xtasy Posted September 15, 2022 Share Posted September 15, 2022 8 hours ago, OhioBob said: Why are you posting this in the JNSQ thread? That's why i use JNSQ. In stock game there are no same issues. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 15, 2022 Share Posted September 15, 2022 5 hours ago, xtasy said: That's why i use JNSQ. In stock game there are no same issues. I don't understand. But JNSQ is not configured to use Parallax. You should not be using it with JNSQ. Quote Link to comment Share on other sites More sharing options...
xtasy Posted September 15, 2022 Share Posted September 15, 2022 1 hour ago, OhioBob said: I don't understand. But JNSQ is not configured to use Parallax. You should not be using it with JNSQ. The parallax developer will not write a config for the JNSQ. I posted the issue here, so that the developer of the JNSQ can make the necessary changes in configs. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 15, 2022 Share Posted September 15, 2022 2 hours ago, xtasy said: The parallax developer will not write a config for the JNSQ. I posted the issue here, so that the developer of the JNSQ can make the necessary changes in configs. We have no current plans to do that. If somebody else wants to write and release Parallax configs for JNSQ, they are welcome to do so. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 15, 2022 Share Posted September 15, 2022 2 hours ago, xtasy said: The parallax developer will not write a config for the JNSQ. I posted the issue here, so that the developer of the JNSQ can make the necessary changes in configs. You could try this, but it's not compatible with Parallax 2 yet, as far as I know. Quote Link to comment Share on other sites More sharing options...
SoRobby Posted September 16, 2022 Share Posted September 16, 2022 (edited) Is this bright green terrain expected with JNSQ? I looked at other images of JNSQ Kerbal and their terrain is a different shade of green. It's a fresh install using KSP v1.12.3. Edit: After reading previous posts in this thread reference: Quote @OhioBob: If anyone has had an issue with the surfaces of celestial bodies in JNSQ turning bright colors, there is a solution. These colors were used for debugging back when JNSQ was first developed and are meant to be turned off. But a recent change to Kopernicus has switched the colors back on as a means to fix something else. So by fixing one problem, it created another. The remedy is to remove the colors by installing the below patch. Just copy the following into a plain text file, save it with a .cfg extension, and place the file anywhere inside your KSP's GameData folder. @Kopernicus:FINAL { @Body,* { @PQS { @Mods { @LandControl { @landClasses { @Class,* { @color = 0,0,0,0 @noiseColor = 0,0,0,0 } } } } } } } Edited September 16, 2022 by SoRobby Quote Link to comment Share on other sites More sharing options...
thunder175 Posted September 18, 2022 Share Posted September 18, 2022 (edited) Posting this here for general comment, suggestions, and anyone looking for something similar in the future. I'm completely enthralled with KSP again and am using JNSQ as my base. I'm getting excellent results running the current version of Parallax and even with Sigma Dimensions rescaling to 6.4x. I'm also using PSA's Toast mod for tilting the entire system to Earth-like values. Because of that I've relocated the KSC to a nice little piece of real estate at 28.58N latitude. I upscaled the system to 6.4x using SigmaDimensions. I only went to 6.4x since I simply cannot play without BDB, and their BlueSmurff patch only is effective to 6.4x. My KSC relocation MM patch. Spoiler @Kopernicus:AFTER[JNSQ] { @Body[Kerbin] { @PQS { @Mods { @MapDecalTangent[KSC] { @absoluteOffset = 300 // elevation ASL of map decal @angle = 0 // rotation of map decal @position = -0.4404504557,0.47869185795,-0.759511344196 // position vector of map decal, with X,Y,Z coordinates as follows: // X = cos(latitude)*cos(longitude) // Y = sin(latitude) // Z = cos(latitude)*sin(longitude) @radius = 8200 // radius of map decal } } } @SpaceCenter { @latitude = 28.58 // latitude of KSC center @longitude = -120.066 // longitude of KSC center @repositionRadiusOffset = 293 // elevation ASL of KSC @reorientFinalAngle = 30.11 // rotation of KSC, should be equal to 270-longitude } } } My Sigma Dimensions patch to get everything scaled up to 6.4x. Resize and rescale at 2.4 is due to JNSQ already being at 2.7x stock scale. Spoiler SigmaDimensions { // Base Settings Resize = 2.4 Rescale = 2.4 Atmosphere = 1.2 dayLengthMultiplier = 2 // Advanced Settings landscape = 0.64 geeASLmultiplier = 1 resizeScatter = 1 resizeBuildings = 0 groundTiling = 1 CustomSoISize = 0 CustomRingSize = 0 atmoASL = 1 tempASL = 1 atmoTopLayer = 1.3334 atmoVisualEffect = 1.2 lightRange = 1 scanAltitude = 1 } @EVE_CLOUDS:AFTER[SigDim2]:NEEDS[SigDim] { @OBJECT,* { @altitude *= 0.62 } } RealAntennas MM patch to put ground stations at various points around Kerbin. I used KK base locations as the basis, but KK is not required. Spoiler // Insert stock ground stations into Kopernicus structure @Kopernicus:FOR[RealAntennas]:NEEDS[Kopernicus,JNSQ] { @Body[Kerbin] { @PQS { @Mods { // DSN Tracking Stations City2 { name = DSNTrackingStation objectName = Kerbal Space Center isKSC = True lat = 28.6 // -0.037779 lon = -120.11 // -91.8112 alt = 61.5 enabled = True } City2 { name = DSNTrackingStation objectName = Woomerang Station isKSC = False lat = 45.292469168494982 lon = 136.11264416820407 alt = 1499 enabled = True } City2 { name = DSNTrackingStation objectName = Darude Station isKSC = False lat = -6.504763656266169 lon = -144.02834704934483 alt = 317 enabled = True } City2 { name = DSNTrackingStation objectName = Yeager Station isKSC = False lat = 6.0021000000000004 lon = 26.842099999999999 alt = 61.5 enabled = True } // VHF/UHF Only Tracking Stations City2 { name = TrackingStation objectName = McAuliffe Station isKSC = False lat = 10.101246432181441 lon = -67.222886902004106 alt = 20 enabled = True } City2 { name = TrackingStation objectName = Tereshkova Station isKSC = False lat = 9.7752999999999997 lon = 103.99469999999999 alt = 20 enabled = True } City2 { name = TrackingStation objectName = N32A isKSC = False lat = 32.753995571086115 lon = 30.11383875911087 alt = 20 enabled = True } City2 { name = TrackingStation objectName = N46A isKSC = False lat = 46.143966380212746 lon = -67.059062463918721 alt = 20 enabled = True } City2 { name = TrackingStation objectName = S37A isKSC = False lat = -37.7425 lon = 13.680199999999999 alt = 20 enabled = True } City2 { name = TrackingStation objectName = S28A isKSC = False lat = -28.010610493256991 lon = 134.03003179590334 alt = 20 enabled = True } City2 { name = TrackingStation objectName = S28A isKSC = False lat = -24.646599999999999 lon = -75.930199999999999 alt = 20 enabled = True } City2 { name = TrackingStation objectName = S00A isKSC = False lat = -0.13780027830397137 lon = 161.95664905795817 alt = 20 enabled = True } // Tracking Station Antenna Information @City2[*TrackingStation],* { !Antenna,* {} // Delete and rebuild all antennas %commnetStation = False RACommNetStation = True Antenna { referenceGain = 1 // Everyone gets a weak VHF TxPower = 40 // 10W TechLevel = 0 RFBand = VHF AMWTemp = 1340.8 // 7.5dB, https://archive.org/details/nasa_techdoc_19630042971/page/n21 ModulationBits = 1 // BPSK only } Antenna { referenceGain = 3 // Everyone gets a weak UHF TxPower = 40 // 10W TechLevel = 3 RFBand = UHF AMWTemp = 1340.8 ModulationBits = 1 // BPSK only } } @City2[*TrackingStation],* { LOD { Value { visibleRange = 30000 keepActive = False model = BUILTIN/Dish scale = 0.1, 0.1, 0.1 delete = False } } } @City2[DSNTrackingStation],* { @Antenna:HAS[#RFBand[VHF]],* { @referenceGain = 20 // DSN gets some array %referenceFrequency = 150 @TxPower = 50 } @Antenna:HAS[#RFBand[UHF]],* { @referenceGain = 20 // DSN gets some array %referenceFrequency = 430 @TxPower = 50 } Antenna { referenceGain = 49 // Original S-Band 18m, -3dBi vs 26m (module 102) referenceFrequency = 2250 TxPower = 63 // 2KW TechLevel = 4 RFBand = S AMWTemp = 290 ModulationBits = 1 UPGRADE { TechLevel = 5 // "Advanced Comms" 1967-1971 tech node (1967-1970) referenceGain = 60.5 // 64m Antenna: +8dB? 1967 AMWTemp = 80 // Noise reduction 1968, block coding 1969 } UPGRADE { TechLevel = 6 // "Deep Space Comms" 1972-1975 tech node (1971-1974) referenceGain = 62.5 // Antenna improvements 1971-1972, Convolutional coding ~1973 } UPGRADE { TechLevel = 7 // "High Data Rate Comms" 1976-1980 tech node AMWTemp = 40 // X-Band introduction ~1975, concatenated coding ModulationBits = 2 // MW noise reduction ~1980 } UPGRADE { TechLevel = 8 // "Massive Scale Comms" 1986-1997 tech node referenceGain = 63.6 // 70m antennas +.8dBi 1988 TxPower = 73 // 20KW } UPGRADE { TechLevel = 9 // "Efficient Comms" 1998-2008 tech node AMWTemp = 17.6 // Super-cooled maser & feed 1995, Ka-band 2004 } } Antenna { referenceGain = 73.5 // X-Band 64m referenceFrequency = 8450 TxPower = 70 // 10KW TechLevel = 5 RFBand = X AMWTemp = 40 ModulationBits = 2 UPGRADE { TechLevel = 8 referenceGain = 74.3 TxPower = 73 } UPGRADE { TechLevel = 9 AMWTemp = 12.8 } } Antenna { referenceGain = 79 // Ka-Band 34m referenceFrequency = 32000 TxPower = 54.8 TechLevel = 7 RFBand = Ka AMWTemp = 20 ModulationBits = 2 } } } } } } Edited September 18, 2022 by thunder175 Quote Link to comment Share on other sites More sharing options...
Socowez Posted September 18, 2022 Share Posted September 18, 2022 2 hours ago, thunder175 said: I'm also using PSA's Toast mod for tilting the entire system to Earth-like values. Never heard of that one before. Tried looking it up, but I can't find it. Could you link the mod? Quote Link to comment Share on other sites More sharing options...
thunder175 Posted September 18, 2022 Share Posted September 18, 2022 3 hours ago, Socowez said: Never heard of that one before. Tried looking it up, but I can't find it. Could you link the mod? https://github.com/panarchist/Toast/releases Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 18, 2022 Share Posted September 18, 2022 9 hours ago, thunder175 said: I'm getting excellent results running the current version of Parallax and even with Sigma Dimensions rescaling to 6.4x. Doesn't Parallax need a dedicated config for JNSQ? Quote Link to comment Share on other sites More sharing options...
OHN Posted September 19, 2022 Share Posted September 19, 2022 18 hours ago, infinite_monkey said: Doesn't Parallax need a dedicated config for JNSQ? It can run without one, however there are a few issues. New planets added by JNSQ will have no scatter. All surface scatter is used uniformly across working planets due to how Parallax uses biome names in its blacklists. This is most noticeable on Kerbin where there is no under-sea plant life and icebergs are in all seas. I have also seen a few texture issues and floating objects, mainly on steep on slopes. Quote Link to comment Share on other sites More sharing options...
thunder175 Posted September 19, 2022 Share Posted September 19, 2022 2 hours ago, OHN said: It can run without one, however there are a few issues. New planets added by JNSQ will have no scatter. All surface scatter is used uniformly across working planets due to how Parallax uses biome names in its blacklists. This is most noticeable on Kerbin where there is no under-sea plant life and icebergs are in all seas. I have also seen a few texture issues and floating objects, mainly on steep on slopes. Hmm... didn't realize I was 'missing' things. I was so giddy just seeing the grass, flowers, and trees surrounding KSC. When I did a landing on the Mun the new presumably Parallax scatter looked fantastic. But yes, obviously a dedicated JNSQ Parallax patch would be best. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 20, 2022 Share Posted September 20, 2022 Just to be clear, Parallax is not supported by JNSQ. If it works with JNSQ, that's probably just because JNSQ uses the same planet names as stock KSP. Parallax is apparently applying its stock configs and textures to JNSQ. But those configs and textures are made for the stock bodies, not for JNSQ. So even though Parallax may at first appear to be working, I suspect there may be cases where things are not working, or where things don't fit JNSQ either in scale or style. If anyone does run into issues, do not expect to get support from the JNSQ team. Our official position is... don't use Parallax with JNSQ. Quote Link to comment Share on other sites More sharing options...
OHN Posted September 20, 2022 Share Posted September 20, 2022 11 hours ago, OhioBob said: Just to be clear, Parallax is not supported by JNSQ. If it works with JNSQ, that's probably just because JNSQ uses the same planet names as stock KSP. Parallax is apparently applying its stock configs and textures to JNSQ. But those configs and textures are made for the stock bodies, not for JNSQ. So even though Parallax may at first appear to be working, I suspect there may be cases where things are not working, or where things don't fit JNSQ either in scale or style. If anyone does run into issues, do not expect to get support from the JNSQ team. Our official position is... don't use Parallax with JNSQ. Yes. This is entirely accurate. Allow me to clarify what I am saying; - Is Parallax intended to be run with JNSQ? No, not in the slightest. - Do either author intend for you to use both mods? No. - Do they run the way the authors intended? No. - Can you do it anyways? Yes. - Would it work significantly better with a community patch? Absolutely. JNSQ is in no way designed to run with Parallax. Any compatibility is simply down to the fact that JNSQ uses default planet names for may bodies. Any new planets added by JNSQ will not be changed by running Parallax. Modified stock planets will have tessellation and ground scatter, however they will not function as intended. For a proper experience your best bet is to wait until a community patch is created. Quote Link to comment Share on other sites More sharing options...
Kerbin Launch Coalition Posted September 20, 2022 Share Posted September 20, 2022 1 hour ago, OHN said: Yes. This is entirely accurate. Allow me to clarify what I am saying; - Is Parallax intended to be run with JNSQ? No, not in the slightest. - Do either author intend for you to use both mods? No. - Do they run the way the authors intended? No. - Can you do it anyways? Yes. - Would it work significantly better with a community patch? Absolutely. JNSQ is in no way designed to run with Parallax. Any compatibility is simply down to the fact that JNSQ uses default planet names for may bodies. Any new planets added by JNSQ will not be changed by running Parallax. Modified stock planets will have tessellation and ground scatter, however they will not function as intended. For a proper experience your best bet is to wait until a community patch is created. It works surprisingly well to be honest. The only real issue I've noticed is the swarms of icebergs all over the place. The undersea features aren't something I've even looked for as of yet. The scatter and the rather wonderful JNSQ Mun look like they were made to work together it's that good. Quote Link to comment Share on other sites More sharing options...
cxg2827 Posted September 21, 2022 Share Posted September 21, 2022 Finally landed and returned from Eve. That was quite a doozy to design for. Out of curiosity, anyone else who landed and returned from JNSQ Eve mind sharing pics of their crafts? Quote Link to comment Share on other sites More sharing options...
flart Posted September 21, 2022 Share Posted September 21, 2022 (edited) 13 hours ago, cxg2827 said: Out of curiosity, anyone else who landed and returned from JNSQ Eve mind sharing pics of their crafts? Transfer Station and 4 vehicles docked: a rover, a miner, and two Eve's one-off landers: unmanned and manned with the same design: Spoiler Unmanned, first stage is just 2 propellers, that able to throw on ~100m/s to 15km, second stage is LFO, and argon engines + reactors on the 3rd stage. the same design is used for the crewed vehicle, inside opened service bay there is small heat shields, that helps with the stability (large drag) Edited September 21, 2022 by flart Quote Link to comment Share on other sites More sharing options...
Coldrifting Posted September 25, 2022 Share Posted September 25, 2022 It's still a bit of a work in progress, but I've managed to make a JNSQ patch for parallax's stock scatters and I think it looks pretty decent. Here's some pictures: Spoiler You can download it from here: https://github.com/coldrifting/JNSQ_ParallaxScatters/releases/tag/v0.9.0 Quote Link to comment Share on other sites More sharing options...
xtasy Posted September 27, 2022 Share Posted September 27, 2022 On 9/25/2022 at 9:48 PM, Coldrifting said: It's still a bit of a work in progress, but I've managed to make a JNSQ patch for parallax's stock scatters and I think it looks pretty decent. Good, will test it. Quote Link to comment Share on other sites More sharing options...
Entr8899 Posted September 29, 2022 Share Posted September 29, 2022 Just updated to 1.12.3, with a clean install. I only have the latest versions of Kopernicus and JNSQ and their dependencies and Breaking Ground DLC installed. Kerbin is a disgusting neon green and I don't know why, I've tried reinstalling both mods and the game itself and nothing is fixing it. It worked fine in 1.11.1 earlier today. Screenshot: https://prnt.sc/BEJ0WB3Y-h_Q KSP log: https://www.dropbox.com/s/omwq3txt03ou2uy/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted September 29, 2022 Share Posted September 29, 2022 On 9/16/2022 at 9:57 PM, SoRobby said: Is this bright green terrain expected with JNSQ? I looked at other images of JNSQ Kerbal and their terrain is a different shade of green. It's a fresh install using KSP v1.12.3. Edit: After reading previous posts in this thread reference: Just scroll up to find the answer. It always pays to read the last few thread pages before you post! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 30, 2022 Share Posted September 30, 2022 13 hours ago, Cruesoe said: Just scroll up to find the answer. It always pays to read the last few thread pages before you post! But why is a problem everyone has not on the first page? Why isn't the patch included in the download? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 1, 2022 Share Posted October 1, 2022 16 hours ago, infinite_monkey said: But why is a problem everyone has not on the first page? Because only Galileo can edit the opening post, and he's not around anymore. I would if I could, but I can't. 16 hours ago, infinite_monkey said: Why isn't the patch included in the download? Because the current JNSQ release predates the problem. If and when there is a JNSQ update, the problem will be fixed. Quote Link to comment Share on other sites More sharing options...
Dunbaratu Posted October 7, 2022 Share Posted October 7, 2022 (edited) Does anyone else get the problem (only happens to me in JNSQ thus posting here) that the game thinks their comms are out of range for transmitting science, even though the ability to control the vessel is fine, the signal widget in the upper left shows a perfectly fine strong signal, and they're able to control the craft with it? It's only science transmission that believes there's no comms connection. Everything else agrees that there are comms connections. And yes my DSN mulitplier is set to 4.01 and my antenna range multiplier is set to 1.01 as the instructions say (or as close as possible to what the instructions say - I have it at 1.01 instead of 1.0 because of the slider widget on the difficulty screen not letting me type a number directly and that's the closest it can get. I did also try editing the persistent.sfs file to force it to be exactly 1 just to see if that fixed it and it didn't. For now I'm enabling the "cheat" of turning off comms when I transmit, then turning them back on. But I'd rather not have to do that if anyone knows how I can fix this problem. EDIT: I just discovered that, weirdly enough, even though this probe cannot transmit its OWN science back home, other probes CAN use it as a relay through which they transmit *their* science back home. Weird. (Perhaps it has something to do with the vessel being packed and on rails when the focus is on some other vessel using it as a relay - i.e. the transmission works when this probe is on rails but not when it's fully loaded into focus.) Edited October 7, 2022 by Dunbaratu Quote Link to comment Share on other sites More sharing options...
MoeKitsune Posted October 8, 2022 Share Posted October 8, 2022 (edited) So I seem to have palm trees spawn in the middle of the runway when I start a new game. EDIT: NVM im stupid and forgot to remove my rescale mod Edited October 8, 2022 by MoeKitsune Quote Link to comment Share on other sites More sharing options...
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