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MarcAFK

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Everything posted by MarcAFK

  1. I'm running 5.0.0.1 and KSP 1.8, And some mods (KCT and its dependencies, toolbar and click through blocker, and magicore) it seems that every budget increment I'm receiving funds equal to my expenses, regardless of my actual income. Also when reputation gets to zero the listed 'estimated Gross Budget' is twice the Current costs, actual income received is equal to current costs. To Reproduce I start a new game, I have Zero reputation, but my Estimated budget is $68,000 and Current costs is $34,000. I use cheats to gain 100 reputation, the estimate then drops to $50,000, with costs still at $34,000. Fast forward a month, I receive $34,000, My estimated income is now lower due to reputation decay, but fast forwarding another month I still receive $34,000. Finally clicking through long enough for my reputation to hit zero, the Estimated Budget once again goes to $68,000, but income received still remains at $34,000 I shall disable those other mods and test again.
  2. It could be a result of the other mods I'm running, however its happening consistently no matter if I have extra funds, enough money , budget surplus, budget deficiet, always the cost is applied but not the income. I didnt have trouble on 1.4 though. I'll Just start up a fresh game without all the clutter and take a screenshot of it happening (if it still does). Maybe I'm misinterpreting what the "cover costs" setting does. I Had assumed that toggling that would change the budget from the default which is to reduce savings by costs when savings are higher than budget . Perhaps to a state where budget surplus is added to savings, however this isn't the case. What does that option actually do? I can't notice a difference.
  3. I'm having a problem in 1.5.1 where I don't get any income at all from the budget, costs are always removed however.
  4. ... I can't believe I made such a simple mistake.meanwhile I did the opposite with tac life support which was nested in extra folders
  5. I've been having the following error with every version I have tried, in ksp 1.4 or 1.5. Here is what I get in the log with a fresh install of 1.5.1 without making history, Only mods are: module manager 3.1.1, Scrapyard 1.1.1 and oh scrap 1.4 :
  6. Oh thats great, I'm sorry for wasting your time, should have mentioned the version I was running. After playing around with system scale I realise that monthly budgets has perfect knowledge of the solar year length, the default ingame calender is a specific number so it can get out of alignment. My problem was because rescaling the system I ended up with weird year lengths. I fixed it by setting monthly budgets to a 365 day year, then tweaking the system scale untill budgets reported the first budget would occur on day 1 of year 2 which would imply a 365 day year (24 hours) . I'm enjoying the mod so far, it gives me a safety net so I can launch without having to grind contracts, but contracts do give a better income. (at least in my config).
  7. I'm running a ton of mods. None I can think of which would have intefered with the income. Ive also noticed a problem with the calendar but that's probably because I resized the system. I hope this upload is good. https://ufile.io/fu5mn
  8. I just started so everything should still be level 1.
  9. I think budget deficits are being multiplied . I have budgets set to 90 day increments, and a budget of approximately $22700 My costs were $22625, plus a couple of thousand for launches I think about $6000-8000 Then had research and big project set to 10%. When the budget hit I was down by $30,000 My numbers aren't exact because I didn't look at the numbers before the budget hit, but theres still a huge discrepancy. Income was 22700 Costs should be 22625 + 2270 (R&D) + 2270 (big project) +6000-8000 (launch costs) So, deficient should be 22700-33165 .. About 11K I lost 30k. Also my Big budget is still at 0 so I guess that isn't added to when you're in deficit? My Guess is since my budget length is 3 times the default of 30 days the deficient is multiplied by 3? Despite the fact that costs and income is already calculated on a per budget basis rather than per day. Am I right or did I miss something? Edit: Maybe I am misunderstanding how things work. My stated income is exactly my reputation times the multiplier, so thats obviously per budget. But the costs displayed are 3 times higher than the configuration, so the config sets it to per month. But the listed costs is already multiplied by 3 so it should work out fine. Maybe my launch costs were multiplied by 3?
  10. I would use this option, personally when I unlock a new node in career mode it's slightly disorienting having so many new parts available immediately (if paid for) I like my progression to be very slow and laser targeted towards what I'm trying to achieve.
  11. Wow that's nuts, I have mine set so that average rockets take something in the order of a month or 2 to build, with rollouts of a few hours to a day. I've mangled the config file in certain ways, but I should be getting a boost when the VAB is upgraded. Also I added in 20%+ rollout costs, also reduced when VAB is upgraded, or slightly by having a bunch of engineers on staff. Here's the config for anyone interested. Combined with a 5 times resize and 8 times rescale, community tech tree, and monthly budgets it's pretty challenging.
  12. I'm So ambivalent about this patch. On the one hand the runways are fixed, on the other... I have so many mods that aren't updated ...
  13. I'm looking forward to this being incorporated into a part failure mod. I've got batteries now that have been reused for dozens of launches and surely are past their prime by now.
  14. You're right. It's too late to change it now because perfect solar days just screws the calendar up for a few other mods i'm using. Particularly monthly budget.
  15. Yeah I'm not sure why, but the displayed rotation period doesn't read 24 hours exactly unless i have the day length multiplier set to that number. Could be a small rounding error from resizing the system. Btw I chose 8.8 resize for the system because it seemed that the actual solar year length wasn't correct for smaller or lesser amounts.
  16. lll go through as much of this as I can, I am actually using KCT plus scrapyard in my career right now and it appears to be doing exactly what it should. Except for some funkiness regarding editing a craft that's being built which has pre built parts added to it. I need to do some more tests to see exactly what's happening but it seems that if I build a craft and apply scrapyard it reduces the build time. If i then edit it while building applying inventory again sometimes increases the buildtime.. It looks like what happens is when you apply inventory to a build it removes the inventory by 1 for each part as expected, then when you edit the craft it looks in the inventory for the items, sees none because they're already being used for the craft in production, then makes the build time based on inventoried craft. I don't know if saving the edit returns those parts back to the inventory again, it'll need testing. Is there an easy way to see the actual inventory being stored'? It would make scrapyard testing so much easier. Ok nvm I found the relevent info in persistant .sfs. I may have found a problem, there is duplicate entries. Take this for example: ScrapYard.InventoryPart { _name = SR.Battery _dryCost = 15 MODULE { name = ModuleSYPartTracker isEnabled = True ID = 784f9563-cd0d-4ec8-91bf-babe1c317bba TimesRecovered = 2 Inventoried = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } } Does times recovered track the amount of this item in the inventory? Unfortunately above this entry on the list I can find: ScrapYard.InventoryPart { _name = SR.Battery _dryCost = 15 MODULE { name = ModuleSYPartTracker isEnabled = True ID = be47a1e2-8ed5-4b54-86b1-06152efbf8e0 TimesRecovered = 1 Inventoried = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } } Addittionally there is another entry for it with Times recovered 1, another with times recovered 2, and another with times recovered = 0.
  17. I'm not having trouble with unusual build times with earth time turned on, and kerbin system resized by 8.8 and day lengths rescaled by an extra 4.0095 using sigma dimensions to get exactly 24 hour days and 365 day years. How long are your build times? I'm getting 5 and half days to make a mk 1 pod with 0.1 points on the default config.
  18. I'm getting something similar When I enter the admin building everything looks fine, but if the first thing I click on is one of the Stagnated research buttons I get "asdf asdf etc" If I click another strategy first then on the Stagnatd research It just keeps showing what the last button clicked on was. The error log was displaying this: Strategia: Couldn't load tech tree from GameData/HideEmptyTechTreeNodes/HETTN.TechTree (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at Strategia.CurrencyOperationPerTech.CurrentMultiplier () [0x00000] in <filename unknown>:0 at Strategia.CurrencyOperationPerTech.GetDescription () [0x00000] in <filename unknown>:0 at Strategies.StrategyEffect.get_Description () [0x00000] in <filename unknown>:0 at Strategia.StrategiaStrategy.GenerateEffectText () [0x00000] in <filename unknown>:0 at Strategia.UpgradeableStrategy.GenerateEffectText () [0x00000] in <filename unknown>:0 at Strategia.StrategiaStrategy.GetEffectText () [0x00000] in <filename unknown>:0 at Strategies.Strategy.get_Effect () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.Administration.SetSelectedStrategy (KSP.UI.Screens.StrategyWrapper wrapper) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.Administration+StrategyWrapper.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1) [UIMasterController]: ShowUI I tried uninstalling Hide empty tech tree nodes, but that just changed the error to : Strategia: Couldn't load tech tree from GameData\ModuleManager.TechTree It appears the error is with CurrencyOperationPerTech , because as a work around I removed that and replaced it this: EFFECT { name = CurrencyOperation currency = Reputation operation = Multiply effectDescription = to contract rewards minValue { 1 = 1.25 2 = 1.50 3 = 2.00 } maxValue { 1 = 1.25 2 = 1.50 3 = 2.00 } AffectReasons = ContractReward } which works fine, it will doubles the required research but givse a bonus of 25%, 50%, or 100% to recovered Reputation depending on the level. I know it's not the same thing, but at least I'm not getting any errors now.
  19. Just a small suggestion. The 'MonthlyBudgets' window calculates the due date by the original Kerbin calendar. It's out of whack when you use earth time. If you change this to reflect the 'earth time setting' It would be good to add an additional 4 times multiplier to the 'friendlyInterval' in this case too. Not a big deal though. Everything else seems to be working as expected. For anyone else using this with earth time, you can't really make the budget not become misaligned with the calendar. The best I could do was set the multiplier to 365 which ensured that I got 4 budgets a year, Each always falling on the same day which prevented the budget from creeping or receding as the years passed.
  20. It is the actual build time not just displayed build time. I also seem to be getting the same results another way. If I start a new game and build then recover a single pod I can apply inventory to produce one faster pod, then the build rate jumps back up. But if I build then recover 2 pods the build rate will stay low, each time I go to the Vab and click "apply inventory" the rate goes down and stays down untill I clear the craft, but goes back if I use apply inventory again. I can build as many pods at that rate as I want.
  21. I've discovered a bug, after scrapping a craft it appears to add an infinite amount of components to inventory. Reproduction is easy, start a fresh career game, build a mk 1 pod, then scrap it from the build list. Returning to the VAB you see the old build rate, after clicking the apply inventory button build rate drops as expected. However, after building another pod the rate stays low. It should go back to the high rate again as there should only be one pod in inventory. It works as intended if you launch the craft and recover. One recovery gives one pod at the reduced production rate. I've also noticed some of the config settings breaking production,[ScL] and [TScL] broke science point production when used in a formula, while [ScK] and [TScK] worked fine.
  22. I love the mod, however it does seem to have a few oddities which I haven't been able to track down the cause of. Sometimes sound completely breaks, when I open the playlist editor I notice that the bottom 2 playlists "the chirpy birds/crickets" ones aren't there. I can sometimes fix it by completely reinstalling the mod, but not by replacing the playlist from a backup. Other times I can only fix the error by deleting the mod, reloading the game, then reinstalling again. It doesn't seem to recognize changes I have made in Ksp/playlists/playlist.cfg I can't get any music during atmospheric flight, making a new playlist for it or modifying the 'Space' playlist to also work in the atmosphere just seems to break something. Sound stops working untill going back to the tracking station or Space center.
  23. Have you got configs for the outer planets? I was just about to start working on those myself.
  24. I've rearranged some stuff in my tech tree to make the early game somewhat more interesting, and I'm making great use of sounding rockets. Such as: As long as the thrust has been scaled back to avoid excessive drag this design is good enough to reach the edge of space, however with 0 flight control each launch is hit and miss. Which is good on a way because every launch can end up in a different biome for science. However communication range is a problem, I lose contact near the ground, but for only 1,000 kbucks and very fast build times (Kerbal Construction Time), this was essential for getting through the first few tech levels. Of course it's more efficient to launch a bunch of experiments at once, I cheated slightly by moving the small gyroscope down to stability, but made it significantly less effective, this is my basic science package at the moment: There's a goo pod and 2 more batteries on the other side, I launch it with this: Barely powerful enough to get the .3 ton payload into space, and very unstable requiring constant input during flight, a small mistake is enough to cause loss of control, I'm looking forward to reacton wheels or better yet an SAS equipped probe core. I moved the stock rockets around a little too, I won't get the reliant or swivel until Advanced rocketry, making me rely on the sounding rockets very heavily, though I have unlocked the spark and twitch, but they have terrible isp XD
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