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MarcAFK

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    Rocketry Enthusiast

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  1. I'm running 5.0.0.1 and KSP 1.8, And some mods (KCT and its dependencies, toolbar and click through blocker, and magicore) it seems that every budget increment I'm receiving funds equal to my expenses, regardless of my actual income. Also when reputation gets to zero the listed 'estimated Gross Budget' is twice the Current costs, actual income received is equal to current costs. To Reproduce I start a new game, I have Zero reputation, but my Estimated budget is $68,000 and Current costs is $34,000. I use cheats to gain 100 reputation, the estimate then drops to $50,000, with costs still at $34,000. Fast forward a month, I receive $34,000, My estimated income is now lower due to reputation decay, but fast forwarding another month I still receive $34,000. Finally clicking through long enough for my reputation to hit zero, the Estimated Budget once again goes to $68,000, but income received still remains at $34,000 I shall disable those other mods and test again.
  2. It could be a result of the other mods I'm running, however its happening consistently no matter if I have extra funds, enough money , budget surplus, budget deficiet, always the cost is applied but not the income. I didnt have trouble on 1.4 though. I'll Just start up a fresh game without all the clutter and take a screenshot of it happening (if it still does). Maybe I'm misinterpreting what the "cover costs" setting does. I Had assumed that toggling that would change the budget from the default which is to reduce savings by costs when savings are higher than budget . Perhaps to a state where budget surplus is added to savings, however this isn't the case. What does that option actually do? I can't notice a difference.
  3. I'm having a problem in 1.5.1 where I don't get any income at all from the budget, costs are always removed however.
  4. ... I can't believe I made such a simple mistake.meanwhile I did the opposite with tac life support which was nested in extra folders
  5. I've been having the following error with every version I have tried, in ksp 1.4 or 1.5. Here is what I get in the log with a fresh install of 1.5.1 without making history, Only mods are: module manager 3.1.1, Scrapyard 1.1.1 and oh scrap 1.4 :
  6. Oh thats great, I'm sorry for wasting your time, should have mentioned the version I was running. After playing around with system scale I realise that monthly budgets has perfect knowledge of the solar year length, the default ingame calender is a specific number so it can get out of alignment. My problem was because rescaling the system I ended up with weird year lengths. I fixed it by setting monthly budgets to a 365 day year, then tweaking the system scale untill budgets reported the first budget would occur on day 1 of year 2 which would imply a 365 day year (24 hours) . I'm enjoying the mod so far, it gives me a safety net so I can launch without having to grind contracts, but contracts do give a better income. (at least in my config).
  7. I'm running a ton of mods. None I can think of which would have intefered with the income. Ive also noticed a problem with the calendar but that's probably because I resized the system. I hope this upload is good. https://ufile.io/fu5mn
  8. I just started so everything should still be level 1.
  9. I think budget deficits are being multiplied . I have budgets set to 90 day increments, and a budget of approximately $22700 My costs were $22625, plus a couple of thousand for launches I think about $6000-8000 Then had research and big project set to 10%. When the budget hit I was down by $30,000 My numbers aren't exact because I didn't look at the numbers before the budget hit, but theres still a huge discrepancy. Income was 22700 Costs should be 22625 + 2270 (R&D) + 2270 (big project) +6000-8000 (launch costs) So, deficient should be 22700-33165 .. About 11K I lost 30k. Also my Big budget is still at 0 so I guess that isn't added to when you're in deficit? My Guess is since my budget length is 3 times the default of 30 days the deficient is multiplied by 3? Despite the fact that costs and income is already calculated on a per budget basis rather than per day. Am I right or did I miss something? Edit: Maybe I am misunderstanding how things work. My stated income is exactly my reputation times the multiplier, so thats obviously per budget. But the costs displayed are 3 times higher than the configuration, so the config sets it to per month. But the listed costs is already multiplied by 3 so it should work out fine. Maybe my launch costs were multiplied by 3?
  10. I would use this option, personally when I unlock a new node in career mode it's slightly disorienting having so many new parts available immediately (if paid for) I like my progression to be very slow and laser targeted towards what I'm trying to achieve.
  11. Wow that's nuts, I have mine set so that average rockets take something in the order of a month or 2 to build, with rollouts of a few hours to a day. I've mangled the config file in certain ways, but I should be getting a boost when the VAB is upgraded. Also I added in 20%+ rollout costs, also reduced when VAB is upgraded, or slightly by having a bunch of engineers on staff. Here's the config for anyone interested. Combined with a 5 times resize and 8 times rescale, community tech tree, and monthly budgets it's pretty challenging.
  12. I'm So ambivalent about this patch. On the one hand the runways are fixed, on the other... I have so many mods that aren't updated ...
  13. I'm looking forward to this being incorporated into a part failure mod. I've got batteries now that have been reused for dozens of launches and surely are past their prime by now.
  14. You're right. It's too late to change it now because perfect solar days just screws the calendar up for a few other mods i'm using. Particularly monthly budget.
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