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Serben

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Everything posted by Serben

  1. cool. i just gave you a kerbal upboat, AKA a rep point. and it's good to hear they fixed that bug. i have managed to resolve my issues by removing all the decimals in the "Financials" file like you said. from now on i always make sure to not get any decimals when i take loans, so i should be fine until they release the fix. thanks for your help and keep up the great work with KCT.
  2. Wow, thanks! that's really helpful! i remember taking a loan out of like 1 credit just before that bug started happening because i wanted to test something. and then my loan repayment (the number that tells you how much you owe) started showing tons of decimals because i borrowed an uneven number of credits, and combined with interest i ended up having to pay back an amount that contained decimals. apparently kerbanomics doesn't like decimals. i'll just stop using that mod until they fix it. thanks for the quick response, magico, and great work on the mod. i really like it! i wish i could give you rep/likes/reddit upboats/thumbs up etc. but unfortunately this forum doesn't seem to support that. anyway, thanks for the help.
  3. hi, i'm currently using the latest dev version that you (magico) posted yesterday, although this also happened with the last stable version from december. i didn't start a new game after applying the latest dev version .dll so maybe if i start a new save it will be fixed. but i had quite a bit of progress on this save, and i already started a new game when i started using the december stable version of KCT a few days ago so i'd rather not have to start over again. anyway, the bug that occurs is that whenever i exit the VAB, a bunch of craft get added to the build queue even though i didn't add them. if i scrap them all and go back to the VAB and then exit the VAB again, they get added back again. also when i scrap them i get the money back for them even though i didn't spend any money to build them. i made a video of this bug at the following link, it also has the output_log file: https://mega.co.nz/#!FZwADSJK!UoertCwKNh8slI6mIYKwgavfLUSxAcF5s72rzbwELcc i have the following mods installed: KCT (obviously) Stagerecovery (also by magico, in case there's more than one mod called stagerecovery) NEAR Mechjeb KerbalEngineer Joint Reinforcement Kerbanomics KW rocketry Procedural fairings I appreciate any help you can offer in this matter. Thanks. - - - Updated - - - EDIT 1: whoops, forgot the link. i'm having trouble finding file hosting that doesn't suck. i will upload and post a link shortly EDIT 2: added the download link EDIT 3: just remembered i didn't turn on debug messages in KCT settings. i will do that and upload the new output_log. EDIT 4: here is the new output_log. this one has debug messages enabled in KCT settings. the old one, in the file with the video, DOESN'T. https://mega.co.nz/#!AQJDXJTJ!Zs3BVLmYbjELfxP2MGRgERt_Hd0Dw94leL0UrYetBJM
  4. How can i use scansat in combination with mechjeb to find a nice flat surface to land on? i know how to use scansat, and i have fully scanned the planet i want to land on. but i would like to know how i can use scansat to find a flat surface and and translate the coordinates from scansat into mechjeb coordinates, because they use different coordinate systems. thanks.
  5. HELP!!! I've got a craft landed on one of Duna's ice caps, and i have an inline refinery and a nuclear reactor+electrical generator. I can turn on the refinery and use the water electrolysis option, and it draw megajoules from my generator, but nothing happens! I don't get any fuel! I have a liquid engine, and unless i can refuel it i can't get back home since i only have 10% fuel left. My refinery is attached directly to my liquid fuel tank, but no matter how long i run the electrolysis option i don't get any fuel.
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