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garwel

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Everything posted by garwel

  1. The power beaming parts (there are half a dozen of these, I think) are unlocked at Advanced Electrics, which costs only 15 science points and only requires Electronics to become available. I think this is way too early as power beaming is obviously a very advanced, late-game technology. On another note, I think the placement of many USI-LS parts (specifically, 3 sizes of Fertilizer Tanks, 4 Nom-O-Matics + their legacy counterparts, RT-500 & RT-5000 Recycling Modules, Observation Cupola, and Viewing Cupola) in Survivability is also incorrect. First, because they are available waaay too early (actually only requiring 5 science points to unlock) compared to all other manned spaceflight technologies. Second, because the Survivability branch mostly deals with chutes and not with recycling and recreation. I suggest putting them into Long-Term Habitation and/or Space Stations sections. Not sure about specific nodes as I haven't reached those yet (and I play with Fog of Tech).
  2. Is there a way to disable AmpYear adding reserve power to all unmanned pods? Free EC seem cheaty to me. On another note, when AmpYear Manager is disabled on a vessel, I can't use SAS or RCS. Is it intended behavior (which means one should never disable the manager) or a bug?
  3. Would love to see CactEye and RoverScience Revisited supported by ETT... EDIT: Interstellar's new power beaming parts are also available way too early, IMO.
  4. Check out the dev thread. There are two links: @JeffreyCor's compilation (in a zip) and a new DLL (1.2_2). Combine them in your GameData folder and it should work.
  5. Cool, it looks like the editor window issue has been resolved (at least in the initial test). Now going to test it in a modded install and new game. EDIT: Yep, the problem's fixed.
  6. I play with 1366x768. The window in KSC appears alright (at the top-right corner).
  7. Here you go. I have reinstalled KSP from scratch (in Steam).
  8. I've run KSP with only KCT and MagiCore and still had the same issue (no window in editor). The output log is here.
  9. This is a known bug, related to new games only. Have you had any problems with a KCT window in editor?
  10. I use ksp1.2_1.dll and I also had this problem when CC was not installed (only KAC and MM). The problem does not seem related to the stock flickering bug either. I'll do another set of tests as soon as I have time (hopefully tomorrow).
  11. I don't think it's a mod conflict as this problem has appeared and disappeared in very different configurations (from almost no mods to almost all of the mods). My versions are: (1) ModuleManager conflict, (2) residual temporary files and caches, (3) stock bugs, (4) some system-specific things, (5) Kraken intervention. @magico13 The output log.
  12. I tried to remove YongeTechTree (and ETT, which requires Yonge), but got the same result, basically, with just KAC and ModuleManager. Here is the output log:
  13. I sure do. They don't look like KAC standard notifications though and they are not marked in KAC event list. Anyway, they don't seem to be related to KCT.
  14. Nevermind, it looks like I had two copies of KER in my GameData. Not sure why there were three, but it's not an ETT bug.
  15. Huh, I've made a fresh install with only very few mods (ETT, KAC, YongeTechTree and KCT) and the problem came back. Initially, I also had KER (dev build), but its removal didn't help. I started a new career game, then (after KCT error message) exited to the main menu and reloaded the game. I then set up KCT options (made sure to enable KCT and spent some upgrades) and opened VAB. The KCT window wouldn't open. I'm attaching the log if it's of any help:
  16. @JeffreyCor I don't know how (perhaps by deleting temporary MM files), but I managed to make the KCT window appear in Editor, even despite the flickering. I have tons of other bugs, but KCT seems to be working ok now.
  17. There's just no such way, as far as I know. You need to discover a reaction wheel or, better, a SAS-enabled probe core to do that.
  18. @OME You need Take Command for that. But it hasn't been updated for 1.2 yet, it seems.
  19. I had this stutter in 1.1.3 (haven't played 1.2 enough yet) too. Once every 5 seconds or so I had a half-second freeze in flight view.
  20. But you have a parachute in the beginning, so you can recover science.
  21. For me, it's the opposite. 1.1 was rock-solid for me, mostly thanks to x64 support, but now I have this flickering (even though I've just started a career game and have like 5 parts in all) in the Editor, which is really, really annoying.
  22. Ok, this is my mod list. The mods that you don't have are in bold. Of these, most don't do anything with the Editor, with the exception of EPL (which displays its window), PDPN, Janitor's Closet, and TweakScale. I'll try removing these and check again.
  23. Oh, I do have the KCT window in KSC (build list etc.). I thought there was supposed to be some other one. So I guess it's not a bug (though not very intuitive either). But the lack of the editor window is very bad because I can't even build anything, with the Launch button disabled. I understand that the flickering (that makes stock toolbar buttons and many windows invisible) starts when you have too many items in the editor. However, I only have very few as I've just started a career game.
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