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About vardicd

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  1. @linuxgurugamer I'm afraid I may have spoken too soon, I think I've encountered another window based error. The tech window will no longer open if there's more than one project going on. I had one research project going, got enough science together to start another, and scheduled a launch pad upgrade, and now when I click the tech window to see how long each project will take, the window won't open.
  2. Thus far, not seeing any issues with this build
  3. @linuxgurugamer So I just woke up, downloaded KCT, and tried it out, seems to have fixed all the issues I was having with various buttons and interfaces, however, it seems to have created a new one, with itself. When you click on the plans button in one of the editors, the KCT build window bricks itself, again assuming I haven't done something wrong with updating the mod. Updated output log link: For new KCT error.txt?dl=0
  4. @linuxgurugamer I seem to have run into a problem, and I'm not sure what's causing it, I just downloaded this mod's newest version, playing on KSP 1.6.1, and since updating, I've noticed a few other mods have had their interfaces and buttons broken, when I revert back to the older version of KCT,, the interfaces and buttons are restored. The affected mods I've noticed so far are KRASH [the flight simulation mod] FMRS, and x-science I'll post screenshots below. I'm not sure why KCT would be having an effect on these mods, or what I might have done wrong in updating this mod, to cause this problem. I'm perfectly willing to provide you with any logs, or information you need, but sadly the KSP output logs were moved a [few/one] versions ago, and I can never remember how to find them now. If you, or someone can point me at the right location, I'll happily post a link to them for you. EDIT: I found the outputlog: For KCT error.txt?dl=0
  5. I'll play around with it more tomorrow after work and see if I can narrow things down, any further ideas are welcome though.
  6. 1 Quality settings are the same, 2 I do not play with Kopernicus. I have already ruled out both Kerbal construction time, [which modifies launch times, sites, resources, and was my number one suspect] and world stabilizer, which modifies world conditions when loading vessels It's really confusing me, as most of the mods I'm running are just part packs, launch escape systems, near future, feline utility rovers, pathfinder, buffalo, etc, or mods that modify parts, like dock rotate, jet sounds, wheel sounds, mk-1 cabin hatch. Kerbal construction time and world stabilizer are really the only 2 mods I have that affect "the world" to the best of my knowledge. I've got UI mods, like KSP alternate resource panel, kerbal alarm clock, and others like them, but nothing I'd suspect would affect the world, or how vessels load into it.
  7. Here's an odd one, has anyone had any problems launching rockets from the woomerang, or desert launch sites since starting to use this mod? I know it's not a restock issue, because in a clean install with only restock it doesn't happen, but in my main install of 150+ mods, the minute I add restock the restock parts start falling through the woomerang and desert launch site platforms. Insofar as I can tell, non-restock parts aren't affected. I'm starting the process of troubleshooting my mod list now, but was wondering/hoping someone else had seen this before and could give me a leg up on identifying the offending mod. Edit: Correction problem is specific to Woomerang site. Desert site is fully functional with no problems.
  8. Oh... Oh I feel like an idiot. I didn't see that there were 2 download links there. I only noticed the top 2. my bad.
  9. So Maybe I'm clicking in the wrong place, or maybe I've missed something, but it seems that when I click the Github download link for restock+ on the first page, it takes me to the github release for just restock? Can't seem to find Restock+, or is it included in the download of Restock? Okay, correction when I click the github download links for both Restock and Restock plus, it gives me the download of Restockplus, but the Github page says Restocked, which confuised me. the spacedock links take me to the respective mods correctly. Never mind, I'm a blind idiot.
  10. vardicd

    [1.6] BARIS - Building A Rocket Isn't Simple

    @Angel-125 I started my mod testing today, trying to replicate and isolate the bug I had previously, and I saw in a previous post that someone had trouble with Baris+Better burn time+B9 Part Switcher, so I thought I'd start with Better burn time, since I use it also, and right off the bat I thought I hit gold. I discovered I had a number of issues related to workers and buttons not working as I felt they were intended. I then re-cleaned install folder, downloaded a clean copy of KSP and only installed Baris and Module manager to compare, and only realized then that the same issues show up without any other mods installed, I just hadn't noticed when I was first playing around with the clean install of Baris. I've made a video linked below, to show my discovery, and as I say in the video, I'm sorry about the poor quality, and I hope it's helpful. EDIT: I should also add, I don't know if you're aware of these issues, and this is what you were referring to when you said "Sometimes that happens and I haven't figured out why yet." or if you didn't realize that this was present in baris alone, or if you've overlooked this, and thought the issue was only present with a mod-combo interaction. So, I guess I apologize if I've just told you all things you already know, but don't know how to fix. I didn't consider that till just now, long after I made the video and got it uploaded. My original assumption was that you were implying that you hadn't figured out why this happens with other mods. Again, sorry if I miss understood. EDIT 2: I just reloaded my main install with all my mods, and baris' behavior definitely gets worse with all my mods installed, so I'll keep checking to see which are affecting it. Not sure how long this process will take.
  11. vardicd

    [1.6] BARIS - Building A Rocket Isn't Simple

    @Angel-125 Regarding the [non-functional/poorly] functioning buttons that I previously reported. It definitely seems that it's a mod interaction that's causing, or exacerbating the [poor/lack] of functionality. In a stock install with only baris installed the buttons seem to work just fine, mostly. I have discovered that sometimes the '+' button will go unresponsive and fail to add workers to a project, but clicking literally anywhere other than any button, on the open baris window in the editor will reset the button and allow it to work again. In the coming days I'm going to start adding mods one at a time and testing baris to see if I can isolate what mod or combo of mods is making the situation worse. If I'm successful I'll report it to you, and perhaps that will aid in figuring out how to prevent or correct the problem. Should you choose to do so.
  12. vardicd

    [1.6] BARIS - Building A Rocket Isn't Simple

    Okay. Thanks for the answer.
  13. vardicd

    [1.6] BARIS - Building A Rocket Isn't Simple

    okay, so at least I know I'm not the only one that's running into issues. I always feel like a total idiot when I come looking for answers and no one else has the problem, implying I'm doing something wrong or have a unique mod interaction ruining things.
  14. vardicd

    [1.6] BARIS - Building A Rocket Isn't Simple

    @Angel-125 So I just downloaded this and decided to try it out over KCT, which is changing hands, and experiencing growing pains, and it seems I'm having an issue with the workers interface. Just starting out I'm using 50 out of 25 available workers, and if I click the max button it jumps to 75 out of 25 workers. the + and - buttons don't seem to do anything at all. Is this a known bug, or perhaps a known mod conflict? I've tried reading back through the pages here, and I saw overkill13 posted about it above on the 25th on November, and didn't seem to get a response on it. I also see that the mod appears to have updated since then so I'm not sure if the issue was dealt with but then somehow got reintroduced, or if it's just a failure on my end?
  15. vardicd

    [1.6.x] Pathfinder - Space Camping & Geoscience

    The only parts that I know of that gather and store compressed atm are in the Heisenberg airship mod. the large blimp reaction wheel parts generate it, and store an amount. Not sure which other parts from that mod do, if any, but if you want to use those air rcs bits on other craft you should be able to copy the relevant modules from the airship mod, to some other part you choose to make them work.