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 3, 2021 Share Posted September 3, 2021 1 hour ago, Gordon Fecyk said: Folks is there an upcoming release in the next little while? I'd like to contribute some science texts for the non-stock worlds and non-stock biomes on stock worlds, but I also don't want to miss any release deadlines Team Galileo has planned. Otherwise I'll just make a fork and do a pull request when time permits. There's no firm target date for an update, but I hoping it will be sometime in the next couple weeks. Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted September 3, 2021 Share Posted September 3, 2021 im getting a issue [Kopernicus]: Configuration.Loader: Failed to load Body: Aden: Value cannot be null Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted September 3, 2021 Share Posted September 3, 2021 32 minutes ago, squeaker0704 said: im getting a issue [Kopernicus]: Configuration.Loader: Failed to load Body: Aden: Value cannot be null We will need more information to offer any support. Please read: Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted September 6, 2021 Share Posted September 6, 2021 The Home Stretch! Spoiler Don't worry, while we tackle Nara's moons we'll also prepare for an actual landing on Nara itself. Quote Link to comment Share on other sites More sharing options...
Nathangun Posted September 8, 2021 Share Posted September 8, 2021 On 9/3/2021 at 2:16 AM, alberro+ said: That looks great, what/which visual mods did you use? Quote Link to comment Share on other sites More sharing options...
Spraki Posted September 10, 2021 Share Posted September 10, 2021 (edited) Hi. Bit of a visual or rendering bug going on in my sandbox test. Note that I have several mods and planet mods currently running parallel. Wasn't too sure about where to post logs as I am not sure which mod is actually producing the following issue, but maybe somebody had this before... Notable planet mods: JNSQ, GEP, (GEP_Primary & Rescale & Commnet), GPP, (GPP_Secondary) - alongside Eve, Scatter, MakeLessHistory and other goodies. Oh, and OPM . It is likely one of the planet mods might be causings. Issue: In map view, JNSQ-Kerbin looks great with oceans and all. However, when at KSC or in flight, the water is shown as solid, desert land - seen in the background. Spoiler Since I'm using some ~86 mods, it is likely that one of them boiled the seas. I really want to play with these different planet mods. This bug (if it is even one) is still playable, but... you know, water is cool. Did anybody ever have an issue like this one? Before I painstakingly start the crusade for the bug. Edited September 10, 2021 by Spraki Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 10, 2021 Share Posted September 10, 2021 1 hour ago, Spraki said: Did anybody ever have an issue like this one? Before I painstakingly start the crusade for the bug. Yes, but I don't remember what caused it. I'm thinking it might have been a scatterer related issue, but I'm not sure about that. I recommend that you start uninstalling mods and try to figure out what's causing it that way. Quote Link to comment Share on other sites More sharing options...
Spraki Posted September 10, 2021 Share Posted September 10, 2021 25 minutes ago, OhioBob said: Yes, but I don't remember what caused it. I'm thinking it might have been a scatterer related issue, but I'm not sure about that. I recommend that you start uninstalling mods and try to figure out what's causing it that way. I'll start there. Did a quick test where the ground was actually under the typical sea level. There was a kersplash, so it must indeed be something shader/rendering related. Guess Scatterer just might be it. Thanks :)! Quote Link to comment Share on other sites More sharing options...
Darkherring Posted September 10, 2021 Share Posted September 10, 2021 (edited) @Spraki go to scatterer window and press "rebuild oceans" Edited September 10, 2021 by Darkherring Quote Link to comment Share on other sites More sharing options...
Spraki Posted September 10, 2021 Share Posted September 10, 2021 (edited) 3 hours ago, Darkherring said: @Spraki go to scatterer window and press "rebuild oceans" I see that this is a common issue by Scatterer, but I can't for the love of it find this exact button. In KSC view, I see Scatterer's blue globe icon but none of the tabs revealed "rebuild oceans". In flight, the blue globe icon is not available in the Qbar on the right. Alt+10/11 reveals a Scatterer window, but clicking on that settings button causes nothing. Hm. Perhaps I should install an earlier version of Scatterer? Or maybe I have to just be patient until further 1.12 Scatterer updates are available. Anyways. Will head over to the Scatterer thread. Better =). Edited September 10, 2021 by Spraki Quote Link to comment Share on other sites More sharing options...
panarchist Posted September 10, 2021 Share Posted September 10, 2021 On 8/31/2021 at 11:44 AM, sturmhauke said: KSP doesn't model different wavelengths. I suppose you could write a mod to do that, but I think it would be a lot of work for very little benefit. I know - I was talking about reality and what's "realistic". That was actually the point, that of necessity it's going to be an abstraction. Quote Link to comment Share on other sites More sharing options...
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