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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]


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  On 9/27/2024 at 9:52 PM, user_of_the_ksp said:

I installed the configs but where do i paste them or install them to because When i paste it into game data and start the game it doesnt work and there are still icebergs at the equator

https://imgur.com/a/e1mMNf7

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What configs do you mean specifically?

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  On 9/18/2022 at 2:22 PM, thunder175 said:

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.

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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. 

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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.

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Thank you!!
Is it possible to do a pull request for your RealAntennas patch? It would've saved me at least half an hour of googling if this was included be default.

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  On 7/17/2024 at 4:48 AM, Ariel Kerman said:

If youre downloading all from CKAN, then thats the problem.
I suggest you the following steps on a clean install:
- Install JNSQ from CKAN
- Install TUFX from CKAN
Check the game works fine and then close it.
- Install EVE Volumetrics with the bundled version of Scatter
- Install Parallax 2.0.7 (latest) version
- Install JNSQ Volumetrics from here
- Install the JNSQ Parallax Scatters configs linked in the main post, or from Github
Check again the game is working fine, the volumetric clouds and Parallax should be there.
- Now install Deferred Rendering. Important: check the compatibility mod list in the Github page in order to install the correct fork for other mods, including EVE Volumetric's FIX files.

DO NOT install EVE or Scatter from CKAN

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Does configs for CKAN Scatterer exists?

CKAN JNSQ + CKAN Scatterer 0.08 + CKAN EVERedux  + CKAN Parallax ? 

(no Volumetrics cloud, no TUFX)

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  On 2/7/2025 at 6:45 PM, flart said:

 

Does configs for CKAN Scatterer exists?

CKAN JNSQ + CKAN Scatterer 0.08 + CKAN EVERedux  + CKAN Parallax ? 

(no Volumetrics cloud, no TUFX)

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There is a stand-alone JNSQ Scatterer patch, that was made by Coldrifting I believe. There's a couple of JNSQ Parallax configs but I don't think they're on CKAN.

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  On 2/17/2025 at 2:50 PM, MOPC said:

Is it even possible to make realistic rivers at the scale this big without massively increasing biome map pixel density?

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Maybe it would be possible using Kerbal Konstructs to shape the terrain?
if this is feasible, could I request it as a feature? Flying down stock Kerbin's rivers at mach 2 is really fun.

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  On 2/17/2025 at 12:50 PM, Infinite Aerospace said:

There is a stand-alone JNSQ Scatterer patch, that was made by Coldrifting I believe. There's a couple of JNSQ Parallax configs but I don't think they're on CKAN.

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Thanks,  so there is 

https://github.com/coldrifting/JNSQ_ScattererPatch
https://github.com/coldrifting/JNSQ_ParallaxScatters

Any chance someone knows if it will work for

CKAN JNSQ + CKAN Scatterer 0.08 + CKAN EVERedux + CKAN Parallax? (No volumetric clouds, no TUFX)

I'm not sure how it should look, so it's difficult to know if everything is working as expected.

@Coldrifting Have you made JNSQ_ScattererPatch for CKAN Scatterer 0.08 or for the latest Volumetric cloud one ?

 

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  On 2/17/2025 at 5:37 PM, flart said:

 

Thanks,  so there is 

https://github.com/coldrifting/JNSQ_ScattererPatch
https://github.com/coldrifting/JNSQ_ParallaxScatters

Any chance someone knows if it will work for

CKAN JNSQ + CKAN Scatterer 0.08 + CKAN EVERedux + CKAN Parallax? (No volumetric clouds, no TUFX)

I'm not sure how it should look, so it's difficult to know if everything is working as expected.

@Coldrifting Have you made JNSQ_ScattererPatch for CKAN Scatterer 0.08 or for the latest Volumetric cloud one ?

 

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Last time I checked, that all worked fine and neither KSP or JNSQ have been updated since, so should be fine.

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I think the ColdDrifting Parallax config caused some issues with the BG surface features, so I removed it. Needed those to work for contracts. Read back a couple pages and check the issues logged for the configs.

Edited by Krazy1
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  On 2/17/2025 at 11:18 PM, Krazy1 said:

I think the ColdDrifting Parallax config caused some issues with the BG surface features, so I removed it. Needed those to work for contracts. Read back a couple pages and check the issues logged for the configs.

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this is it

  On 4/7/2024 at 7:30 AM, Krazy1 said:

I thought I already posted this....
There are no Ridgelines on Gilly. I landed at least 5 places and used the surface feature finder and there are none there. They work on the Mun, Minmus and Moho but not Gilly. 

https://github.com/Galileo88/JNSQ/issues/57

I also had to remove Parallax and the config linked above because it eliminates all BG surface features, not just on Gilly. 

https://github.com/coldrifting/JNSQ_ParallaxScatters/issues/2

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From my research JNSQ is a 2.7x rescale with 12 hour days and 365 days in a year. I'm using a 2.5x rescale with OPM and my days are 7.5 hours using Kronometer.  Why are JNSQ days so much longer?

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  On 2/25/2025 at 6:38 PM, Spike88 said:

From my research JNSQ is a 2.7x rescale with 12 hour days and 365 days in a year. I'm using a 2.5x rescale with OPM and my days are 7.5 hours using Kronometer.  Why are JNSQ days so much longer?

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JNSQ is actually intended to be 1/4 real scale.  At that scale, orbital and rotation periods are 1/2 the real life values.  For instance, in real life Earth's year is 365 24-hour days (8760 hours), but at 1/4 scale, the year is 365 12-hour days (4380 hours).  Both the year and the day are 1/2 as long.  We decided to use the 12-hour day for JNSQ just because it made more sense for that scale.

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I am playing around with boats and submarines in JNSQ amd noticed that everything gets near-black even in shallow water. Is this a known thing with JNSQ, or do I maybe have some bad setting in JNSQ or KSP?

My install includes the JNSQ 32k mod for better low orbit views. That may or many not be a factor.

I've already experimented with TUFX configs. I can get things to look different but not really better.

My guess is that I need to adjust JNSQ's Scatterer settings. I already confirmed I have the correct Scatterer v0.07 required by JNSQ. Any tips for that?

Edited by DeadJohn
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  On 3/2/2025 at 7:42 PM, DeadJohn said:

I am playing around with boats and submarines in JNSQ amd noticed that everything gets near-black even in shallow water. Is this a known thing with JNSQ, or do I maybe have some bad setting in JNSQ or KSP?

My install includes the JNSQ 32k mod for better low orbit views. That may or many not be a factor.

I've already experimented with TUFX configs. I can get things to look different but not really better.

My guess is that I need to adjust JNSQ's Scatterer settings. I already confirmed I have the correct Scatterer v0.07 required by JNSQ. Any tips for that?

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I'm running a custom patch to fix that exact same issue. Don't remember where I took these values from, I think it's from the default scatterer config for stock Kerbin?
Anyway, it works fine:

@Scatterer_ocean:HAS[@Ocean[Kerbin]]
{
    @Ocean[Kerbin]
    {
        %transparencyDepth = 100
        %darknessDepth = 800
        %causticsTexturePath = StockScattererConfigs/Planets/Caustics.png
		%causticsLayer1Scale = 0.200000003,0.200000003
		%causticsLayer1Speed = 0.0612000003,-0.151199996
		%causticsLayer2Scale = 0.277099997,0.267100006
		%causticsLayer2Speed = -0.0748699978,0.174869999
		%causticsMultiply = 1
		%causticsUnderwaterLightBoost = 2
		%causticsMinBrightness = 0.5
		%causticsBlurDepth = 200
        %lightRaysStrength = 1
        %m_UnderwaterColor = 0.100000001,0.75,0.800000012
    }
}

IIRC not all of these values are required to change for the desired effect but I got tired of trial and error at some point and just stopped once I got the desired result.

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