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Tivec

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Everything posted by Tivec

  1. I can give it a test later today, see if I can figure it out. From what I see, it ticks the science up slowly (Kerbalism, most probably, as data arrives to the KSC), and then suddenly I get a negative amount of science - probably when the event fires and Bureacracy kicks in.
  2. I'm not sure which library is used for the sliders, I'm assuming Unity's own. Could sliders + input box fit? The reason for sliders would be so you can keep the number adding up to 100%. [===== ] [50] [X] In the example above, the slider is locked to 50%. Now the other two will move equally as you drag, and never go above 50% total. Maybe it would be possible to do it every Kerbal day, that could give a good progress for the slow early game where a single budget cycle can upgrade several facilities. ("Hey boss, here's the daily progress on the VAB", "We've made breakthroughs on this project, here's x science") Another thing that I'm not sure is related to this mod but with Kerbalism. Say I have 35 science. I receive a transmission for 5 science from Kerbalism while in the KSC scene. There is a science change of -5, and I'm left with 30.. It is then put in the research screen. Could be a bug, or could be a weird interaction with Kerbalism.
  3. Grats on moving this to release! I started playing with it yesterday and I'm really liking it so far. It makes a lot of sense to have a monthly allowance to work with. There are a few things that can be improved on, and I'd like to list them here: * Sliders in the allocation screen, so that it is easier to balance the allocations to 100. * A way to see the impact of the allocations on the next budget as you are doing them. * Maybe a possibility to see how much your departments got in funding the last budget cycle. * Gradual progress through science and construction - right now it seems to only happen on the budget tick, but it feels weird to me that a building wouldn't be upgraded until end of month if it was done in the early days. I haven't done mod coding for a while, but I can take a look at the source and figure out if there is anything I can do to help with the improvements listed above, but for now they're just humble feature suggestions Again, grats on release, this is something they should have in the base game, tbh
  4. Thank you for the tips. I don’t have the game up and running but i suspect I have to figure out the altitude of the Mun as it passes through the equatorial plane of Kerbin. It should be doable. :)
  5. I decided to give this mod a run, and it looks like a lot of fun. However, I'm a little concerned about the orbit of the Mun. Will I still be able to put up stationary satellites without them being pulled by the Mun sphere of influence? What would be the safe altitudes for constellations? I'd math it out, but my math skills are not quite good enough
  6. Hello, In LogConsole, is it possible to specify so that it will always produce a full stack trace for messages, alternatively specify an exact match that will generate a full trace? I'm trying to track down which mod generates a log message, but the short trace doesn't give me the one I'm looking for. @JWSWhich mod did you find as the cause for "Launcher here(in write): False"? I'd like to have a stern word with the developer Edit: If I had spent some time reading the actual documentation, I would know that I can just click a line in the log console. I'll have the mod I'm looking for identified in a jiffy.
  7. Since 1.4.6, it seems that the second I press stage on a vessel created from the VAB, it immediately switches to 90 degrees off and goes boom. Video below: http://i.tivec.org/2019-03-27_19-41-35.mp4 This seems to happen to new vessels built in the VAB as well as vessels in the build queue. Pretty explosions though! Should also be noted I'm using the mod VABReorienter by Snark so the angle it goes off might not be what's expected. Nonetheless, it shouldn't tilt by 90 when launching Do you want me to put it on the issue tracker as well?
  8. That is what is happening. I think I didn't describe it properly. Let's say I have two experiments available. "Deploy All", "Deploy All except EVA" and "Collect All" are visible. When I press "Deploy All", the "Collect All" button disappears. Now, am I mistaken that "Collect All" should also run the experiments before collecting the science data, or should it be available after I have run "Deploy All"?
  9. Hello! Just wanted to say I really enjoy this mod and was wondering if it is possible to run this alongside of Kramax Autopilot? I'd like to use some of the features of Kramax (autoland for instance, as well as flight plans with multiple points).
  10. Have I told you that you are amazing with your support of all these orphaned mods?
  11. Something I'm a bit confused about. I modded in a science container to all manned command pods, so that science could be collected from experiments without having to EVA my way around the craft. The "Collect All" button pops up properly and lets me transfer data when I click it, but if there are no science experiments available at this time, the button is no longer there. Is it possible to have this visible at all times, or at least when there are science data in experiments that can be moved to a science container?
  12. Would it be possible to allow us to hide or move the drop down button ? I run a scaled UI, and the drop down covers part of the commnet controls and indicators in map view.
  13. Aha! That's an excellent upgrade to KCT, being able to build vessels you frequently build without having to go to the VAB/SPH. Also, did you see the bug I posted on the tracker? https://github.com/linuxgurugamer/KCT/issues/3
  14. I am also seeing this, and in addition to KRASH, I also see it with CraftOrganizer and KAC since the new KCT update. The settings page for KCT itself is also looking very odd since: It is like the button graphics are removed or "forgotten"... Edit: I also found this in Action Group Manager, as well as ScienceAlert ReAlerted. I've attached the log, but a cursory check doesn't tell me anything that could be the reason for the GUI issues. https://www.dropbox.com/s/yorobitx0edrm64/KSP.log?dl=0 On a side note: What's the purpose of the Building Plans page and how are you supposed to use it?
  15. Hello! First off, thanks for a great mod, it's been of great use for me. I've run into a weird issue where the antenna "discs" are oriented the wrong direction: Any idea what could cause this? It started happening today, and I've been unable to figure out what has happened. Edit: Ok, it seems this is related to the inclination of the selected object (a polar satellite in this case). Would be nice if we could manually change it though.
  16. Can confirm that the docking port issue is related to the latest update. Removing the patch for dockingPort2 in SSPXr-StockPartReplacements.cfg solves the issue for me.
  17. Me neither, but it has only happened when I've updated, so yeah, it's really weird Anyhow, It's nothing I can't recover from - it's just a matter of me setting the level in the save file.
  18. I can confirm this working fine now. Not a single excess message showing up Edit: As a side note, I'm playing a SETI campaign, and through that (I think it is CustomBarnKit) I have multiple levels of upgrades on my facilities. Every time I update Contract Configurator, my Tracking Station reverts to the default level, and I have to go into the save file to set it to 0.2 which is the level 2 upgrade. I'm not sure it is CC causing this, but worth mentioning in case there's some sanity checking going on
  19. These kinds of messages aren't spammed at me, but they do pop up again on vessel switch. It should probably be noted that the ones I see now are all related to DMagic Orbital Science contracts, but not sure if that matters though. Scratch that, RemoteTech contracts from the contract pack too, it seems. http://i.tivec.org/2018-04-03_06-51-21.mp4 Edit 2: Spoke to soon, this one happens about once per second for me currently:
  20. I love you! No really, this has been such an annoying bug Firing this up immediately to test, and I'll make sure I'll remove the messages beforehand Edit: I am still seeing a few contracts repeating themselves, particularly DMagic contracts, but nothing near what I used to have.
  21. While out of ContractConfigurator's scope, it'd be nice to have a mod that can filter out messages That said, this bug is driving me insane, and seeing them setting the bug to "low priority" makes me a bit annoyed...
  22. Ah, so it is confirmed it is a bug and will be addressed by Squad?
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