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KSP2 Release Notes
Everything posted by johnqevil
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3.0 had the blue screen bug, 3.1 did not. I did this testing on 1.3.1.1891 with no other mods present, only KS3P.
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- beautify
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
johnqevil replied to MatterBeam's topic in KSP1 Mod Releases
This working on 1.2? -
Is it not working? I haven't even loaded the game in about a month, so I haven't tried it.
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More than happy to help! Honestly, I just wanted to use the mod (loving it, btw) and figured that sharing it would be nice.
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Huh, I kinda dig this idea. I built government funding into Kerbanomics, which became B.R.O.K.E. But I kinda like the "free market economy" thing.
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I updated it on my rig and I'll be testing it shortly. If that works, I'll submit a pull request on Github with the fix and stick the DLL somewhere it can be grabbed until Ippo finalizes it. EDIT: Temp upload https://www.dropbox.com/s/ehkd3ibnrr7tf4j/ScienceFunding-1.2.2%20TEST.zip?dl=0. I'll take this down as soon as I get word from Ippo.
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[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
johnqevil replied to magico13's topic in KSP1 Mod Development
Quick update on Payroll and Funding: both are ported over and working, with basic configuration menus. -
[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
johnqevil replied to magico13's topic in KSP1 Mod Development
I anticipate having enough ported over for testing tonight or tomorrow morning. There was more spaghetti in my original code than I expected. -
[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
johnqevil replied to magico13's topic in KSP1 Mod Development
Both of those were present and working in Kerbanomics back in Beta, so I should be able to get those ported over right quick. I'm at work til 9pm PT myself, so likely tomorrow. -
[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
johnqevil replied to magico13's topic in KSP1 Mod Development
I'm down for that. Anything in particular? -
[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
johnqevil replied to magico13's topic in KSP1 Mod Development
Wow, I log in for the first time in nearly a year to find someone has taken this over and done some wonderful things with it! Magico13, I'm glad you saved Kerbanomics. I'm pretty sure it would be dead entirely if you hadn't, and that would make me sad XD -
[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
johnqevil replied to johnqevil's topic in KSP1 Mod Releases
You've hit the nail on the head. That high of an interest rate only shows up when you have poor credit (Reputation), so that fits. A credit card typically has a 29% interest rate for people with bad credit. To wit, this is by design. -
[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
johnqevil replied to johnqevil's topic in KSP1 Mod Releases
I apologize guys, life is kinda kicking my butt right now. Expect a compatibility update for this plugin this weekend. -
I'm adding code to deactivate parts of my mod automatically if KCT is loaded, so there's no interaction on tech nodes and parts. I don't think our mods intersect in other places, so we should be safe there. An API would have DEFINITELY made this whole thing easier, though XD! I hadn't considered that. One more thing on the list, I guess
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Let's back up a sec: I'm not trying to add NPC rockets at this time. That would be awesome, but not a near-future project.
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Their Science tree actually has to mimic the players for the most part, since those nodes don't event exist until the player's research window has been opened. They do have their own budget and science pool, and will maintain a staff and contracts list. You'll be able to see all of this information from a panel in the UI. The events are randomly generated using templates and have a chance to fire at certain intervals.
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The way I'm putting it together, it will (eventually) be configurable. I'm still putting together the rival framework. It's definitely going to be more of a "cold war" type feel, with notifications that your rival accomplished something or has a big project in the works. There'll also be an industrial espionage system, though mostly automated right now, where both the player and the rival steal science point/part blueprints from each other.
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I'm unfamiliar with BARIS, but I like the idea.
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The alpha is out now, check the main post for the download!
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Getting closer! Finally got the Research module working just about perfectly, working on the Training module now. Once that's done, it's off to Engineering and then the first release!
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Hey Diazo. Turns out it was (as usual) some mundane detail. The problem was here: project.node = ResearchAndDevelopment.Instance.GetTechState(processor[0]); The techID was being read into processor[1], not processor[0]. I switched them by mistake when cleaning up the OnSave() code that writes them to file. Moral of story: I need to triple check my variables before posting!
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[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
johnqevil replied to johnqevil's topic in KSP1 Mod Releases
Ok, it looks like I need to improve it's persistence settings then. Thank you both for the feedback! -
[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
johnqevil replied to johnqevil's topic in KSP1 Mod Releases
Good to know, it'll be pretty trivial to change that. -
[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
johnqevil replied to johnqevil's topic in KSP1 Mod Releases
That doesn't seem possible, as it simply does a comparison every Update() with it's calculated next update and the current time. Unless the simulation is long enough to fire the next billing, that is. That's the only scenario I can see that it would be possible for that to happen.