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About RocketRyleigh

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  1. Well I feel special then That's not a big deal at least, I've wiped and reinstalled my mod list many times in the past week lol (mainly cause of memory leak crashes, I'm pushing the envelope lol). I'll try and track down the culprit, and if I can, I'll let you know what it is in case you want to add it to the known issues. Gotcha, set it and forget it. Sounds good to me! I was only trying to change it after the fact in a vain attempt to fix the memory leak without removing more mods. Thanks for the quick response as usual @OhioBob <3
  2. So I'm running into an issue with bodies not appearing in a heavily modded install. I followed the installation instructions for JNSQ and installed that alone before any other mods, after running unmodded KSP, and it worked fine even when I then added Grannus JNSQ on top. Since then, I installed the rest of my desired mods, and now when I load it up and go to the tracking station, only the Kerbin system, Jool itself, and the two stars are appearing. Two of the biggest additional mods I'm using are MKS and KSPI-E, but there are many more. I can provide more info if needed, but if this is an
  3. Dumb question about using KCT with Bureaucracy: I want to turn off KCT's facility upgrade setting to allow Bureaucracy to handle it, but I just want to double-check I'm choosing the right setting, because the wording on the Bureaucracy page just refers to the "Building Upgrade" setting for KCT, which doesn't appear in the settings panel. I'm assuming I want to turn off "KSC Upgrade Times", but I was just unsure because of how much Bureaucracy does with KSC facilities whether that's all I need to turn off in KCT.
  4. I doubt it makes any more sense to me than you lol, but I appreciate you posting the patch for me. It also looks to me like it's multiplying everything by 4, but the part I think I need beyond that is how or if RemoteTech's RangeModelType is affecting JNSQ (since it affects the effective ranges of antennas), and I'd probably need to ask Team Galileo about that. I'm kinda starting to think it might just override RT's range settings, which is fine with me if they're being scaled to fit JNSQ anyways. Thanks for your help in any case @OhioBob <3
  5. Thanks for that info at least @OhioBob. I'm not surprised it's you who answered either you've always been so helpful on the forums (you helped me with something awhile ago, I think it was Realistic Atmospheres). For the moment it sounds like my safest bet is to just leave RemoteTech's settings alone, which I don't mind at all. Although if @JadeOfMaar or any of you other indispensable KSP modders can give any insight on how JNSQ interacts with RT's Root range model or even it's own range multiplier setting, I'll definitely appreciate it, and think it's worth having that info available for a
  6. So I noticed this in the OP and just had a question in relation to RemoteTech: How might this patch interact with RemoteTech's antenna range settings? In particular, the RangeMultiplier and the RangeModelType. The original advice for using RT's "Root" range model included changing the RangeMultiplier setting to 0.5 (halving the range), since the Root model effectively doubles antenna ranges. I'd just like to end up with an equivalent kind of antenna range in JNSQ to using RT's Root model as it'd be balanced in a stock system with the RangeMultiplier halved as advised, but I'm not su
  7. Hi there, I have a couple of questions about this mod. Would there be compatibility issues between Station Keeping and a mod like Kessler Syndrome which adds an option to enable vessel orbital decay? And if the mods are compatible, does Station Keeping include some mechanic for resource usage to maintain a given orbit? Basically what I'm asking is if Station Keeping can be used alongside Kessler Syndrome to essentially become the old "Orbital Decay" mod.
  8. Couldn't find anything else in the thread about this - does this mod have any gameplay compatibility issues with Kerbal Health?
  9. Just a small note for @JPLRepo (assuming you have anything to do with CKAN support): I've found that CKAN does not add Community Category Kit as a dependency for TAC-LS, and without it the parts are inaccessible in the editor menu.
  10. Hmm, weird, those two lines are definitely in there, but the temperature highlighting remains If anyone else following this could test this fix as well, more data points would be very helpful: Don't forget to check out that working copy of DRE 7.5.0 @Starwaster; maybe being able to check the before and after of whatever changed in the past week would be helpful.
  11. @Starwaster Okay, so that cfg definitely solves the exploding issue, but has a minor consequence; I guess since you raised some temp values, the stock critical temperature gauge thinks it needs to be displayed for the Kerbal at all times. Is that an unavoidable byproduct of this fix, or just a result of a temporary solution (just out of curiosity; between F2 and Through The Eyes of a Kerbal, I could live with it if need be)? Edit: In case it's helpful, the new Thermal Mass and Skin Thermal Mass values are 312.7 kj/K and 15.4 kj/K, respectively. Also, it might be worth checking out th
  12. Was just out walking the dog, so I missed the first upload of that cfg anyways I'll grab it now and load up KSP. Alright I'll definitely take a look, but on that description alone it sounds like a good direction to go IMO (I'm a "MOAR realism! MOAR challenge!" type of player ); harsher Kerbal temp limits just means stricter mission planning, which I enjoy, and really it makes more sense from a realism standpoint. Edit: P.S., Glad you're getting somewhere in figuring it out; I hope my feedback was helpful. Thanks very much for your efforts!
  13. My tests from today have all been with only DRE; when I tested in orbit at Jool, I'm pretty sure Realistic Atmospheres was still installed, and I set the orbit to 7000000 (going by memory, not in front of my computer right now, but it was set to just a bit higher than the lowest orbit the cheat menu will safely allow for Jool). But I think the log I provided in my last post is more relevant, since it's only DRE installed and I got the same immediate exploding on EVA bug that @Headrip reported in orbit (which is more game-breaking than what I thought I saw at Jool). For clarity, the l
  14. @Starwaster I've been testing on the launchpad, and once in low orbit where there were streaming flame effects eminating from the Kerbal (specifically low Joolian orbit, for no particular reason other than the view, and at that time I had my other mods installed including Realistic Atmospheres). I can hop on now and Set Orbit to an 80km LKO and see what happens. Edit: Can confirm that as @Headrip observed, the Kerbal explodes immediately on EVA while in orbit; here is a fresh output_log from that test: https://www.dropbox.com/s/leefik22tluambf/output_log.txt?dl=0 (accidenta
  15. Thermal Mass = 71.5 kj/K Skin Thermal Mass = 3.5 kj/K Edit: It's probably worth mentioning that when I couldn't recreate the issue earlier, I think I was inadvertently just using the earlier working download of DRE (just a few days difference, same version), and the issue returned when I tried a fresh download of DRE. Also, the max temp cheat wasn't necessary, as the Kerbal is fine while holding onto the craft, it's only when he lets go that he immediately explodes, hence my suspicion that the issue is related to moving through the atmosphere. Edit: Sorry for edit bloating;
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