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jefferyharrell

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Everything posted by jefferyharrell

  1. I've actually read that this is a Scatterer thing. Something similar to what you described happens with a Mk1-3 pod and 2.5m heat shield.
  2. Between this and the screenshot supersize thing, I'd sure love to see a little update to this mod. Not to be a jerk about it, obviously, but it's such a great mod.
  3. To be fair, in the movie the ship was in permanent orbit around Saturn and not actually going anywhere.
  4. I'm using this one on 1.12.2 with roughly six thousand other mods. Works great. Due to my sheer mod count I can't speak to whether it has a performance impact, but it works as advertised.
  5. For what it's worth, I find Kerbal Joint Reinforcement Next works very well. Maybe it's worth a try as an alternative to autostruts.
  6. Oh so do I. Don't get me wrong. I've just been having fun with the rate dialed down to 10% from the default of 50%. If I really need long-term storage of LH2, I can use Nertea's CryoTanks, which do have active cooling. ;-)
  7. It already is. Its max version is listed as 1.11.9 while SSPX 2.0.3 is compatible with 1.12.9.
  8. In the meantime, it's possible to tune or even disable boiloff in the mod's difficulty settings. I play with it at 10% personally, but that's still much too fast a rate for interplanetary travel. Which I guess is realistic, but setting it to 10% lets me get a Centaur to the Mun (in JNSQ) with something left in the tank.
  9. For what it's worth, I'm using it in 1.12.2 and it works great for me. Maybe you have a mod conflict or something?
  10. Does the antialiasing setting get ignored on a scene change for anybody else or is it just me? If my profile has TAA enabled and I'm in the flight scene, if I switch to the map view and back antialiasing is off. I get this in my KSP.log when switching from flight to map and back to flight. [LOG 10:25:28.931] [TUFX] Detected change of active camera; recreating post-process objects. [LOG 10:25:28.931] [TUFX] Destroying existing PostProcessVolume (from previous camera). [LOG 10:25:28.931] [TUFX] Enabling profile: Default-Flight. Current GameScene: FLIGHT [LOG 10:25:28.932] [TUFX] Setting HDR for camera: Camera ScaledSpace to: False [LOG 10:25:28.932] [TUFX-ERROR] Layer was null when attempting to update AA mode. [LOG 10:25:28.935] [TUFX] Profile enabled: Default-Flight ... [LOG 10:25:30.258] [TUFX] Detected change of active camera; recreating post-process objects. [LOG 10:25:30.258] [TUFX] Destroying existing PostProcessVolume (from previous camera). [LOG 10:25:30.258] [TUFX] Enabling profile: Jinx-Flight-2. Current GameScene: FLIGHT [LOG 10:25:30.258] [TUFX] Setting HDR for camera: Camera 00 to: False [LOG 10:25:30.258] [TUFX-ERROR] Layer was null when attempting to update AA mode. [LOG 10:25:30.259] [TUFX] Profile enabled: Jinx-Flight-2
  11. My hope is that 1.12 will be the last major release of KSP (as promised), and consequently the great mods will finally have a chance to catch up with what has been a moving target, so bug fixes and enhancements will be practical for modders. Modded KSP is a great game, and I don't see it becoming any less great regardless of what happens or doesn't happen with KSP 2.
  12. No problem, I just wanted to make sure you knew. Thanks for all you do.
  13. @Lisias, I bet you know this already, but 2.4.5.8 isn't showing up in CKAN right now.
  14. @Lisias, I finally got a chance to try the release candidate. It seems to have solved the problem. I started the game, went to the VAB, loaded a vehicle, added it to the KCT build queue, then exited the VAB all without any problems.
  15. Did you recently upgrade TweakScale? This is a known bug with that mod that's currently being worked on. You can read about it in the TweakScale thread.
  16. I think you're looking for these: https://github.com/post-kerbin-mining-corporation/CryoEngines/tree/master/Extras
  17. I can confirm this. Here's my KSP.log. https://drive.google.com/file/d/1Gry2CR-nU7YwwdrDO4cIca5ZldKVOv-R/view?usp=sharing Here's the exception that gets thrown when clicking the "Leave" button in the VAB: [EXC 11:23:28.126] NullReferenceException: Object reference not set to an instance of an object ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) (at <cd473063d3a2482f8d93d388d0c95035>:0) ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) (at <cd473063d3a2482f8d93d388d0c95035>:0) ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) (at <cd473063d3a2482f8d93d388d0c95035>:0) ConfigNode.CopyTo (ConfigNode node) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalConstructionTime.KCT_KSC.AsConfigNode () (at <27327b2825ca4e69a9d134bb5cd0383e>:0) KerbalConstructionTime.KerbalConstructionTimeData.OnSave (ConfigNode node) (at <27327b2825ca4e69a9d134bb5cd0383e>:0) ScenarioModule.Save (ConfigNode node) (at <cd473063d3a2482f8d93d388d0c95035>:0) ProtoScenarioModule..ctor (ScenarioModule module) (at <cd473063d3a2482f8d93d388d0c95035>:0) ScenarioRunner.UpdateModules () (at <cd473063d3a2482f8d93d388d0c95035>:0) ScenarioRunner.GetUpdatedProtoModules () (at <cd473063d3a2482f8d93d388d0c95035>:0) Game.Updated (GameScenes startSceneOverride) (at <cd473063d3a2482f8d93d388d0c95035>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) (at <cd473063d3a2482f8d93d388d0c95035>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.onExitConfirm () (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.onExitContinue () (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.exitEditor () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update()
  18. I've been using the whole Near Future suite in a career save in 1.12.2 for some weeks now. No issues. I have NOT tried docking port rotation, though, so I can't testify to that.
  19. Sorry, yes, I was referring to the sorting error. In 1.0.7.4 the signal strength list appears to be sorted backwards; in 1.0.7.2 it's correct.
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