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vardicd

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Everything posted by vardicd

  1. That's fine, as long as it doesn't mean that I've got something wrong, I can live with a minor color issue. I was just afraid I had something wrong in my install, and it might come back to bite me later. Didn't want to end up with a corrupted save, or end up losing a bunch of craft in flight if the mod broke and I had to remove it or something along those lines. Thanks for the reply.
  2. Anyone using Bureaucracy and Kerbal Foundries at the same time in their installs? I just picked up Kerbal Foundries yesterday, and noticed today, just a bit ago, I had the R+D facility being upgraded to Level 4 and when it completed, it failed to actually go up a level, it's still at Level 3. Me adding Kerbal Foundries is the only thing I've changed since my last building upgrade, so it's currently my prime suspect, considering since I installed it, all the part textures in the R+D and VAB/SPH seem like they've gotten darker, but look okay in flight, I've asked in that page if anyone else sees that or if it's possible I've installed something wrong. I'm going to do some more tests tomorrow after I get some sleep {testing while exhausted is not a good idea}, see if i can verify, and repeat the incident reliably. Thought I'd ask here, if anyone else is using Kerbal Foundries and Bureaucracy, and not having issues, It might help rule it out as the cause, especially if i can't repeat it tomorrow. It might have just been a one off, KSP glitch.
  3. Is anyone seeing darker than normal, and odd artifacting in the R+D screens and part selector menus in the editors while using this? I picked the mod up today and I start noticing the oddities. Everything looks normal in flight, it's just in the editor and VAB/SPH It's minor and I can live with it, It just worried me that maybe I've got something wrong, and maybe someone had seen this/could explain what i've done wrong if anything.
  4. Yeah I've had this happen a couple of times and reported it, but it seems erratic, doesn't happen for me every time, so it's been a bit hard to pin down, restarting KSP clears it and returns everything to normal.
  5. I'm rebooting the game now with this change to my config, so i'll see if this works, but I had just finished testing trying to move other parts as well, the Pollux booster, and the basic solar panel, just for a non engine part, and neither of them would move from their places either.
  6. Yeah That's the one I'm trying to get to move, I don't have a clue as to how to tell if it's being renamed to anything else, and as far as having it's name wrong, I looked in the squad config for the part and copy pasted the line that says Name = Massivebooster, so I'm pretty sure I've got the right part name, or am I looking at the wrong line? Actually come to think of it, I don't think its possible that it's being renamed, I'm using real plume and the real plume effects are being added to the booster, and Realplume calls it out as Massivebooster as well, so we've got the part name right for sure.
  7. Okay, I need some help, if anyone can give me some advice, I'm trying to make a MM config {Which I'm horrible at, and have never understood MM's language} to adjust the position of some of the larger SRB boosters to later positions in the tech tree, as I feel they are too soon in the tree. So far I can't even get the first part I'm testing on to move. I'm trying to move the Kickback, named [MassiveBooster] in the squad config, unless I've misunderstood something, into the veryheavyRocketry tech node. I have tried many variations on: @part[MassiveBooster]:NEEDS[UnKerballedStart]:FINAL{ @TechRequired = veryHeavyRocketry } I've tried AFTER instead of FINAL, I've tried using zzzUnKerballedStart instead of UnKerballedStart. Beetlecat suggested something simpler: @part[MassiveBooster]:FINAL { @TechRequired = veryHeavyRocketry } this did not work either. I do not understand the language of MM, I have read what documentation is available in the MM wiki, and didn't really understand it. I felt like I was trying to read a technical manual written in a foreign language. If someone could explain what I'm doing wrong, I'd be thankful.
  8. @Nertea and restock+ team? Just a heads up, regarding the part: FL-S1200 Liquid Fuel Tank (Nertea): 1.875m soyuz-style LFO tank (White, Black and White, Dark Grey/Orange variants). Disabled if Making History is installed. This part does show up in the R+D building, and can be paid for in a career, even if you have the making history dlc. I just spent 20 minutes digging through part folders in my install trying to find it and figure out where it was coming from, and why I could see it in the R+D but it wasn't showing up in the VAB/SPH. It's no big deal, no that i know it's supposed to be disabled since i have the DLC, just wish i'd have realized that before I sank funds into it in the R+D menu. Thought I'd mention it here, and if there's something that can be done to stop it from being visible in R+D, maybe I'll save the next person the frustration of not understanding why the part that was just paid for isn't showing up anywhere.
  9. @sarbian A question, is there an option to see what your current throttle is instead of having to sort of guess from the position of the throttle on the navball? If I want to set my throttle to exactly 42% is there a way to see that in Mechjeb? I've looked and can't find one, I found a TWR at current throttle, and things like that, but I'm just looking for a pure throttle percent readout. If not, would it be possible to add such a feature? If not, totally understand, just thought I'd ask.
  10. Started a new game last night, and added this to my install, and It does not seem interact at all. You'll have the regular docking ports, and a set of welding ports. I have not yet had a chance to see if a welding port will connect to a regular docking port, or not, as I only just thought of trying it, but even if it doesn't, it's no matter. I don't mind having 2 different sets of docking ports, one for welding/construction, an another set for regular docking. Thanks for taking the time to answer me, however.
  11. I just loaded an f9 save after a plane crash, and got a random event fire? should that happen?
  12. Understood, and the funding thing isn't really that big of a deal, It was just behavior that didn't match what I was expecting in my own head after playing with it and reading the wiki, so I thought I'd ask for clarification. I only figured it out because I intentionally bankrupted my space program once just to see what happens. In all my other games since I started using Bureaucracy I haven't even accidentally bankrupted myself, so it's not something that ever came up before. With the missing toolbar thing It's hard to say, I had it happen once before, and I think I reported it, but hadn't saved the logs, or anything, then couldn't repeat it. It's an intermittent thing. It doesn't happen every time you switch from a sandbox to career, so that's why as soon as it happened this time, I sent everything to you. It's only a minor annoyance anyway, when it does happen. thankfully the mod doesn't actually stop working, so it doesn't break the save game state or anything, and restarting KSP restores the interface. Also I had a thought last night, I started a number of new saves to test a couple of Roverdude's and LGG's mods to see if I wanted to add them to my main save, and during the tests I had a few random events fire, and by the time I migrated back to my main save, It occurred to me, that if you were doing more than one save at a time, it might be nice to have some way to see what random event effects are active, at any given time, other than the chance of fire tracker, I haven't noticed any way to see am i getting a science bonus in this save, or penalty, or extra funding, or was I getting sued, are these effect permanent, have they worn off? I'm not sure how such a thing could be implemented, or if it's even worth it, especially if event bonuses or penalties only last a month, or a few budget cycles, but the wiki doesn't seem explain event effect longevity, and I haven't found anywhere in game that explains that either, but I thought I'd mention it, see what you thought. And I promise, I'm not actively trying to find bugs or break your mod.
  13. Oh, it was apparently a small enough variation that I couldn't notice it. thanks for explaining though.
  14. @severedsolo And further strangeness, just loaded my save game after testing some things in a sandbox, and the Bureaucracy button is no show. I did get trickle science so it seems to still be working but I can't access the interface. Log, save, and screenshot below. if i remember correctly, I typed 'Bureaucracy button disappeared' in the console log when i realized there was a problem. https://www.dropbox.com/s/8kflbx3m0t4a7mq/Player-B button vanished.log?dl=0 https://www.dropbox.com/sh/to21d11slyu7ioy/AAC-A_UN9pYWO1vubzs4KxXca?dl=0
  15. Reading back through the forum, I didn't see any posts referencing it, but does anyone know if the docking port welding plays nice with the Restock/Restock+ changes to the docking ports, or will the 2 mods conflict? Would I end up with 2 sets of docking ports, will it just not work, or will the restock ports gain the welding ability? I'll be starting a new save in a few days and add it then and find out on my own, if no one else knows, just thought I'd ask and see if i could find out ahead of time.
  16. Ah, I see, even if your construction/research budget is showing as 0 funds, as long as you have a positive bank balance, your construction/research departments will drain funds from your bank balance, but I didn't see anywhere, where that was explained, so I misunderstood. I had assumed those departments were funded from the incoming balance, not the banked funds available for rocket construction. Since the incoming fund balance was negative, and the budget was showing 0 funds allocated, I expected those departments to do nothing. It seems instead that {functionally} the incoming balance is deposited into the bank balance, and then the construction/research departments take their monthly funding from the bank balance at the end of the cycle at the same time the money is deposited, so as long as you have a positive balance they assume they'll be funded at the end of the month and actually do work through the month. I did not expect it to function this way.
  17. I still don't understand what buttons are being discussed.
  18. @severedsolo Here's a question for you, I don't know that it's a bug, but maybe an oversight? or maybe it's working as intended, and I'm just thinking about it wrong. When you start a new game, and you have no rep, no budget coming in, Bureaucracy says your current expenses exceed your income. your construction and research departments get no funding. 0's on those lines, and if you let the month tick over, you end up in the red, basically bankrupt. but despite that, your researchers will still process data and give you science, and the unpaid construction guys will still start working on upgrades to buildings. That feels... wrong to me? Shouldn't they go on strike and say, nope, no data and no constructions for you! Or is this just a KSP/mod limitation and not something that can be modeled in game?
  19. Well, looks good starting off. I see buildings are costing me money, and I'm going into the hole if I don't make some rep soon and get that government money coming in.
  20. will check after work today. and who knows, maybe this time I'll manage a full 24 hours with no bugs.
  21. @severedsolo I've done some further tests, for double checking my own results: Install list: Each version tested below will involve completely deleting the Bureaucracy folder and installing a different version clean, no drag drop and overwrite. Each test will be a new save, and I will delete the MM files after each test to ensure it's not some how ghosting things between versions. {don't know if that can be a thing, just being OCD about it. KCT+ Dependencies and Bureaucracy beta version 0.2 + Dependencies Default settings= Maintenance Costs show Custom settings= Maintenance Costs show KCT+ Dependencies and Bureaucracy version 1.1.4 + Dependencies Default settings= No facility maintenance costs. KCT+ Dependencies and Bureaucracy version 1.1.3 + Dependencies Default settings= No facility maintenance costs. KCT+ Dependencies and Bureaucracy version 1.1.2 + Dependencies Default settings= No facility maintenance costs. KCT+ Dependencies and Bureaucracy version 1.1.1 + Dependencies Default settings= No facility maintenance costs. KCT+ Dependencies and Bureaucracy version 1.1 + Dependencies Default settings= No facility maintenance costs. KCT+ Dependencies and Bureaucracy Beta release candidate 1 + Dependencies Default settings= No facility maintenance costs. and one final time, just to verify I get the same results as my first test: KCT+ Dependencies and Bureaucracy beta version 0.2 + Dependencies Default settings= Maintenance Costs show I only see maintenance costs with the older beta version that identifies itself as 0.2 in the default settings config This version: https://www.dropbox.com/s/oghj917srcypprq/Bureaucracy3.zip?dl=0 Every version I load after that one, I don't see any maintenance costs. Sadly I didn't save all of the beta versions, so i'm not sure what changed after that version, nor where it changed, to affect my results. I will be happy to redo these tests as my time allows, and provide you with any additional information you want, logs save files, whatever. I was running through the tests pretty quick, as I needed to leave, 10 minutes before i started the tests, so i didn't stop to save logs, but my own OCD wouldn't let me walk away till I had double checked myself, and these are the results. I guess I just hadn't noticed all this time that the costs had stopped showing up, I only noticed this time, because a random event fired that was supposed to increase my facility costs by 20% and was curious what that was going to put me at, looked and saw 0 cost.
  22. I tested on a clean install Bureaucracy and KCT only, new save. Is there some change I've made to the Bureaucracy settings that might be causing problems? Also, after I noticed it on my main saves, every test I did, including all the older version tests, were on new saves.
  23. Tested on a clean install, Bureaucracy and KCT only, and level 1 facilities continue to show no maintenance costs.
  24. https://www.dropbox.com/sh/hrvw06k261sw5ib/AABX-CErhRmgC1pQ0QR0T69Ba?dl=0 Here's the save, I've tested multiple versions of Bureaucracy, from the first beta version I tested for you, all the way up to the current version, and I see 0 fund costs for level 1 facilities, from the earliest versions all the way up to now, I don't know if I never noticed it, or if I've got some mod that's messing with how Bureaucracy works. Was about to do a clean install test to see if it's there with just Bureaucracy and maybe KCT.
  25. Where exactly should the config you posted be placed? I tried to read back through the forums and follow the posts, but i got lost. I can't figure out where I need to insert this config, or what needs replaced? Sorry to be a complete mess when it comes to MM configs, and I'd appreciate any help or pointers you can give me. I've never really managed to understand MM syntax, or how to make it work, without someone basically holding my hand through the process.
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