jefferyharrell
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Everything posted by jefferyharrell
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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.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
jefferyharrell replied to Nertea's topic in KSP1 Mod Releases
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. -
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.
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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.
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[1.12.2] S.A.V.E Resaved - Automatic Backup System
jefferyharrell replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks, I'll just ignore the messages then. Thanks for all you do! -
[1.12.2] S.A.V.E Resaved - Automatic Backup System
jefferyharrell replied to linuxgurugamer's topic in KSP1 Mod Releases
Fair point. @linuxgurugamer, here's my Player.log. https://drive.google.com/file/d/1s4Sf7_Jcfu1zd_0Lfflyv1yvaj42YZyJ/view?usp=sharing -
[1.12.2] S.A.V.E Resaved - Automatic Backup System
jefferyharrell replied to linuxgurugamer's topic in KSP1 Mod Releases
@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. -
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.
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Common Launch Script (CLS) [kOS Script] v2.0.0
jefferyharrell replied to Qwarkk's topic in KSP1 Mod Releases
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 -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
jefferyharrell replied to Galileo's topic in KSP1 Mod Releases
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. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
jefferyharrell replied to Galileo's topic in KSP1 Mod Releases
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. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
jefferyharrell replied to Galileo's topic in KSP1 Mod Releases
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. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
jefferyharrell replied to Galileo's topic in KSP1 Mod Releases
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. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
jefferyharrell replied to Galileo's topic in KSP1 Mod Releases
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.