JadeOfMaar Posted February 6, 2020 Share Posted February 6, 2020 @Doc Shaftoe Many thanks for discovering it. Now I know what to do and I can produce configs to reposition the TSC itself t o fit JNSQ Kerbin. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted February 6, 2020 Share Posted February 6, 2020 For the benefit of others who try upgrading a save game from 1.7.3 to 1.8.1, here's my experience with the process. The installation itself went smoothly. Read the top post in this thread. I started with a clean 1.8.1 folder and used CKAN to install JNSQ, Kopernicus, Environmental Visual Effects, Scatterer, Omega, plus many mods for general functionality and parts. 2 part mods had to be manually downloaded because they are not on CKAN. Remember to delete the cfg file as directed in that top post. I finally copied the one save folder I wanted from 1.7.3 to 1.8.1 before starting KSP. First attempt to launch KSP hung very early in the process. I closed the KSP window and restarted; it got a little further 2nd time. It fully loaded on a 3rd attempt. I suspect the hangs had something to do with Module Manager caching an excessive number of mods or maybe I was impatient and it didn't really hang. Once I got into KSP I set my resolution, sound, etc. The 1.7.3 save game loaded okay. Orbital parameters of planets are unchanged as expected. Kerbal Alarm Clock SOI alarms for flights in progress from my 1.7.3 save are still accurate in 1.8.1. Check all your 1.7.3 bases and landers before proceeding to play further in 1.8.1. I had some issues with a base at Minmus. It bounced 150m upwards when I first took control and crashed to the surface. I reloaded my last 1.7.3 savefile then used HyperEdit's "land here" button to save that base. The JNSQ release notes suggest anything on the surface of Moho, Nara, or Minmus is at risk. I had a smaller glitch with a Duna base that could just be a visit from the Kerbal Kraken. Fly safely, y'all! Congrats to the entire JNSQ and Kopernicus teams. Quote Link to comment Share on other sites More sharing options...
Morphisor Posted February 6, 2020 Share Posted February 6, 2020 With the recent updates I have been preparing a new install to give this pack a go. I just can't resist all the shiny bits.. Anyhow, this will be my first re-scaled playthrough, going at it from career mode and a ludicrous set of parts/gameplay mods. My question is this: in normally scaled systems I am used to running science/funds sliders down to about 40%, so going somewhere doesn't instantly allow me to go across the rest of the system. But perhaps the running costs of launching stuff are higher in this re-scaled environment, so what settings would be recommended? Any other specifics I should keep in mind when setting up my career mode for this? (yes I realize that's a very generic question, ignore it at your own discretion) Quote Link to comment Share on other sites More sharing options...
Big Katz Posted February 6, 2020 Share Posted February 6, 2020 1 minute ago, Morphisor said: With the recent updates I have been preparing a new install to give this pack a go. I just can't resist all the shiny bits.. Anyhow, this will be my first re-scaled playthrough, going at it from career mode and a ludicrous set of parts/gameplay mods. My question is this: in normally scaled systems I am used to running science/funds sliders down to about 40%, so going somewhere doesn't instantly allow me to go across the rest of the system. But perhaps the running costs of launching stuff are higher in this re-scaled environment, so what settings would be recommended? Any other specifics I should keep in mind when setting up my career mode for this? (yes I realize that's a very generic question, ignore it at your own discretion) I’ve found 60-70% to be a nice balance. You’ll also want to scale up the comm setting anywhere from 2.5-3.0. Quote Link to comment Share on other sites More sharing options...
Muetdhiver Posted February 6, 2020 Share Posted February 6, 2020 (edited) 3 hours ago, Morphisor said: With the recent updates I have been preparing a new install to give this pack a go. I just can't resist all the shiny bits.. Anyhow, this will be my first re-scaled playthrough, going at it from career mode and a ludicrous set of parts/gameplay mods. My question is this: in normally scaled systems I am used to running science/funds sliders down to about 40%, so going somewhere doesn't instantly allow me to go across the rest of the system. But perhaps the running costs of launching stuff are higher in this re-scaled environment, so what settings would be recommended? Any other specifics I should keep in mind when setting up my career mode for this? (yes I realize that's a very generic question, ignore it at your own discretion) I usually play at 30-40%, but for JNSQ I use 50%. There are a few things to consider : 1) higher DV means more expensive rockets. at 30% I tend to run out of funds and mission farming is not my thing (I like doing missions to gets funds, but not oodles of them) 2) higher DV requirements means harder time to get science points early in the career mode. with 30% I get science starved, and I don't want to do the KSC science farming thing. Anyway, I have been running into graphical glitches on Kerbin in this version of JNSQ. I have texture squares appearing. This was not happening in the previous version. (See spoiler). This is with Eve and scaterer. Anyone else got those ? Spoiler Edited February 6, 2020 by Muetdhiver Quote Link to comment Share on other sites More sharing options...
Morphisor Posted February 6, 2020 Share Posted February 6, 2020 Thanks @Big Katz & @Muetdhiver ! Your input is much appreciated, good to see confirmation of my suspicions. Knowing I have a tendency to build overly expensive rockets for a given task (because using shiny new parts, I can never resist), I will give it a try at 60%. Still open to any further considerations, of course Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 6, 2020 Author Share Posted February 6, 2020 2 hours ago, Muetdhiver said: I usually play at 30-40%, but for JNSQ I use 50%. There are a few things to consider : 1) higher DV means more expensive rockets. at 30% I tend to run out of funds and mission farming is not my thing (I like doing missions to gets funds, but not oodles of them) 2) higher DV requirements means harder time to get science points early in the career mode. with 30% I get science starved, and I don't want to do the KSC science farming thing. Anyway, I have been running into graphical glitches on Kerbin in this version of JNSQ. I have texture squares appearing. This was not happening in the previous version. (See spoiler). This is with Eve and scaterer. Anyone else got those ? Reveal hidden contents That is a normal thing that happens in 1.8. Isn’t it great? Hopefully Squad can stabilize the shader in the coming update. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 6, 2020 Share Posted February 6, 2020 Is it normal for daylight on Kerbin to have a very yellow tint with JNSQ and latest Scatterer? It doesn't appear to be the case in orbit, and reduces with altitude, but at ground level it's rather jarring. Quote Link to comment Share on other sites More sharing options...
Muetdhiver Posted February 6, 2020 Share Posted February 6, 2020 1 hour ago, Galileo said: That is a normal thing that happens in 1.8. Isn’t it great? Hopefully Squad can stabilize the shader in the coming update. Danm. Thanks for the information. X-ing fingers for 1.9 to sort this out then. Quote Link to comment Share on other sites More sharing options...
syngen Posted February 6, 2020 Share Posted February 6, 2020 Is it possible to run your beautiful textures without running the rescaled galaxy? I only bought the game at christmas, and have yet to get past minmus in stock. But I do love the new higher detailed terrains in this mod. Quote Link to comment Share on other sites More sharing options...
ArXen42 Posted February 6, 2020 Share Posted February 6, 2020 Greetings! Do I understanding correctly that JNSQ comes only in 2.7x scale and cannot be simply scaled to something like 6.4x or even 10x with a few tweaks in configs? My current goal is to play in more or less realistically scaled world (it amplifies the coolness of orbital view and makes everything feel more "right") with Principia and FAR, but use something like Near Future stuff to compensate massively increased dV requirements. RSS unforunately doesn't have Jool and Laythe. JNSQ looks like the most alive and up-to-date stock system rescale with Principia support, which is absolutely fantastic, the only problem for me that it's still quite small Quote Link to comment Share on other sites More sharing options...
Pleb Posted February 6, 2020 Share Posted February 6, 2020 10 minutes ago, ArXen42 said: the only problem for me that it's still quite small You may be the first person who has complained that this mod is too small! Quote Link to comment Share on other sites More sharing options...
ArXen42 Posted February 6, 2020 Share Posted February 6, 2020 9 minutes ago, Pleb said: You may be the first person who has complained that this mod is too small! Well, it is very possible that if I will manage through composing all the mods together and actually start playing I will quickly realize that 1/4 of IRL is pretty hard too I just love that absolutely gigantic look of IRL sized Kerbin (or Earth in RSS) from low orbit (just above atmosphere), especially with 43k clouds. Because planet is 10x bigger and atmosphere only like 2-3x thinner, planet looks less curved and makes you feel much smaller. And that 10km/s+ counter at nawball and hours-long electric engines burns required to fly somewhere will add to the feel Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 6, 2020 Author Share Posted February 6, 2020 2 hours ago, Dragon01 said: Is it normal for daylight on Kerbin to have a very yellow tint with JNSQ and latest Scatterer? It doesn't appear to be the case in orbit, and reduces with altitude, but at ground level it's rather jarring. Yes. Scatterer now has ambient lighting. So at certain times, you will have that happen. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 6, 2020 Share Posted February 6, 2020 If by "certain times" you mean "all day", then it's not exactly how I remember sunlight looking like. Now, KS3P exaggerates this somewhat, but even with it off, it looks like it's perpetually early morning. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 6, 2020 Share Posted February 6, 2020 1 hour ago, syngen said: Is it possible to run your beautiful textures without running the rescaled galaxy? I only bought the game at christmas, and have yet to get past minmus in stock. But I do love the new higher detailed terrains in this mod. Hey there. Sorry, but JNSQ is not for you if you're new to KSP. Galileo does, however, have an equally amazing stock sized system with nearly the same layout if you're interested in trying it. It has just as many bodies as JNSQ and plenty of challenge in itself too. Just take note that the stock planets themselves do not exist, and the KSC is not on the equator. Quote Link to comment Share on other sites More sharing options...
ArXen42 Posted February 6, 2020 Share Posted February 6, 2020 14 minutes ago, JadeOfMaar said: Hey there. Sorry, but JNSQ is not for you if you're new to KSP. Galileo does, however, have an equally amazing stock sized system with nearly the same layout if you're interested in trying it. It has just as many bodies as JNSQ and plenty of challenge in itself too. Just take note that the stock planets themselves do not exist, and the KSC is not on the equator. I can't unsee something on that image that tells that this planet is under Sirius Corporation control or something like that Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 6, 2020 Share Posted February 6, 2020 56 minutes ago, ArXen42 said: Sirius Corporation Deliberately designed after Elite: Dangerous system maps. Have a nice day. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted February 6, 2020 Share Posted February 6, 2020 3 hours ago, ArXen42 said: Do I understanding correctly that JNSQ comes only in 2.7x scale and cannot be simply scaled to something like 6.4x or even 10x with a few tweaks in configs? JNSQ comes in only one size... 1/4 real-life scale, which is about 2.7x stock scale. It can be rescaled to whatever size you want using Sigma Dimensions. We've started experimenting with a 4x config that upsizes JNSQ to real scale, but nothing is ready for release yet. But it is on our to do list. Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted February 6, 2020 Share Posted February 6, 2020 o7 CMDR. I have to say I've been having a great time with JNSQ in 1.8.1. Thank you for all of your hard work! Everything looks fantastic! Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted February 6, 2020 Share Posted February 6, 2020 I was about to post about how the Lindor rings didn't work, but then I managed to find them by pointing the camera at Lindor then shifting the viewpoint until they suddenly appeared. Wow, those things are hard to spot- incredibly thin and only visible at short distances/high zoom, I was expecting them to be more prominent. (maybe they're actually present in v1.7.3 as well and I never managed to find them?) Also- well done for updating to 1.8.1! I'm very happy to see the compatibility as my list of 'incompatible' mods that CKAN complains about every time I open the game is drastically shorter, and those new textures are niiiiiiiiiiiiiiice... Quote Link to comment Share on other sites More sharing options...
OhioBob Posted February 6, 2020 Share Posted February 6, 2020 45 minutes ago, jimmymcgoochie said: I was about to post about how the Lindor rings didn't work, but then I managed to find them by pointing the camera at Lindor then shifting the viewpoint until they suddenly appeared. Wow, those things are hard to spot- incredibly thin and only visible at short distances/high zoom, I was expecting them to be more prominent. (maybe they're actually present in v1.7.3 as well and I never managed to find them?) We decided to give Lindor faint Uranus-like rings. Most planet packs tend toward big bright rings, so this is different. If you think they're faint now, you should have seen them a couple versions ago. They were barely visible. Quote Link to comment Share on other sites More sharing options...
eddiew Posted February 6, 2020 Share Posted February 6, 2020 4 hours ago, ArXen42 said: this planet is under Sirius Corporation control Share and enjoy! (I might be mixing Sirius Corporation with Sirius Cybernetics Corporation...) Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted February 6, 2020 Share Posted February 6, 2020 11 minutes ago, eddiew said: Share and enjoy! (I might be mixing Sirius Corporation with Sirius Cybernetics Corporation...) Seriously? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 7, 2020 Share Posted February 7, 2020 2 hours ago, eddiew said: Share and enjoy! (I might be mixing Sirius Corporation with Sirius Cybernetics Corporation...) Here I am, brain the size of a planet and they ask me to recompile a mod Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.