severedsolo

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About severedsolo

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  1. Cassini's last year at Saturn

    I am really sad to see cassini go, this is the mission that really got me into space. I remember sitting at school with my best friend, researching it while we were waiting for it to arrive. It launched just before I started high school, and arrived just after I left. It's weird to think it's been up there my entire adult life and now it's just gone. Also makes me feel a bit bad, it's done alot more than I have with that time Also if you are in the UK, Bbc2 are doing a horizon special on cassini at 9pm on Monday
  2. [1.3] Monthly Budgets 2.7 (29/05/2017)

    Awesome. If it was going to break I would have expected it to do so quite quickly. If nobody reports any problems I will do a full release when 1.3.1 hits
  3. Development Update for Consoles!

    That would not be the end of the world TBH, 1.2 (assuming it's 1.2.2) is solid. All 1.3 really adds is localisation, Asteroid Day and ambient lighting if I remember rightly.
  4. [1.3] Monthly Budgets 2.7 (29/05/2017)

    I've compromised, it's all handled by the GUI, but when you withdraw the funds it automatically turns itself off, so you still need to plan in advance, it won't just passively build up if you don't tell it to.
  5. [1.3] Monthly Budgets 2.7 (29/05/2017)

    Ah yes, I always forget that Funding is a double, when the game displays it as an int. Suitably rounded off for the full release. I won't bother doing a new pre-release for something minor like that, but if any major issues occur I will do a new beta when I fix them. Please test saving and loading too if you can.
  6. [1.3] Monthly Budgets 2.7 (29/05/2017)

    @klgraham1013@larkvi @Jade_Falcon @Rabada (sorry if I've forgetten anyone - and anyone else who is interested) I've pushed a pre-release with the "big project funding" options in the GUI. - if you are interested you can get it here: https://github.com/severedsolo/MonthlyBudgets/releases/tag/3.0b1 I also re-wrote the saving mechanism completely, because when I first wrote it, I had no idea what I was doing and it had a dozen band-aids stuck all over it - so back up your saves, as something may break (at the very least I think it may trigger a budget straight away). As I re-wrote a big chunk of the mod, I'm expecting something to not be working properly that I've missed, hence the pre-release.
  7. [1.3] Monthly Budgets 2.7 (29/05/2017)

  8. So I just picked up a steam link and a controller in the Steam hardware sale. Naturally one of the first things I have tried on it is KSP. I loaded the official config, which seemed pretty much what I wanted the controls to be mapped to anyway, but the only problem is, the controls never switch away from "Menu Controls". So when I load a flight, the joystick just moves the camera around and "Y" increases timewarp, instead of activating SAS. When the flight loads, I get a message in the top right hand corner that says [SteamController]: Flight mode - but the controls aren't switching. I also can't figure out how to manually switch the controls to flight mode. Now, yes I could remap the Menu controls to flight controls, but it would be easier if it actually supported the different configurations, as that will just make navigating menus difficult. So am I missing a trick here? Is there something else I need to do? Is there a way to force the controller to switch modes (I wouldn't even mind that tbh) Here's a log if it helps: https://www.dropbox.com/s/ivrtklna104p7ty/output_log.txt?dl=0 Edit: Never mind. I am a blithering idiot. My PS4 controller is ALSO configured as a Steam Controller, and I left it plugged in after playing F1 2016. Steam naturally defaulted to the wired connection, and the Steam Controller was being treated as secondary input.
  9. [1.3] Monthly Budgets 2.7 (29/05/2017)

    I think we have a winner. My initial idea was to divert the funds to a separate pot and have you use the GUI to activate the upgrade of the building. This would have needed code changes in KCT though as the Facility Upgrade event would never have fired, so KCT would have had to listen for an event fired by MB instead. This is the best of both worlds though, you can just take the funds from the separate pot, and activate the upgrade as you normally would. KCT will be happy, and you have the funds. Implementation should be easy, as the GUI is already in place I'd probably replace the existing "Emergency Funding" options with this. So the next question, and I'll open this one up to the floor, as I don't particularly mind either way: It doesn't look like it would be too difficult to create a new strategy, so assuming I can get that working - would you rather have a fixed percentage of your budget diverted to the "slush fund" every cycle, or only when a strategy is activated? (the idea would be that you would activate the strategy when you are considering a big project/building upgrade, and would require a little forward planning)
  10. [1.3] Monthly Budgets 2.7 (29/05/2017)

    @larkvi @Rabada -This has always been a problem with MB if I remember rightly. Mostly it's because the currency balance in KSP is waaaay off. So right now you have a couple of options (I may have a code solution, which I'll talk about in a minute, but I don't know if it's going to work). 1) I personally, temporarily increase my budget multiplier when I want to do the Tier 3 upgrades. It's a little cheaty, but it does help. Once I've done my upgrades, I turn the option that penalises you for being under budget on (I can't remember what it's called off the top of my head ironically) - that way if I'm not spending the whole budget on my rockets, eventually it will even out. 2) If you are using KCT, you can pump money into building rockets just before the budget, and then cancel them once the budget fires. You'll get your funds back, and this will take you over the cap (MB actually only checks on the budget cycle, the rest of the time it's just going "is it time to do the budget yet? - Nope? then I'll just sleep for a few seconds and check again). 3) You could use CustomBarnKit to reduce the cost of the upgrades. As I said, both of those are a little cheaty, and are more exploits than a solution, so let's talk about code solutions (again, I have not tested whether the KSP API will let me do any of this, so this is just an idea that may or may not happen at this stage). I could allow part of your budget to be "diverted" to a building upgrade fund. I'm not 100% sure how this would work yet, but in my head it works something like, a portion of your budget is added to a separate pot (that doesn't get capped between budgets) - when you try to upgrade a building, if there is enough money in the pot, the upgrade happens, otherwise it doesn't and you get an on-screen message telling you why (this may or may not work with KCT though, as that also overrides building upgrades).
  11. [1.3] Monthly Budgets 2.7 (29/05/2017)

    No, thats exactly the opposite of what I was trying to achieve (it annoyed me that many mods would just keep heaping funds on you) You are probably looking for either StateFunding or KSPCasher (there may be others, those are the ones I'm aware of)
  12. How to get to other planets?

    You are forgetting about Oberth. - It's almost always cheaper to burn near a planet than it is to escape and then set up your maneuver. I actually think it is cheaper 100% of the time, but I will say "almost" because some smart-alec will come along and prove me wrong otherwise. To answer OP's question: Would also recommend Astrogater. You CAN set up interplanetary maneuvers by hand, but it's a pain, Astrogater will pretty much do it for you (although it usually needs slight adjustments)
  13. Forum Colour Schemes ?

    Well, I don't particularly like the style, but I can at least read the forums using that theme without wearing sunglasses so I thank you!
  14. Demo!

    There was mention of this in another thread recently, but I don't seem to be able to find it now. The demo has been taken down until 1.3.1 is released, as it was based on 1.0 and isn't really representative of the game as it was now. I believe a new demo will be uploaded then
  15. It was more "The engine failure module needs an overhaul, so rather than fixing a broken system I'll just re-write it at some point and disable solids for now" - but thank you, TBH this wouldn't have even happened without DangIt - I spent a couple of days just reading the code, figuring out how things are done. On that note - apologies for the quietness lately, the last Windows 10 Insider build corrupted my OS, so I've had to re-install Windows, which means I lost my mod-dev setup. I'm re-installing Unity and VS now, but these things take time, even on a Fibre connection. This is why Microsoft don't recommend Insider builds on a production machine I guess.