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sadhfg

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Everything posted by sadhfg

  1. For me, starting a new game with JeremyCor's download (and a host of other mods) produces a scary error, which after digging through the log appears to come from a bunch of MissingMethodExceptions on the method ProtoPartResourceSnapshot.get_maxAmount. If I continue playing, KCT appears to mostly work fine - it gets nonzero build times for ships, the launch button is disabled from the VAB, the build function adds to the build queue, and clicking on the launchpad opens the KCT UI instead (where I can edit the settings, since the scary message replaced the default settings prompt). However, clicking on the runway doesn't appear to be overridden by KCT - I'm not sure if it should, since I never played with planes. EDIT: it appears both the launchpad and runway work, but only after at least one saved ship exists in the relevant directory. I guess the order has changed so now the "no saved ships" override happens before KCT's.
  2. Is there any chance of adding something like a "global productivity multiplier" in the config? I ask because the balance between this mod and KCT is way off. An appropriate rebalance might be to multiply EPL's default ProductivityFactor values by something like 1/100, but as far as I can tell the only way of doing this right now is to go through and modify these values individually for every part, which becomes a pain very quickly. (EDIT: oops, edited the wrong post.)
  3. In the config patches for EPL, the ProductivityFactor arguments are misspelled as productivityFactor, resulting in all the labs having a productivity of 1 instead of 0.6.
  4. To clarify, the bug is/was related to the fact that EPL creates a vessel and destroys it in the same frame while loading before building. Persistent rotation seemed to not like this, and the result was that EPL couldn't load ships, and sometimes I'd get a phantom ship (of whatever I tried to load) showing up in the tracking station on an escape trajectory.
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