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AndrewB

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Everything posted by AndrewB

  1. Great news - I'm still making use of the other engines that come with this mod - they really help dealing with aerobraking, but there was a brief period where I had the landertron retrorockets working with remote tech and it was beautiful!
  2. Yes, especially the hatch, if there is something radially mounted to it. In two situations: 1) During load on the launch site (even with Kerbal Joint Reinforcement) 2) If I attempt to use physical time-warp.
  3. I have kerbol plus, which includes Kopernicus, so imagine that coudl be it (not tested yet). Even with build time for KSC upgrades turned off the problem persists in that upgrade don't actually happen (but the funds bug does not appear). Looking at the KCT code it is the FacilityUpgradedEvent that keeps getting called (in the case of instant upgrades being disabled) because the line: KCT_Utilities.AddFunds(listBuilding.cost, TransactionReasons.None); Must be the one that is causing the funding to keep going up. Note sure why Kopernicus would interfere with this though! I'll try uninstalling Kopernicus to confirm. I can see how the alternative of overriding the upgrade button would be more 'invasive', but maybe a more elegant solution. Just to check it's nothing to do with KSP storing upgrade levels as 0.5 instead of whole numbers (I presume not as you record the upgrade info in a KCT specific object)? - - - Updated - - - Quoting myself, sign of madness? Anyway I can confirm Kopernicus seems to be the source of this particular clash - upgrading works fine without it. I've had a quick scan of the Kopernicus code, but it's too clever for me, I will ask on that thread and see if anyone has an idea what might be causing it.
  4. Standard satellite polar orbit mission. Recoup some funds for launching part of my remote tech relay network, I'm so clever. Get everything lined up nicely, then check ascending node... 179.3 degrees.... Relaunch. Check ascending node. Get into orbit, check ascending node, all good. Match orbit, contract doesn't complete, now what? Have a goo canister on board... So one more to the checklist: Read the contract properly!
  5. Hi All, I'm getting a rather strange problem when I try to upgrade a KSC building (specifically the Astronaut complex). I'm running a lot of mods, so I'm just checking to see if anyone else has seen the problem before I investigate further. Here's what happens: I hit the upgrade button, and then suddenly I'm super rich - the funds meter at the top of the screen keeps going up for ages. Looking in the save file it seems to increase my funds by a factor of 1000. Worse than this, I keep getting a message saying that the building is already upgrading. When it gets to the end of the upgrade time it doesn't complete the upgrade, but rather starts it again (ad infinitum). Looking into the save file I can see in the KCT section that the upgrade is there, the only thing suspicious is that it seems to be upgrading from -1 to 0 (rather than 0 to 0.5). Some testing: It doesn't happen with instant KSC upgrades enable. It does happen from level 2 -> 3 upgrades It does happen for all buildings (thought it might be a clash with a mod that modifies astronaut complex behavior). Anyone else getting this problem? Like I said I've got a lot of mods installed (CKAN says 110) so I'm sure it's just a clash with another mod, but just wanted to check.
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