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About Jognt

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    Rocket Scientist

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  1. Maybe CKAN is a good idea. To answer the question: if you mean the gamedata folder in the archive -> merging is the same as what I described before.
  2. I checked PBC's science changes and wherever it alters the scienceCap amount it also adjusts the science-per-run to the same amount. In essence it does the same as this, with added rebalancing of experiments in terms of value. If you are seeing experiments that don't give 100% of their science on the first run then you're probably looking at a mod that introduces custom science modules, or a mod conflict besides this and/or PBC.
  3. Like the quoted text says: Put the gamedata folder from the archive into your KSP folder. Or, like you said: Put the folder that is inside the gamedata folder in the archive in your gamedata folder. Basically: Don’t end up with ksp/gamedata/gamedata/modName.
  4. Yes It’s possible, though I’m curious which mod you mean that would overwrite this mod for some experiments. I did a quick check on github and you’re right. There’s a syntax error. The error will screw up deployed science. It’ll work fine for all other experiments though. I’ll do a PR for a bug fix somewhere soon-ish. Edit: The Spacedock download should work. It's the Github source/release that is out of date. Edit 2: Pull Request sent.
  5. I always figured the drift was due to inaccuracies of showing precise positioning in limited amounts of pixels -> user error. The more you know! Instead of fixing it (which I would guess would involve quite a bit of work considering the age of the 'bug') you could work around it by using the Persistent Rotation mod as it allows you to pick the frame of reference manually.
  6. I can’t see the actual flare though the memes.. Comparison images are always nice by the way.
  7. I’m not sure what ‘close’ does (I’m fairly new to github too) but if you approve of changes in a pull request, you can merge them into your master (or another?) branch. I’ll send a new pull request your way Edit: if someone with github voodoo knowledge knows how this works in more detail, I’m all ears too
  8. I've sent in a few pull requests for fixes/tweaks to a few part cfgs. Mainly to do with ModuleCargoBay functionality. I think I did the PR properly, let me know if there's a problem.
  9. If you’re going to dissect KSP planets, there’s a lot more to see than just Lagrange points. Just assume its an alternate physics reality where our rules need not apply and enjoy the view.
  10. I’ve Seen this happen with other mods too on 1.7.3. I don’t know what the cause was but I saw it while troubleshooting something else by removing mods. My guess is that another mod conflicts with KSP. What mods do you have installed besides US2?
  11. Ah, right. Forgot about that detail. Funny, considering I have patches for SSPXr myself as well.
  12. There is no FOR in that patch so you can’t do a AFTER. You CAN give your patch a filename that is alphabetically later, adding a ‘x’ In front will make MM execute your patch later. If the patch in question already has a Z at the start, and another to yours. If you’re feeling adventurous you can also define a ‘mod’ of your own like using FOR[paul23sPatches] since BEFORE/FOR/AFTER happens after the legacy pass. (Good way to execute personal patches or patches to mods that aren’t using FOR passes) For more details on patch ordering I highly recommend checking the MM wiki. Or open your MM patching log in the KSP/logs folder as it shows line by line what patch it’s executing in what pass. Edit: you could also poke the mod author to update the patches to use the proper FOR format. Then you can just use AFTER as intended. This is generally a bad idea. It’s easier for beginners, sure. But down the line you introduce complexity where you have to re-do it when updates are released and since you’re messing with mod’s own files, any issues arising from that will be very hard to track down and troubleshoot. Just make your own patches and save them in your personal ‘mod’ folder. Easy to use, share, maintain, and disable when troubleshooting.