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


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16 minutes ago, PocketBrotector said:

Check my signature for a browser-based JNSQ transfer planner

Just FYI, signatures are not a reliable way to convey information–they don't necessarily show for everybody; at least they don't for me, so I can only guess others won't see them either.

Edited by Corax
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3 hours ago, moguy16 said:

other then the 2.5x rescale, what else is changed from the stock system in JNSQ?

It's not a rescaled system.  It's a larger system, but it's not simply take the planet's original size and multiply it by factor X.  Most bodies retain their original relative masses, but radii and surface gravities may have changed.  Also many of the moons have been downsized simply because they seemed unrealistically large.  Some atmospheres have also been added, and others have been changed.  There are also 15 new bodies added, nearly doubling the size of the stock solar system.  All the textures have been completely redone from scratch.  Some distinguishing features of the original bodies have been retained, but otherwise the planets and moons look very different.

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3 hours ago, PocketBrotector said:

Check my signature for a browser-based JNSQ transfer planner

That's the one I used! Thanks for working on that, it was kind of the last JNSQ piece I really needed to find, as I rely on the original a lot. I had previously been just eyeballing it in the tracking station, which works for really rough guestimates, but the planner was obviously much more precise.

2 hours ago, OhioBob said:

but otherwise the planets and moons look very different.

JNSQ made me love Minmus. It's really beautiful.

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4 hours ago, Corax said:

Just FYI, signatures are not a reliable way to convey information–they don't necessarily show for everybody; at least they don't for me, so I can only guess others won't see them either.

Change your selection under Account Settings > Signature > View Signatures? and you, too, will be able to see the info people post there.  Just saying that it's configurable.

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2 hours ago, OrbitalManeuvers said:

That's the one I used! Thanks for working on that, it was kind of the last JNSQ piece I really needed to find, as I rely on the original a lot. I had previously been just eyeballing it in the tracking station, which works for really rough guestimates, but the planner was obviously much more precise.

Glad to hear it worked! I hadn’t tested it comprehensively (just did spot checks for QC) so it’s good to know that I set things up correctly. 
 

here’s the link for anyone who’s on mobile or otherwise unable to see signatures: https://louisb3.github.io/ksp-lwp-jnsq/

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3 hours ago, Brigadier said:

Change your selection under Account Settings > Signature > View Signatures? and you, too, will be able to see the info people post there.  Just saying that it's configurable.

The mobile site doesn't show signatures regardless of that setting.

Edited by Superfluous J
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On 4/2/2020 at 11:07 PM, jimmymcgoochie said:

 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: 

With w and h values gradually decreasing to 1, always the same 887a0005 error message.

  Reveal hidden contents

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:

  Reveal hidden contents

[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.

Re. the above, I had a rummage through the settings and found this- UNSUPPORTED_LEGACY_SHADER_TERRAIN = False. Turning that to True made the game use what looks like the pre-1.8 terrain (and possibly the pre-1.8 stock Duna terrain as it looks much darker than the JNSQ version), but it doesn't seem to be crashing at all. If anyone else has been having issues with terrain causing crashes, this might fix it for you too.

 

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8 hours ago, Brigadier said:

Just saying that it's configurable.

Never said it isn't, just that for whatever reason some people may not be able to see them, and as such, they are not a reliable means of conveying information.

I for one decided a long time ago that it isn't worth wading through knee-deep sewage only to be able to find a scarce few pearls. It may have changed, or it may not, but I'm not in the least inclined to enable signatures again. Also, apparently mobile users are cut out regardless.

Edited by Corax
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16 minutes ago, Wurmi said:

any idea why my commnet pass through the planet?

If that line is not leading to the KSC then there's a stock DSN dish there. If it does lead to the KSC then ask in the CommNet Constellation thread.

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2 hours ago, Wurmi said:

any idea why my commnet pass through the planet? Could it be a mod or does the commnet take the stock values from planets?

Might be related to your settings for the CommNet occlusion modifiers in the difficulty settings. Any value < 1will allow your CommNet to pass through the surface of celestial bodies. The smaller the value, the more of the surface can be ignored. Setting it to 0 will actually ignore any celestial body and the CommNet can connect straight through the core of Kerbin xD

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2 hours ago, jimmymcgoochie said:

How do I turn the sunflare down? It's too bright for my liking, but I don't want to turn it off completely.

If you're using the scatterer flare, got to JNSQ/JNSQ_Configs/Scatterer/sunflare01.cfg and reduce the first number (the 0.5) in the arrays for flareSettings and spikesSettings.

If you're using the Unity flare, go to JNSQ/JNSQ_Textures/Flare/Flare.cfg and reduce the first 3 numbers (the 1, 1, 1) (or only the 4th number. Either should work) in the arrays for sunLensFlareColor.

How to tell which one you're using? The scatterer flare may be yellow tinted and it changes color as it passes the terminator on Kerbin. The Unity flare zooms in/out at the terminator when a planet blocks it and does not go away when you're controlling a ship and the ship blocks it.

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28 minutes ago, Kwebib said:

On the Delta-V map, geostationary orbit is said to be at an 8968.11 km altitude. However, in-game that altitude doesn't show a period of 12 hours. Am I missing something?

12 hours is the length of the solar day.  For geostationary orbit we use the sidereal rotation period, which is 11 hours, 58 minutes, 2 seconds.

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On 3/11/2020 at 5:48 PM, OhioBob said:

No problems that I can think of.

Note that Mun's orbit changes slightly too for Principia users.  As well as Bop's orbit, which becomes retrograde.

There's also a trick you can use to force the Prinicipia changes to take effect in JNSQ without actually installing Principia.  Create a folder in GameData named Principia, and place the following config into it:


@Kopernicus:FOR[Principia]
{
}

That will make JNSQ think there's a mod named Principia installed, so it will make all the Principia related changes without you having to edit any configs.
 

This actually I needed to do for latest Principia and JNSQ to work. Before that my KSP just would crash before main menu screen. Somehow configs are missing from 0.90 for Principia. Is there any other config I am missing?

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33 minutes ago, Moofrog said:

Somehow configs are missing from 0.90 for Principia. Is there any other config I am missing?

I don't know of any missing configs.  The last time I tested JNSQ with Principia it worked just fine.

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8 minutes ago, mabdi36 said:

Hello! I find the wording on the OP a bit confusing, so i would like to ask if I need to change my DSN multiplier to 4x or not? And if I can do so in a game that has already started?

These are our recommended game difficulty settings:

     Range modifier = 1
     DSN modifier = 4

And, yes, you can do it after a game has already started, but you'll likely need to restart KSP after making the change.

FYI, inside the JNSQ folder you'll find AntennaRange.png.  It's a chart that shows the range of each antenna relative to the planets, using the recommended settings.
 

Edited by OhioBob
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