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FlyingSpaceFrog

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  1. I found a minor bug. It's nothing game breaking, but I assume its not intended behavior. There's a region of the Atlantic Ocean where the biome reads as "Mountains" for science collection. I found this at Latitude 26 degrees, 33 minutes North and Longitude 67 degrees, 16 minutes West. I installed RSS through CKAN earlier today, and am running KSP version 1.8.1
  2. I'm seeing a bug with realplume and restock in ksp version 1.8.1. Several engines will always show the plume even if the engine isn't activated and even when throttle is set to 0. So far I have observed this on the Terrier, Poodle, and Mainsail. I'm not sure whats going on there. It's beautiful, but it just looks wrong to have the second stage engine firing at the same time as the first stage.
  3. I'm having a bit of an odd bug with the radiation belts in my game. While I'm flying through one with a kerbal, I get constant messages alternating between "kerbals on board are experiencing radiation sickness" and "kerbals on board have recovered from radiation sickness", about once or twice per second. This makes timewarping through the radiation belt impossible, and thus crewed missions beyond low orbit are impractical. Their actual radiation levels are 10.01 rad/hour while in the lower radiation belt, and under vitals the kerbals are at 0% for radiation exposure when this bug starts. I am using a custom profile that I made for use with a real world sized solar system, and I have gone and changed all of the values for MTBF, and antenna strength, as well as all of the consumption rate of life support resources to allow for interplanetary missions in a larger solar system. I'm playing with sigma dimensions and my planets are rescaled to 10.625. The bit of code in my custom profile for the increased radiation tolerance is: Rule { name = radiation degeneration = 1.0 // just use the modifier variance = 0.1 // add per-kerbal variance modifier = radiation,shielding warning_threshold = 300.0 danger_threshold = 450.0 fatal_threshold = 550.0 warning_message = $ON_VESSEL$KERBAL has been exposed to intense radiation danger_message = $ON_VESSEL$KERBAL is reporting symptoms of radiation poisoning fatal_message = $ON_VESSEL$KERBAL died after being exposed to extreme radiation relax_message = $ON_VESSEL$KERBAL has recovered from radiation exposure } The only thing I changed was increasing the threshold numbers drastically (around 11 times what it is in default settings) Anyone have experience with this problem or know of a workaround? Will it break the game if I get rid of the radiation rule entirely?
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