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jefferyharrell

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Everything posted by jefferyharrell

  1. Thanks! It actually turns out to be both. I solved my own problem by deleting my Module Manager cache files and restarting my game. Or rather, I did that and then the "(PF)" parts were back. I'm only assuming deleting the Module Manager files did it.
  2. I'm having the weirdest problem. I use both Bluedog and Procedural Fairings, right? Now I would swear there used to be Bluedog part variants for Procedural Parts. I even remember their names ending with "(PF)". Now they seem to have disappeared from my game. I have roughly two million mods, so I'm stumped as to where to begin looking for the problem, if there even is a problem. Any chance anybody can point me in a direction? It doesn't even have to be the right direction.
  3. Can I just say how much I love the sound of the RD-180? That crackle is just perfect. Best rocket sound in the game, in my opinion.
  4. You're supposed to be able to turn that feature off by disabling thermal highlighting in the game's "General" settings, but it doesn't actually work in my game. Setting thermal highlights to off doesn't seem to do anything.
  5. I hate to be a pill, but if you wouldn't mind could you be a little more specific? I'd like to run with that patch but I'm not finding it in CKAN, and Cryo Tanks/Cryogenic Engines appears to leave the Vector alone. EDIT: Sorry, I found it. For anybody else who wants it, it's here: https://github.com/post-kerbin-mining-corporation/CryoEngines/tree/master/Extras/CryoEnginesRestock It doesn't come down with the CKAN install; the extras have to be installed manually. Sorry for bothering you, @Beccab.
  6. Do you have the Vector modded to run on LH2? In my game it's a LiquidFuel engine, which is why I never use it.
  7. Sorry, I was talking about this: I (apparently wrongly) assumed this was in specific reference to Kronometer, which currently has a bug that causes MechJeb's windows to squeeze into the upper left corner of the screen.
  8. I thought you'd like to see some screenshots of my Hyperion crew transfer vehicle launching on top of a modified Delta IV Heavy. This is in JNSQ, by the way, hence the big rocket for such a relatively small payload. The DCSS also rendezvous with my space station in a 750 km orbit, so I need a bit more delta vee than I would for a simple hop to low orbit. Side booster separation is always clean. (By the way, if anybody can tell me how to turn off thermal highlighting and have it stay off I'd be obliged.) I added retro motors to the first stage for a nice separation. I just missed getting a screenshot of tower jettison. Here you can see the solar panels I added to the DCSS to increase its loiter time. Just a couple hundred meters per second to circularize into a 250 km parking orbit. Also a better view of the solar panels. Finally the requisite artsy shot. This was taken during the rendezvous transfer orbit injection burn.
  9. I'm not entirely sure I agree. This mod keeps my camera from switching from Free mode to Orbital mode automatically during ascents.
  10. I've never tried Ad Astra, but I don't mind JNSQ's clouds. Here are some shots from my kitbashed "Atlas S" carrying my first orbital telescope. These were taken at about 80 kilometers. Maybe because I've never tried Ad Astra my standards aren't very high.
  11. Thanks, I'll just ignore the messages then. Thanks for all you do!
  12. Fair point. @linuxgurugamer, here's my Player.log. https://drive.google.com/file/d/1s4Sf7_Jcfu1zd_0Lfflyv1yvaj42YZyJ/view?usp=sharing
  13. It's about halfway down this page, as a downloadable ZIP. Be aware, though, it seems to cause problems with other mods. https://github.com/Kopernicus/Kronometer/issues/17
  14. @Beccab Do you play in the stock solar system, or do you use something like JNSQ? The Atlas Heavy says 2.5X, but the lunar shuttle says stock solar system to me. Also I adore your TUFX preset. Would you consider sharing it?
  15. @linuxgurugamer My S.A.V.E is filling my KSP.log with the following message: Looks like it's logging that message twice every second. This is on 1.12.2 with all default mod settings.
  16. I'm seeing the same problem. On 1.12.2 with the latest TUFX SCREENSHOT_SUPERSIZE appears to be malfunctioning. I have a LOT of mods, though (JNSQ, EVE, Scatterer, Planetshine, others), so I'm hoping somebody else has some insight before I dive in and start trying to isolate the problem to open a Github issue.
  17. This script is terrific. I've been using it constantly in my JNSQ game. It's not perfect, though. I've forked it on Github to make a few little tweaks. https://github.com/jefferyharrell/CLS
  18. Wait wait wait. @OhioBob, that's YOU? I never noticed the link below your messages. That web site is fantastic. Thank you so much for making it.
  19. Is this just the heap padding part of Memgraph pulled out into a standalone mod?
  20. Agreed 100%. I have a short (or, well, not actually that short) list of mods that I categorize as "Why bother playing KSP without these?" and Alternate Resource Panel is among them.
  21. That's Alternate Resource Panel. It was made by the same guy who made Kerbal Alarm Clock whose name I totally cannot remember right now.
  22. Yeah. Here's what I was getting at: You have two planets orbiting the sun. Each planet has an SOI, and outside that SOI you're in the solar SOI, because the sun is the parent body of both planets. But what happens if those two planets move such that their SOIs overlap? Since both planets are parented to the sun, my guess is that the game won't know what to do, and either the results will be surprising or it'll just crash to the desktop. Just guessing, though.
  23. What happens when two spheres of influence overlap? That is to say, when a spacecraft is at a point where there are two applicable spheres of influence? My hypothesis is that the game crashes and kills a puppy.
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