galileo88 / jnsq Goto Github PK
View Code? Open in Web Editor NEWLicense: Other
License: Other
Both Rocket and I show that the boundary between space low and space high is 250 km ASL. I hear that it's supposed to be at 800 km due to the larger size of 2.7x Kerbin.
Not sure where this belongs because a few mods reference ROCManager (notably @Kerbalism, and it looks like an issue (Kerbalism/Kerbalism#395) was raised previously that targeted EelooBerg ), but because it specifies PRAX & EelooBerg I'm dropping it here.
[WRN 09:53:47.886] [ROCManager]: Invalid CelestialBody Name Prax on ROC Definition EelooBerg. Removed entry.
[ERR 09:53:47.888] Exception handling event OnPSystemReady in class ROCManager:System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0
at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0
at ROCManager.ValidateCBBiomeCombos () [0x00314] in <55ba45dc3a43403382024deac8dcd0be>:0
at ROCManager.GetROCControlFromCB () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
at EventVoid.Fire () [0x00127] in <55ba45dc3a43403382024deac8dcd0be>:0
[EXC 09:53:47.888] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
ROCManager.ValidateCBBiomeCombos () (at <55ba45dc3a43403382024deac8dcd0be>:0)
ROCManager.GetROCControlFromCB () (at <55ba45dc3a43403382024deac8dcd0be>:0)
EventVoid.Fire () (at <55ba45dc3a43403382024deac8dcd0be>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventVoid:Fire()
<Start>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Interestingly the only place I find Prax reference as CelestialBody is in JNSQ/JNSQ_Configs/BG_Scatter.cfg.
Now, this EXC is pinned to ROC_DEFINITION[EelooBerg], but the REALLY INTERESTING thing about is this: it is not thrown on the other instances - EelooIceChunk & EelooBrownBoulder - where Prax is referenced; yet, the CelestialBody info is the same in each case.
Hey, just wanted to let you know, that I cloned the entire JNSQ repo, and then copied the two directories in the GameData directory (JNSQ and RationalResources) into my game, now getting a message saying that it's been installed incorrectly. Getting the following dialog:
This is a screenshot of the JNSQ directory where the version file it:
So patches for other mods like SMURFF or whatever are able to recognize the different scale by using NEEDS[JNSQ_Rescale_10x] or NEEDS[JNSQ_Rescale_1x]
Iv'e encountered an issue with the KSC being off center from the island, and floating in the air. I figured that's an issue with this being a relatively new planet pack, and I'm just giving some feedback of some issues that you may fix soon.
The Breaking Ground surface features are working on Mun, Minmus and Moho (that I have visited so far) but missing on Gilly. I used the cheat menu to find these features. The Ridgeline has a 0.25 frequency, same as the Mun craters and I can find many craters.
ERROR: getting pixelFloatD with unloaded map JNSQ/JNSQ_Textures/PluginData/Riga_heightmap.dds of path JNSQ/JNSQ_Textures/PluginData/Riga_heightmap.dds, autoload = True
this is all over my log with this happening on most things
The modelName in every ROC_DEFINITION in BG_Scatter.cfg are outdated as of KSP 1.7.3
the model's currently listed don't referance scanning point transforms and cannot be scanned by sensor arms.
Appending _LOD00 to every model name will correct the problem.
(i.e. modelName = munStone_LOD00 )
The shadow of a vessel is visible on the surface of Kerbin at any altitude within the atmosphere. Haven't tried other planets yet.
Second shadow comes from the decoupled engine+tank before reentry.
KSP: 1.7.0 + MH DLC
Installed mods:
MM ConfigCache:
ModuleManager.zip
Log:
output_log.zip
edit: Did another test on the Mun. The shadow becomes visible at 90km ASL (if you know where to look) and gets bigger and clearly visible at 85km ASL:
i can't find any of them
Sorry for having to leave this problem as an issue at JNSQ, not planetshine. It seems not to work,or be broken with JNSQ. Only gas giants have their night side absolutely dark. All the other celestials are affected with ambient scene light. Setting it to zero via ingame settings makes every shadow absolutely black even with sun above the horizon. So there is no light reflection, which is supposed to be, am I right?
Can there be a thing I have just missed in my installation? 1.8.1, Kopernicus, Principia, JNSQ, EVE, PlanetShine + a lot of mods, not supposed to do anything with visuals and planetary system. "Full-CKAN installation", just had to install Principia manually. Manual reinstallation of PlanetShine gives no result. Principia, JNSQ and EVE work fine, apart of black clouds (I guess, it is OK, as they should not be visible with planetshine working).
I can't access issues at the most up-to-date fork. The core repo seems to be abandoned (last issue dates back to 2016).
UPD: I have realplume and engine lighting installed, but I don't think any of them can affect PlanetShine.
Recently I created a mod pack based around JNSQ, and I quickly ran into a lot of bugs. Firstly, the gas giants and Eve turned black,, but I managed to fix this issue by downgrading my version, only for the surface of the Moon to become so blurry that I can't even see the surface. the only way I can describe it is a foggy haze.
There are also these strange after images left over from the planets. The images provided show my issues. Does anyone know how to fix this?
My game version is the most up to date version
As @Sigma88 did before this repo was wiped 😛 I'm making a to-do here. Suggestions, requests and discussion welcome.
I installed JNSQ through CKAN and planetshine was added either as a dependency or a recommended mod. When I installed like this CKAN did not make me install the planetshine default config package. Without that package the GameData/PlanetShine/Config directory is not created and the planetshine setting.cfg file is not installed anywhere. I am fairly certain this is why my planetshine config settings never save between game sessions. (Please note I'm talking about the user settings from the settings window in-game, not the planetary body settings.)
With RT installed, the ranges for passive, omni, and dish antenna are not multiplied by the Antenna.cfg due to RT deleting the ModuleDataTranmitter and replacing it with ModuleRTAntenna. The following is the MM patch that will scale all the antenna, including integrated ones.
@PART:HAS[@MODULE[ModuleRTAntenna*]]:LAST[JNSQ]
{
@MODULE[ModuleRTAntenna*]
{
@OmniRange *= 4
@Mode1OmniRange *= 4
@Mode1DishRange *= 4
%JNSQ = True
}
}
@PART:HAS[@MODULE[ModuleRTAntenna*]]:LAST[JNSQ]
{
@MODULE[ModuleRTAntenna*]:HAS[~JNSQ[True]]
{
%JNSQ = False
}
}
Hi there. I found one man who trying to selling mod for SpaceEngine, using content from this repo.
https://steamcommunity.com/profiles/76561198882257744
https://vk.com/id583686758
His free mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2236859727
But him is selling the another paid version with textures(assets) from this repo.
This license have ability to commercial use? Or not?
JNSQ is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0).
I'm don't have a much proofs for this time :(
But i want know, this is legally or not?
Mun science is not appealing at all with the modified orbits for Principia.
Consider also rebalancing science multipliers for modified Minmus/Mun.
There are parachute QoL MM patches floating around to set the deploy pressure slider to the desired value by default (so you don't have to adjust every parachute).
This value is minAirPressureToOpen which TweakChute uses to determine the slider minimum setting.
I recommend using clampMinAirPressureToOpen instead as my limited testing showed that that is the value that determines what the minimum value for the slider itself is for stock parachutes.
Prior to this, a wierd chain of events occured. Firstly, the first time I pressed launch, the game boots me to the ksc.
Second time I go to the VAB, it works fine. When I launch again, however, the game doesn't go to the title screen.
Ever since that crash, the game refuses to go past the loading screen, freezing on the loading animation.
I'm using CKAN
Whenever I zoom in on any gas giant body in flight or on the map screen they appear a matte black with a slight halo appearing around them. I already uninstalled and reinstalled JNSQ, Scatterer, and Kopernicuse. The console states, "Material doesn't have a texture property '_MainTex'
I love JNSQ, it's exclusively how I play the game now but this bug is very annoying.
It turns out when i launch ksp, everything works but the ksc its underground and am absoloutely puzzled on how to fix it.
I deleted the settings.cfg file off of ksp then I fire ksp, reconfigure the terrain and other settings like windowed screen and resoloution, yet the ksc is still underground.
I couldnt find any clues on how to fix it but jsnq is unplayable at the moment.
To be honest calling it unplayable is a bit exessive since crafts will spawn atop of the terrain but it just doesnt feel the same and so I refuse to play jsnq until I figure out this bug the ksc is dealing with.
Thank you
Hi! I'm not sure if it's a JNSQ or a kopernicus bug but there's a chechering that happens on terrain both during flights or on the KSC. Here are some screenshots:
Anyway, besides that the mod is the most gorgeous planet pack out here! You're bringing KSP2-like visual content (or at least as it should be).
When FAR is installed with JNSQ, FAR will lock you out of the SPH, VAB, runway, and launchpad while locking you inside of everything else forcing you to use task manger.
The problem is unrelated to game version.
Mods:
Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.3.1)
Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.0.3)
JNSQ (JNSQ 0.9.0)
All of the MedVehicleSpawn.cfg in the AirBase***A folders use the same LaunchSiteName of "AirBase S05A Rover Spawn" in their LaunchSite definition, instead of the name of their individual group. This causes KK to launch from the S05A spawnpoint, even if it hasn't been opened yet when any of them are selected.
The Monolith next to the KSC is floating a few meters in the air:
Same install as described in #4 ;)
CKAN currently doesn't install the JNSQ_FinalFrontier.zip ribbon pack. I have started a module for it in KSP-CKAN/NetKAN#7669, but it is not merged yet pending discussion with the JNSQ team.
Tags to ensure notifications: @OhioBob @JadeOfMaar @Galileo88
Versions:
JNSQ 0.9.0 / KSP 1.8.1 / Windows 10
Full modlist:
CommunityResourcePack
CustomPreLaunchChecks
DistantObject
EnvironmentalVisualEnhancements
EveEngines
JNSQ
JX2Antenna
KerbalKonstructs
Kopernicus
KS3P
KSP-AVC
MechJeb2
ModularFlightIntegrator
OSSNTR
PlanetShine
RationalResources
ReStock
ReStockPlus
SCANsat
scatterer
Squad
SquadExpansion
SunflaresOfMaar
TextureReplacer
ZeroMiniAVC
JNSQ_SUN_boost.cfg
ModuleManager.4.1.3.dll
Issue:
When landing at Nara, frame drops start at ~500m/s, stop at ~2km altitude. With Scatter Density setting at 50%, framerate drops from 60fps to 7fps. With that setting at 25% the frame rate drops to 13fps.
There is a way to make this mod work with JNSQ? for some reason I'm getting zero connection when I install the mod
JNSQ has "Scatterer - Default Config" set as a dependency in CKAN while it actually provides a cfg itself.
This leads to Scatterer reporting double installations of Scatterer because CKAN does not allow installing only Scatterer core and auto-installs the default cfg.
Hey guys, I have recently changed the config structure for Kerbal Health. All the configs must be inside the KERBALHEALTH_CONFIG node. I fixed and copied your patch over to the Kerbal Health distribution for now to prevent things from breaking. Please decide if you want to update and maintain the config on your end or I keep it on mine (and then you should your patch is redundant). I can submit a PR if you want.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.