Jump to content

gunt3rgam3r

Members
  • Posts

    66
  • Joined

  • Last visited

Posts posted by gunt3rgam3r

  1. Found a small bug in the latest version of KCT.

    I normally play with the default settings for KCT, however, in my latest save I disabled 'tech unlock times' and kept 'techtree unlock give points' enabled.  Under these conditions in a new save with just KCT and dependencies unlocking new nodes on the tech tree does not actually give new points.  The dialog will fire and tell you it is adding a point, but when you look at your upgrade point totals the totals do not increase.

    One small wrinkle to this bug.  If you start a brand new save and give yourself some science points, and then use those points to buy tech nodes the mod works as expected.  However, after flying one mission, unlocking further tech nodes and the bug will reappear.

    I am just going to re-enable 'tech unlock times' and continue playing, but wanted to report it for future playthroughs. 

    Thanks so much for all your mod work it is greatly appreciated!

  2. Hello All,

    @severedsolo thx so much for all the work on this mod.  

    I am about to start a new career with this mod and unkerbaled start mod.  The Unkerbaled start mod has an optional custom barn kit config to trade the cost of the launch pad and the VAB.  The idea is that the lauchpad max tonnage becomes your major restriction as opposed to the part count in the VAB.  My guess is that this will conflict with the Bureaucracy barn kit configs.

    Anyone have any experience using these two mods in the same save with this option enabled?

     

     

  3. 2 minutes ago, Beetlecat said:

    There's an odd chance of that, for sure. and possibly a weird interaction w/tweakscale. I usually have that installed, too.

    I don't have tweakscale installed in my save.

    Found a fix:

    Spoiler

    // Small radial battery
    @PART[batteryPack]:AFTER[ReStock]:NEEDS[IndicatorLights]
    {
        -MODEL,* {}
        MODEL
        {
            model = ReStock/Assets/Electrical/restock-battery-radial-small-1
            position = 0.0, 0.0, 0.0
            scale = 1,1,1
            rotation = 0, 0, 0
        }

    If you reset the scale to 1,1,1 in the ReStock.cfg file for the community patches the battery size is now correct. 

  4. @Beetlecat thanks for the fix on the Science box.  Just installed this mod in my save and that is exactly what I needed.  

    I think there may be another bug, In my save all the z-100 batteries were shrunk down in size by about half.  They are about the size of a pressure sensor now.  I am  looking through the code, but haven't found the error yet.

     

     

  5. 2 minutes ago, dxeh said:

    Noticed this new science mechanism on the current Alpha.. need to get used to it, but love it so far!

    Seems to auto collect when entering different biome, when set to active.. thats a big pro.

    But all sciencepart do not alert the "Sciece Alert realerted" mod.

     

    Other than that, keepp this work going

    With this new science mechanic I found myself not needing science alert or the xscience mod.  Since the science will automatically start, no need to be alerted.

    If you want to know in real-time just pin your hard drive to the screen and you can watch the data flow in...

     

     

  6. Just fired up 1.7 for a few hours.  I gotta say I'm really impressed with this update.  Loving the new Kerbal engineers-esk display, but my happiest surprise so far was flying one of my early airplane designs.  There was definitely a lot less 'jitteryness' and more stability in flight, and the runway bouncy was gone!

    Still early career and lots remains to be tested, but first impression is that this is a fine update.

     

  7. @gap

    I do that all the time.  If you click the craft in the kct queue (next to the name is a button) select 'edit craft'.  This will take you back into the VAB to make adjustments and recalculate your build time. 

    Once your done with the adjustments, in the VAB you want to click 'save edits' button on the kct window rather then the launch button.  This will place the craft back in the queue with the new build time, and return you to the space center view.

  8. 32 minutes ago, Critter79606 said:

    Do you have Kopernicus installed by chance?  1.4.4 made a change that made Solar Panels not charge if this mod is installed.

    You may also want to look at Dynamic Battery Storage in CKAN.

    Thx for the response, nope I don't have kopernicus installed, but that is good to know...some of my other saves do.

    Dynamic battery storage was my first thought, that's why I tried the clean installs without and still got the bug.  

    So it is a thing, electrical charge catch-up, I didn't remember it wrong?

  9. Hello all,

    As always thank you so much for this mod, after KER and KIS/KAS the USI suite is always the next one added.

    I recently made a battery only craft to complete a one week orbit of Kerbin.  It has been awhile since I made such a craft and I noticed that the electrics were not 'catching up' like the supplies were.  I know that stock does not calculate electrical charge on an unloaded vessel, but I was sure that MKS did add some code to do this, just like the supplies do.  Am I mis-remembering?

    To confirm it was not a mod conflict, I tested on a clean 1.4.4 install and a 1.3.1 install...I could be this was never a feature.  It is rare that my craft do not have some form of electrical generation.  

  10. I'm sure this has been asked elsewhere, sorry for the double post.  What is the preferred setup for remote tech with regard to comnet?  Should you play with comnet selected on, or off?

    If you change the various settings like there dsn percentage, does that affect remote tech at all?

    Does remote tech use the comnet ground stations for kerbin?

    Thx for maintaining this great mod.

  11. 1 hour ago, Euer_Hochwuergen said:

    I used the K2 for a long time but now its useless since it has no RPM/ASET Props Support, which I need because im playing a forced IVA Campaign. (sry should have been clearer about that)

    Yeah i already had supposed that it would be a lot of work, after i looked into the folders, but im not a Modder myself, so i wanted to ask if theres another possiblity.

    Its not compelling necessary but it would be a nice to have,  anymways I will find a way to engineer around that two seat Command Pod Gap in my carreer :wink: .

     

    Have u tried a 'prune' using janitors closet...that should do exactly what u need

  12. I generally have two ksp installs that I play, my stock-alike campaign and my heavily modded one.  The big downside of the modded campaign is that it is more unstable then the stock one.  I do encounter more slowdown, crashes, and save game corruption in those saves, but that is the price of having real fuels, awesome animated parts, and full fledged bases with life support.  

    I am just happy to have a game stock or modded that I still enjoy playing for over two years still getting updates!  As a lifetime gamer, I know how very rare that is.  Games seldom last that long before the developers abandon them, and then the sad choice is modded or vaperware 

×
×
  • Create New...