Filigan
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Posts posted by Filigan
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hey there! This mod looks realy promissing and i will keep an eye on it, but for now i am not sure if it is refined enough for my taste
How often does the game check for failures?
The main reason for me to ask this is that i have build an Airplane, and after 5 (or was it 6?) flights not a single flight so far, without failure, And i start wondering if i am just unlucky, or use the mod wrong, or some mod incmbatibility causes shenanigans, .... etc. etc.
The design of the plane is more or less the same since the beginning, all parts say there is a 4% failure chance, (except for two elevons which have 25% i dont count them, since i pretty much expected them to fail).
At this point it comes to my mind that, 15 times 4% every minute (just picking a random time factor here) is still huge, especially on 'longer' flights, (like a 40 min's flight to the pyramids.).
I am aware the mod is still beta, and i admit that i didntread the full tread yet, just feelt like sharing some thoughts here.
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Awesome!
I will totaly use this as soon Tac-Ls support is done =)
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I got the same Problem as darloth when i tried this mod the last time (pretty much just as Linuxgurugamer picked it up), with Vessel losses when i didnt lose a vessel, and "killed" kerbals when i didnt lose a kerbal.I suspect some sort of "incombatibility" here, probably with Kerbal Construction Time, Stage Recovery, or maybe KRASH (registering vessel losses during simulations as actually happened?)?
I will give it another go these days and see how it turns out, maybe this problems solved themself with a reinstall.
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Ty for the clarification =)
i will use this for my next career go and see how it 'feels'
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The describet 'problem' gets very itneresting when you thinki about cost efficient designs , like make use of the Reusable stages mod, or spaceplanes.
Cover the monthly cost with leftover credits first. apply the budget afterwards (pay nothing at all if the ramaing credits - montly cost >= budget) seems to be the best/most realistic approach in my oppinion, since it encourages to work cost efficient, without making it (to) exploidable.
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On a second read and with you mentioning no more science grinding, i would guess it is rather i get a fixed amount of the available science per experiment?
MAybe it is just me, and my lack of skills in english reading, but i find it kind of hard to understand exactly what it is your mod does. Maybe yu want to describe it a little more in detail (Just some 'outside' opinion, no offense meant!)
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The to steep AoA might be a thing, i wil check for that
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Pretty much empty, and i start around 15°-20° and with sas engaged it increases over time, as soon as i start to push the nose down things start to get out of hand, it totaly overreacts on the imput.
I think i wll do a complete sweep, and reinstall everything. if this is just happening to me alone, it might aswell be because all this installing/uninstalling/reinstalling of mods over the last weeks might just have broke something
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Nope, STock aerodynamics
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Hi, i have anoying problem with this mod, (or maybe just my engineering?), The shuttles i build with parts from this mod are terribly unstable, and while i managed to get them into a propper orbit (not tested with payload yet, just empty ones), i totaly lose control during reentry, when i get close to 30km, it usually just starts to tumble wilsly, and i rarely get it back under control, before i reach dense atmosphere (and build up some speed falling down almost vertically before that).
What is it i do wrong?
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On 12.11.2016 at 0:10 AM, JeffreyCor said:
I'm not seeing this problem. In fact I'm not seeing an upgrade option on the observatory, it starts from the beginning saying Level 2 Fully Upgraded, though this could be tied to the current upgrade level of the tracking station. Are you using the 1.9.0 development build for 1.2 when seeing this?
I just started a fresh game and now i see the same behavior you describe. i have no idea what happened before.
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I think i found an incompatibility with the research bodies mod: research bodies now adds a observatory building to the space center, when i upgrade this observatory the upgrade is added to the building list, just as expected, once the upgrade is finished, i got "trapped" in some sort of neverending loop, where the message poped up that stated that an upgrade of this building is already ordered, and i got the cost for the upgrade refunded, over and over again, leading not only to a message spam but also to tons of Money, i had to edit my savegame to get rid of the problem.
If needed i will try to reproduce this bug and provide the log file tomorow.
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I see smome strange numbers in my game, maybe i miss something?
i have 4 unassigned Kerbals, and 2 active vessels
Vessel Maintenance cost, and unassigned kerbal wages are set to 1000, so i would expect montly cost of 6000 at this point, yet the budegets window states montly cost of 24000.
Edit: Setting one of the Satelites as depracted (change its type to scrap) the monthly cost drops to 14000, so monthly budgets calculates 10000 per active vessel, despite the fact that i changed this in the options to 1000
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ah, somhow i missed this piece of information, thx
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No, its not this old one.
Start a new game
in the Spacecenter screen: distribute my kct upgrade points
enter VAB
leave VAB
the points are undistributed
i have jsut played around with this issue and realised, if i distribute them again after the first three steps, the problem seems to fix itself.
BUT, when i start a new save, without restarting KSP before i do so, kct seems to load (or carry over?) some its values from the previous save.
-> i started a new game and had 30 upgradepoints, instead of the usual 16, 26 of them where available for distribution, 4 where spend on for research speed. AND in the tech tab all the research projects from my previous game where present.
and yes, i deleted the old save before i started the new one + the new one had another name
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Hi!
i experience a gamebreaking bug using the new (1.2.2) dll
It appears as if kct cant save upgrades. Whenever i enter the VAB all upgrades are reset (and earned points by unlocking technodes are lost)
Since i use a ton of mods, i cant tell if this is caused by some sort of incompatibility.
Save folder: https://www.dropbox.com/sh/4w4qlilk0ij77nu/AAA-K3GsXfyMevJPgpd2YQ1ra?dl=0
KSP Log: https://www.dropbox.com/s/zw25nf9ccv0vpei/KSP.log?dl=0
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Looking forward to see this mod in 1.2 its realy one of those "must have" mods on my list
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Everytim a patch leaves KCT nonfunctional, i realise how meaningless the career mode feels for me without the timefactor kct delivers....
*biting fingernails*
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Cant wait for my birthday present from squad
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hm... ok picking some rather random numbers here:
Montly budget 100.000
Montly cost: 20.000
Current funds: 0
Finishing the Mun Program on the last day of the month: gain 25.000
Next Day i get my new budget funds get set to 80.000
in a situation like this the 25k reward for finishing the mun program will more or less be "lost", unless i sneak in a quick construction order, before the new Budget get calculated.
Anyway, i will just keep playing for now, since this budget in a form like this is a very new experience and maybe i just need to get used to it
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Playing 1.1.3 here, are the ejection modules not working for me because the mod is made for 1.2 and therefore not compatble, or is something broken?
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I wouldnt even call it an issue (free icecream asside ^^), it just feels strange at fist climpse, when you look at things like the mun/minmus/insertplanetname program, the Probe strategies, to boldly go, or Massive Scale launches, .. where Money rewards play a big role.
Those rewards on one side might be very handy to take on projects, like upgrading buildings, that would otherwise exeed your budget. However, you have to be very carefull with your timing otherwise this money will simply "vanish" at the end of the Month, this is what i acutally talk about.
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Nice one! i love it!
the one smal bitter pill is that this mod feels a little awkward alongside Strategia. I'm not quite comfortable to ask for it, since i cant come up with any good ideas myself, but maybe sometime in the future you (and nightingale), or some other talented player comes up with a compatibility patch.
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Ah, nice one. I see some Potential in combination with Monthly Funding and KCT here.
[1.8.x] Oh Scrap!- A ScrapYard based Part Failure and Reliability Mod 2.0.1 (07/12/2019)
in KSP1 Mod Releases
Posted
Ah, thats an interesting way of doing this, and 1 check per flight is more than reasonable in my book
so probably just bad luck.