Tabris Posted March 31, 2020 Share Posted March 31, 2020 (edited) 9 hours ago, OhioBob said: @Tabris, I don't think your problem has anything to do with TweakChutes. TweakChutes doesn't change the conditions under which parachutes deploy, it just stops them from deploying when those conditions aren't met. I just tried it in my game and the ballutes deployed at an altitude of about 68 km. I think you might have some other mod conflict causing the problem. (edit) I found the problem. I used an old version of InlineBallutes (1.2.8) that has minAirPressureToOpen = 0.000001 (a search led me to the old thread). But starting with version 1.2.9.3 (nearly two years ago), this was changed to minAirPressureToOpen = 0.01. So the ballutes are doing exactly what they are suppose to do, opening when the air pressure is 0.01 atm (about 13.6 km on Duna). If you want the ballutes to open at a higher altitude, then the problem is in InlineBallutes itself. You'll have to change minAirPressureToOpen. ty @OhioBob @PART[InlineBallute*] { @MODULE[ModuleParachute] { @minAirPressureToOpen = 0.000001 @clampMinAirPressure = 0.000001 } } Would the above MM patch work? sorry for the thread derail also. Edited March 31, 2020 by Tabris Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted March 31, 2020 Share Posted March 31, 2020 We're still hanging in there at the Great White North. Managed to visit Edna and Dak, soon heading to Dres. Spoiler The rest of the playlist is still available. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted March 31, 2020 Share Posted March 31, 2020 (edited) 13 hours ago, Tabris said: [snip] Would the above MM patch work? I think so, but I don't know how effective the ballutes will be in air so thin. Perhaps that's the reason the deploy pressure was increased. I also see that the ballutes use deployAltitude = 100000. If you want to use these on some of the deeper atmospheres, like Jool, you made need to raise that. (Jool's atmospheric pressure is 0.000001 atm at an altitude of ~631 km.) Edited March 31, 2020 by OhioBob Quote Link to comment Share on other sites More sharing options...
Tangle Posted April 1, 2020 Share Posted April 1, 2020 Is it just me, or are all the planets just... oh so very gray? Why was this design decision taken, given how colorful stock is? Even taking that, realism doesn't have to mean "gray and dim but for maybe three places".... Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 1, 2020 Share Posted April 1, 2020 11 hours ago, Tangle said: Why was this design decision taken, given how colorful stock is? Because stuff in real life doesn't look like stock. Quote Link to comment Share on other sites More sharing options...
Tangle Posted April 1, 2020 Share Posted April 1, 2020 15 minutes ago, OhioBob said: Because stuff in real life doesn't look like stock. I mean, I'm pretty sure the balance of planemos that aren't gray to planemos that are in Solsys is what, 10:16? This mod looks more like 3:12... Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 1, 2020 Share Posted April 1, 2020 @Tangle, they don't all look gray to me... Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted April 1, 2020 Share Posted April 1, 2020 Seems to me that a lot of the more drab gray and brown bodies from this mod are moons anyway. In real life, moons are mostly not very brightly colored (with a few notable exceptions like Jupiter's Galilean moons). Quote Link to comment Share on other sites More sharing options...
Tangle Posted April 2, 2020 Share Posted April 2, 2020 8 hours ago, OhioBob said: @Tangle, they don't all look gray to me... snip Yeah, that's fair- though I feel that perhaps the album should at least showcase the colorful ones first But you see my point, yeah? A lot of them use similarly drab coloration. I'm sorry for being rude there, I was just kinda, yknow, baffled. And sleep-deprived.... Quote Link to comment Share on other sites More sharing options...
Jognt Posted April 2, 2020 Share Posted April 2, 2020 17 hours ago, OhioBob said: Because stuff in real life doesn't look like stock. In world filled with Kerbals that believe MinMus tastes like pistachio I wouldn’t stray too far into the ‘real life’ angle. Duplicating reality is a great way to make stuff no fun to do. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 2, 2020 Share Posted April 2, 2020 That's not true. Planets and moons in real life can be unique and varied without being colored like candy. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 2, 2020 Share Posted April 2, 2020 8 hours ago, Tangle said: But you see my point, yeah? A lot of them use similarly drab coloration. I'm sorry for being rude there, I was just kinda, yknow, baffled. And sleep-deprived.... No, I don't see your point. What is it you hope to achieve by this? Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted April 2, 2020 Share Posted April 2, 2020 3 hours ago, Jognt said: In world filled with Kerbals that believe MinMus tastes like pistachio What are you even talking about? It's clearly mint. Quote Link to comment Share on other sites More sharing options...
Galileo Posted April 2, 2020 Author Share Posted April 2, 2020 Isn’t it great that we have the freedom of choice to play the mods and planet packs we want? If don’t like something, you aren’t forced to use it. Isn’t that just awesome!? I think it is. Quote Link to comment Share on other sites More sharing options...
Jognt Posted April 2, 2020 Share Posted April 2, 2020 2 hours ago, Galileo said: Isn’t it great that we have the freedom of choice to play the mods and planet packs we want? If don’t like something, you aren’t forced to use it. Isn’t that just awesome!? I think it is. Don’t worry. Nobody is attacking you or your exquisite mod. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted April 2, 2020 Share Posted April 2, 2020 (edited) I've just landed my first rover on Duna in a JNSQ game and every time I switch to it, the game crashes after a minute or so. Strangely enough all the sound effects still play , the cursor looks like it's still working and I'm fairly sure I've managed to do quick saves with F5, but the game is completely frozen and has to be closed down and restarted. I suspect this may be the same error that was previously causing the game to crash a lot in KSP 1.8/1.8.1, but that was resolved by turning the terrain texture settings down to minimum. I've been using minimum terrain texture settings since but this is now happening all the time. I checked the player.log files and found a lot of errors like this: Quote d3d11: failed to create staging 2D texture w=800 h=400 d3dfmt=28 [887a0005] With w and h values gradually decreasing to 1, always the same 887a0005 error message. Spoiler All the errors: d3d11: failed to create staging 2D texture w=800 h=400 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=400 h=200 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=200 h=100 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=100 h=50 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=50 h=25 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=25 h=12 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=12 h=6 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=6 h=3 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=3 h=1 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=1 h=1 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=800 h=400 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=400 h=200 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=200 h=100 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=100 h=50 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=50 h=25 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=25 h=12 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=12 h=6 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=6 h=3 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=3 h=1 d3dfmt=28 [887a0005] d3d11: failed to create staging 2D texture w=1 h=1 d3dfmt=28 [887a0005] A quick check online suggests something is causing my graphics card to crash in some way resulting in the game freezing on screen, but still running in the background. Mod list from CKAN: Spoiler [x] Science! Continued (xScienceContinued 5.23) 4kSP - Scaled map icons and text (4kSP 0.1b) AirlockPlus (AirlockPlus v0.0.11) Astrogator (Astrogator v0.10.0) B9 Animation Modules (B9AnimationModules v1.6.0) B9 Part Switch (B9PartSwitch v2.14.0) BahamutoD Animation Modules (BDAnimationModules 1:v0.6.5.8) Better SR Bs (BetterSRBs 1.2.1) BonVoyage (BonVoyage 1:1.0.1.1) Chatterer (Chatterer 0.9.99) ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) CommNet Antennas Extension (CommNetAntennasExtension 2.1.1) CommNet Antennas Info (CommNetAntennasInfo 2.3.4) CommNet Constellation (CommNetConstellation 1.5.1) CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Community Tech Tree (CommunityTechTree 1:3.4.1) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Community Trait Icons (CommunityTraitIcons v1.1.1) Contract Configurator (ContractConfigurator 1.28.0) Critical Temperature Gauge (CriticalTemperatureGauge 1.8.1.0) Cryo Tanks (CryoTanks 1.4.2) Cryo Tanks Core (CryoTanks-Core 1.4.2) Custom Barn Kit (CustomBarnKit 1.1.20.0) Custom Pre Lauch Checks (CustomPreLaunchChecks 1.8.1) DaMichel's Cargo Bays (DCB) (DMTanks-CargoBays 1:1.1.0.1) DaMichel's SphericalTanks (DST) (DMTanks-SphericalTanks 1:1.1.0.0) Deflatable Heat Shield (DeflatableHeatShield 0.0.3) Distant Object Enhancement Continued (DistantObject v2.0.0.1) Distant Object Enhancement Continued default config (DistantObject-default v2.0.0.1) Dynamic Battery Storage (DynamicBatteryStorage 2:2.1.5.0) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.8.0-2) Firespitter Core (FirespitterCore v7.15) GravityTurn Continued (GravityTurnContinued 3:1.8.0.3) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.2) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.14.2.5) JNSQ (JNSQ 0.9.0) Kerbal Alarm Clock (KerbalAlarmClock v3.12.0.0) Kerbal Atomics (KerbalAtomics 1:1.1.2) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.1.2) Kerbal Dust Experiment (KDEX v1.11.3) Kerbal Occupation Colors (KerbalOccupationColors v1.2.0.1) Kerbal Research & Development (KRnD 1.16.0.7) Kerbal-Konstructs (KerbalKonstructs 1.8.1.15) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.8.1-1) KSP ExtendedAntennaProgression (ExtendedAntennaProgression v0.1.2) KSP Wheel (KSPWheel 1:0.16.14.33) MechJeb 2 (MechJeb2 2.9.2.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.7.0) Module Manager (ModuleManager 4.1.3) MSP-3000 Material Science Pod (MSP3000 v1.1) Near Future Electrical (NearFutureElectrical 1.1.1) Near Future Electrical Core (NearFutureElectrical-Core 1.1.1) Near Future Exploration (NearFutureExploration 1.0.6) Near Future IVA Props (NearFutureProps 1:0.6.2) Near Future Launch Vehicles (NearFutureLaunchVehicles 1.3.0) Near Future Propulsion (NearFuturePropulsion 1.2.1) Near Future Solar (NearFutureSolar 1.2.1) Near Future Solar Core (NearFutureSolar-Core 1.2.1) OctoSat Continued (OctosatContinued 1:0.1.14.1) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) Portrait Stats (PortraitStats 18.0) Real Time Clock 2 (RealTimeClock2 v1.11.2) Recycled Parts Orgami Foldable Assets (RecycledPartsOrgamiFoldableAssets 0.2.0.1) RemoteTech Redev Antennas (RemoteTechRedevAntennas 0.1.1) ReStock (ReStock 1.0.3) ReStock+ (ReStockPlus 1.0.3) Retracting/vectoring engines, Critter Crawler (CritterCrawler 1.3.5.3) SCANsat (SCANsat v18.14) scatterer (Scatterer 3:v0.055) Scatterer Default Config (Scatterer-config 3:v0.055) Science - Full Reward! (Continued) (Science-Full-Reward v5.1) Science - Full Transmit! (Science-Full-Transmit v1.1) ScienceAlert ReAlerted (ScienceAlert 1.9.8.6) Show FPS (ShowFPS 1:0.2.2.1) SpaceTux Library (SpaceTuxLibrary 0.0.2.3) StageRecovery (StageRecovery 1.9.2.2) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.3) Store My Reports (StoreMyReports 1.2.0) Strategia (Strategia 1.8.0) Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:7.9) The SSR MicroSat: 0.35m Probe Parts Revived (MicroSatRevived 0.1.3) Toolbar Controller (ToolbarController 1:0.1.9.4) Tracking Station Evolved (TrackingStationEvolved 5.0) Tundra's Space Center (TundraSpaceCenter 2.0.1) Waypoint Manager (WaypointManager 2.8.1) Where Can I Go (WhereCanIGo 2.1) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Update- just tried a test: KSP 1.8.1 base game with terrain textures at low worked fine, added JNSQ with exactly the same settings and it froze on Duna every time and sometimes so quickly that my rover's wheels didn't even touch the ground after it loaded in. The terrain on Duna is like one of those strange fractal gifs, the pattern repeats as you zoom in or out. Definitely something in the JNSQ planet textures that is causing the crash to happen more often than the stock versions. Edited April 3, 2020 by jimmymcgoochie Quote Link to comment Share on other sites More sharing options...
Tangle Posted April 3, 2020 Share Posted April 3, 2020 On 4/2/2020 at 10:53 AM, OhioBob said: No, I don't see your point. What is it you hope to achieve by this? Perhaps a restructuring of the preview album to show that not everything in JNSQ is a drab gray or beige or deeply desaturated rock? I was mostly just remarking on it. 22 hours ago, Galileo said: Isn’t it great that we have the freedom of choice to play the mods and planet packs we want? If don’t like something, you aren’t forced to use it. Isn’t that just awesome!? I think it is. Yeah, just like you had the freedom to ignore my comment Quote Link to comment Share on other sites More sharing options...
Jim123 Posted April 4, 2020 Share Posted April 4, 2020 I'm not sure on this but my sunflare doesn't look right am i doing something wrong? Where do i get to choose the sunflare i want it to look like ive tried downloading some of those files but it keeps this same sun flare that im not even sure its supposed to look like this. Thanks in advance for help! https://imgur.com/a/DgGVVPM Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted April 5, 2020 Share Posted April 5, 2020 Jumping in here just to say how much fun I've been having with JNSQ. A big "thank you!" to the folks working on it. The combination of JNSQ/BDB/MLP/Coatl is one of my new favorite installs. Today, however, I was using Nertea's stuff, KW, Coatl, and a few other and finally conquered the Lindor beast! Some images: Spoiler (Since I'm basically playing sandbox, these fake science points are worth the same as fake internet points!) Also, because I'm a nerd, I wrote down some stuff about the mission in case anyone is interested. Spoiler I flew this in what I call "sciencebox" mode, which is where I start a new science game, then cheat the tech tree completed, so basically it's a sandbox game but science can still be used as a metric of a mission's success. I used the JNSQ transfer window planner to get the lowest dV possible. From LKO, there was the initial transfer burn, and one mid-course correction burn. The result was entering the system between Riga and Huygen. The capture burn set up an encounter with Riga. After flyby of Riga, lowered Pe to get an encounter with Huygen. In Huygen's SOI, the Huygens probe was separated and captured for eventual landing. Part of this probe also went and landed on Talos. Main craft went on to an Aden flyby, then a Krel flyby, then a Lindor orbit for both low/high science. I started with 0 and ended with 5361 which literally means nothing because it's all relative to your mods and settings! But for me how I play it was a good haul for only transmitted science. Thanks again to everyone working on this mod! Quote Link to comment Share on other sites More sharing options...
moguy16 Posted April 5, 2020 Share Posted April 5, 2020 other then the 2.5x rescale, what else is changed from the stock system in JNSQ? Quote Link to comment Share on other sites More sharing options...
Jognt Posted April 5, 2020 Share Posted April 5, 2020 3 minutes ago, moguy16 said: other then the 2.5x rescale, what else is changed from the stock system in JNSQ? Literally every body is reimagined, atmosphere heights were tweaked, lots more. I’d lean towards calling JNSQ a total overhaul instead of just a rescale. Quote Link to comment Share on other sites More sharing options...
Kwebib Posted April 5, 2020 Share Posted April 5, 2020 @OrbitalManeuvers Where did you find the transfer window planner? Or does the transfer window mod work with jnsq? Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted April 5, 2020 Share Posted April 5, 2020 The transfer window mod works with any planet pack. It reads the orbital data from the game at runtime before it makes its calculations. Quote Link to comment Share on other sites More sharing options...
Kwebib Posted April 5, 2020 Share Posted April 5, 2020 Awesome. Thank you! Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted April 5, 2020 Share Posted April 5, 2020 (edited) 1 hour ago, Kwebib said: @OrbitalManeuvers Where did you find the transfer window planner? Or does the transfer window mod work with jnsq? Check my signature for a browser-based JNSQ transfer planner Edited April 5, 2020 by PocketBrotector Quote Link to comment Share on other sites More sharing options...
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