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johnqevil

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    Rocket Surgeon

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  1. Getting an odd issue, I'm running a career mode save and the UI is not showing RocketParts required, the build finishes instantly, and it uses no rocket parts. I could have sworn there was an option to enable exactly this, but I can't seem to find it.
  2. 3.0 had the blue screen bug, 3.1 did not. I did this testing on 1.3.1.1891 with no other mods present, only KS3P.
  3. Is it not working? I haven't even loaded the game in about a month, so I haven't tried it.
  4. More than happy to help! Honestly, I just wanted to use the mod (loving it, btw) and figured that sharing it would be nice.
  5. Huh, I kinda dig this idea. I built government funding into Kerbanomics, which became B.R.O.K.E. But I kinda like the "free market economy" thing.
  6. I updated it on my rig and I'll be testing it shortly. If that works, I'll submit a pull request on Github with the fix and stick the DLL somewhere it can be grabbed until Ippo finalizes it. EDIT: Temp upload https://www.dropbox.com/s/ehkd3ibnrr7tf4j/ScienceFunding-1.2.2%20TEST.zip?dl=0. I'll take this down as soon as I get word from Ippo.
  7. Quick update on Payroll and Funding: both are ported over and working, with basic configuration menus.
  8. I anticipate having enough ported over for testing tonight or tomorrow morning. There was more spaghetti in my original code than I expected.
  9. Both of those were present and working in Kerbanomics back in Beta, so I should be able to get those ported over right quick. I'm at work til 9pm PT myself, so likely tomorrow.
  10. Wow, I log in for the first time in nearly a year to find someone has taken this over and done some wonderful things with it! Magico13, I'm glad you saved Kerbanomics. I'm pretty sure it would be dead entirely if you hadn't, and that would make me sad XD
  11. You've hit the nail on the head. That high of an interest rate only shows up when you have poor credit (Reputation), so that fits. A credit card typically has a 29% interest rate for people with bad credit. To wit, this is by design.
  12. I apologize guys, life is kinda kicking my butt right now. Expect a compatibility update for this plugin this weekend.
  13. I'm adding code to deactivate parts of my mod automatically if KCT is loaded, so there's no interaction on tech nodes and parts. I don't think our mods intersect in other places, so we should be safe there. An API would have DEFINITELY made this whole thing easier, though XD! I hadn't considered that. One more thing on the list, I guess
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