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FuriousSquirrel

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    Bottle Rocketeer

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  1. @linuxgurugamer do you take configs for Engine Ignitor to place in the Github? I created a set for Streamline Engines. I found it bothersome to not have ignitors on such beautifully crafted engines. heh
  2. Sweet. Glad you were able to find the issue. Doing Kerbalkind a huge service!
  3. Yes, the rocket shows at a right angle and the engine particle effects show as well. It's pretty common with KCT and has been for a very long time or at least as long as I've been playing with the mod the last couple years.
  4. Interesting. I'll see into it more when I get home from work and I'll get you a log and compile as much information together as I can. When I build my test rocket I use a pod, a booster, and parachute and yes I do it on career mode.
  5. KCT Version: 1.4.5.4 Science Alert Version: 1.9.6 KSP Version: 1.6.1 On the vessels you have problems trying to recover, were they involved with a contract, and if so, which contract? No contracts taken, completely fresh install, just built a craft, tried to recover on the launch pad, unable to recover.
  6. @BlackHat Glad, this helped then. Today they released [x] Science again, and so I'm using that once again, it's working fine with KCT, so I recommend doing that instead. The timing for it to come back was perfect.
  7. Great news! @linuxgurugamer I found the offending mod preventing craft from being recovered. It's actually another mod you are looking after as well. ScienceAlert Realerted. It took some time to narrow down but once I did, I tested just KCT, with ScienceAlert Realerted and it's dependencies and noticed that it would not allow recovery of craft. I then tested it without sciencealert installed and keeping the dependencies to rule them out (click through blocker and toolbar controller) and that worked fine. So 100% positive ScienceAlert Realerted is preventing craft from being recovered. I even reinstalled all my mods, and tested just without ScienceAlert to rule out any other issues, and voila! Things are working correctly! It seems odd that ScienceAlert has this effect on the vessel recoveries. I'm sure this is more than enough for you to find the reason for this. I'll happily enjoy KCT without ScienceAlert.
  8. Yeah, it's reoccuring under new saves as well. I'm trying another thing to see if it occurs before I head to bed.
  9. I tried the updated Contract pack for Bases & Stations to no avail. So I eliminated the contract packs from the equation and the problem persists, the error line I'm getting is: [ERR 23:58:42.711] [KCT] Error while recovering craft into inventory. I've been slowly removing mods to find the culprit and still have not found anything after removing a whole lot of mods. I'm falling asleep at this point and have been working on this for hours. I'll post another log file without the contract pack errors, in hopes to guide you further in the process and I'll leave a save file for you to look at. I'll continue looking into this when I have more free time. KSP Log without contracts pack and variety of mods: https://drive.google.com/file/d/1nwvhXMhns9tH4TGOBBArCeIHx6z7mq7f/view?usp=sharing Save file (been using for test purposes: https://drive.google.com/drive/folders/1aCPeGBSITWYwCDuXt9AfL_GbwETtEdr0?usp=sharing Best of luck, I'm starting to lean towards the mod itself at this point. I'll try one more test with just the mod and see if I can get it to fail as a last ditch effort.
  10. Well usually I'm doing part contracts, and that's when I first noticed it. But I even noticed it after a flight when completing a SETI Contract of researching 18km. I have also noticed it happen on GAP contracts, and the errors are all the same whether I take contracts or not. So I'm not sure if it's the contracts error that is causing the unrecoverable vessel. I'm having a hard time narrowing it out to any specific one thing otherwise I would've come to you with more information. This may have to do with another mod entirely, since I just completed some contracts with just KCT and the contract packs without any weird behaviour. It's odd how it doesn't show up at first, but then appears all the time and even with no contracts on the go, craft are still unrecoverable. I'm sorry I don't have any more information, this problem is difficult to find. However, after it occurs once, it never goes away.
  11. Well I use Contract Pack with the following contract packages: - Bases and Stations Reborn - Clever Sats - Field Research - GAP - Kerbal Academy - Remote Tech - Tourism Plus Along with Contract Parser, Contract Reward Modifier, Contract Configurator, and SETI-Contracts. I'll put together a separate KSP, and let you know what I can find in regards to this, at first though everything will work fine, even with some contracts, but then things just go awry. I'll see if I can nail down the moment it happens. EDIT: After testing a new game, and being able to recover aircraft, the logs still show a repeat in contract errors as you stated and as seen in the log after craft are not recoverable. Still doing more testing.... Link to screenshot of error message. https://drive.google.com/file/d/1wjJWXwVqDf-i7gn9Nl_d0jPVkCXAsXus/view?usp=sharing
  12. I've run into an issue with recovering vessels, it works fine at first when starting off in my game, but the moment I start doing part contracts or even contracts it prevents me from recovering aircraft and gives me the error message, I've tried reloading the scene and the game to no avail. I'm not sure if it's related to contracts or if it's related to part unlocks. I'm not entirely sure, I've posted the link to the log if you want to have a look. https://drive.google.com/file/d/1Ragst3o7KQ-nDGVEPt-6eZrHXz-Cs6LY/view?usp=sharing
  13. You are the man Linuxgurugamer, taking on the mods we love, keeping them alive and doing the hard work. Hopefully KCT will work for me again, been waiting for the fix, figured I wasn't the only one and it looked like you were already on the hunt! BZ! Keep up the amazing work, I dread the day you disappear from the community.
  14. Couldn't find any information on this but the Offices produce cash at an alarming rate. They don't seem to follow the standard cash flow model that was created. I could make 24000 off one guy in a matter of seconds as oppose to the rate of 0.12 per 12 hours! It's producing at 0.12 per millisecond it seems. I'm going to see if I can slow it down by adjusting the config file for the office, however, is there another way to bring the rate in to the correct amount? I would love to use this feature but it feels like cheating to me.
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