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Codapop

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  1. This looks great! Really looking forward to seeing if anyone can come up with a good config!
  2. Are you using 1.12? Does the outdated mod work with the latest version of KSP?
  3. How did you manage to install that mod? It seems very outdated. I'm also getting the EC bug and it's making TACLS unplayable.
  4. Thank you so much! EDIT: Unfortunately even though the slider has returned, it doesn't appear to affect the game.
  5. Would you be able to send me your GameData folders for the patched mod? Or would you be able to walk me through compiling your fork into the mod folders?
  6. It turns out the bug is due to incompatibility with KSP 1.12.2, but 1.12.3 is fine. However, I've encountered another bug where action groups take two presses to turn off the first time they are assigned. Either pressing the keyboard or clicking the box result in the same issue. After that they function properly. Logs: https://drive.google.com/file/d/146nzd8bRZGG7ocI8fytqEOsocRBXGjFO/view?usp=sharing
  7. I'm getting a bug that seems to prevent me from using normal action groups when I have AGExt installed. Logs: https://drive.google.com/file/d/146nzd8bRZGG7ocI8fytqEOsocRBXGjFO/view?usp=sharing I build a craft, add the engine to AG 1, put it on the pad, and try pressing 1 on my keyboard, but nothing happens. The action group works when AGExt is not installed. KSP version 1.12.2, AGExt, latest (2.4.1.1).
  8. I'm so happy to see this mod finally get the attention it deserves! It's been a pleasure working with you all.
  9. The stage-specific fuel gauges don't appear to be functioning properly. When I launch a rocket that has SRBs and LF/OX engines on the same beginning stage, it seems to only display the solid fuel until those boosters are staged out. I understand that the mod hasn't been updated, but I figured I'd let you know.
  10. The mod works with them, but the "Science Colors" config pack that is included in the download is not configured for non-stock tech trees. Using the config editing method I outlined above, you would have to edit the config files and make it compatible with CTT or others.
  11. With the current code, I'm actually not sure, and it depends heavily on what the name of the science is when it is awarded. I believe it always shows up in the debug log (alt + F12) so you can try completing a contract and see what gets logged. Then you can pick some keywords from that log to use for the science types. As for awarding directly, it would require a lot of rewriting. Something to keep in mind, it is possible to be relatively sneaky with your ID names, such as "high" would result in all "space high over X" being that color, but also every "highlands" science would also qualify. To get around this you can use "high " with a space after it, and it will exclude "highlands". Sorry I can't be much more of a help, but it's difficult to know exactly what you're trying to do. Perhaps one of these days I'll look deeper into contract mechanics if I want to go for a v1.0 release.
  12. Unfortunately the ID strings have to be exact, as the mod isn't "smart" enough to parse the words from your ID, so "EVA report from space high above Duna" doesn't match "space high Duna" because "above" is in the middle. You could potentially add 'above' (or 'over') to each one and that might fix it, but if not then you'll need to grab the exact text of the science experiment from either the game or the wiki.
  13. I have confirmed that the mod works as intended on 1.11.1 and works with ScienceAlert ReAlert. Would you be able to send me your log file? You could also try removing CTT/Contract Configurator and maybe ScienceAlert one by one and see if it fixes it. On that note, the mod doesn't currently work with CTT, but not for the same reason as your issue. The R&D nodes are different between CTT and the stock tech tree, so the colors won't line up and some tech nodes will be unresearchable unless you edit the Science+TechTree.cfg file in the SciencePlus folder to include them. You would just need to add "@RDNode,XX" to the end of the list until you reached the number of tech nodes in CTT. You'd probably also want to do a bit of reorganizing of the colors for game balance, but it's not necessary and would work fine without.
  14. Apologies for the late reply. I'll try to recreate the bug and see if I can figure it out.
  15. I believe that is possible even just by editing the TechTree.cfg file or making a clever ModuleManager patch (or at least that could handle 95% of the work). I'd be able to do it fairly easily, if a bit messy, but I'm not sure if it'd be included in the Science+ main mod or if it'd be a smaller companion mod. My mod pretty much accomplishes that already, as the final 3 or 4 nodes of each tech branch require the unique science types that can't be found on Kerbin. All of these parameters can be edited using the config files, so accomplishing your goal can be done entirely using this mod (and its config files) and ModuleManager (if you wish to build your own Tech Tree and distribute it). How the mod handles science types: 1. Science types are detected in the config files and are then built into the persistent.sfs in your save file. You can make as many science types as you want. 2. Every time science is gained in KSP, the name of the science will be compared with the "id" of the science types in the config files. So if the science name is "Mystery Goo while flying over Kerbin's shores" then it will try to match any part of that with any of the IDs in the config files. In the case of the config files that I included, it sees that "Kerbin" is in both the science name and the id for Blue Science. You can use any part of the science name as your ID, so if you wanted to change that to "Mystery", then it would give Blue Science every time you received science from the Mystery Goo experiment (or any experiment with 'mystery' in the name). And if you change "Blue" to "Nuclear Physics" then you will get "Nuclear Physics Science" every time you receive science from the Mystery Goo experiment. Then this science value is saved in the persistent.sfs file. 3. When you open the RnD Facility, it looks in the TechTree.cfg file and finds nodes with the new parameter "scitype". This is where ModuleManager comes in handy, because ModuleManager can look at the Science+ config files and edit the TechTree.cfg file to include the scitypes to each node. RDNode,1 is the 2nd node (1st is the default start node) and RDNode,2 is the 3rd node, etc. You can edit these to include your new Science Types by changing/adding/removing the "scitypes" parameters to include the science types that you want to add to the game. The mod will then add these science types to the "Research" button for the tech node. 4. When you click "Research" for a tech node, the mod will determine if you have enough of that science type to afford the node, and if you do it will subtract that amount from the persistent.sfs file.
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