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Everything posted by vardicd
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@severedsolo I'm afraid I may be about to not wait a day before dropping some bugs on you, first, a question about kerbal morale: Is Kerbal morale supposed to drop to 0 with a single death? or is it supposed to step down slightly? because 1 dead Kerbal later, Melba seems completely done. Second, it seems that after upgrading versions, my buildings have decided they are all maintenance free, as my facility maintenance costs are now 0? The save specific config for Bureaucracy: AutoBalanceSettings = False ShowKCTWarning = False ContractInterceptorEnabled = True HandleKSCUpgrades = True HandleScience = True StopTimeWarp = True UseItOrLoseIt = True HardModeEnabled = False RepDecayEnabled = False AstronautTrainingEnabled = True RandomEventsEnabled = True RandomEventChance = 0.100000001 TimeBetweenBudgetsDays = 30 RepToFundsMultiplier = 2227 ScienceToFundsMultiplier = 1000 RepDecayPercent = 0 AdminFacilityBaseCost = 3000 AstronautComplexBaseCost = 3000 MissionControlBaseCost = 3000 SPHBaseCost = 2000 TrackingStationBaseCost = 4000 RndBaseCost = 6000 VABBaseCost = 3000 ModFacilityBaseCost = 6000 BaseLaunchCostSPH = 500 BaseLaunchCostVAB = 3000 CrewBaseWage = 1500 LongTermMissionBonusPerYear = 5000 LongTermMissionBonusPerDay = 30 BaseStrikesBeforeKerbalQuits = 6 StrikeMemoryMonths = 6 DeadKerbalRepPenaltyPercent = 5 And hey, here's a log: https://www.dropbox.com/s/iqfbzlgb0013v81/Player dead kerbal and maintenance bug.log?dl=0 EDIT: I just rolled back to the previous version and started a new save to check the maintenance costs display and it's still showing 0 costs there, but i feel like i remember that having a cost value at one time, going to jump back a few versions, may even go back to a beta version and test again, see if I'm remembering wrong and that field was always blank, and if not, which version it went blank on. EDIT 2: I decided to test on the previous version by upgrading a couple of facilities and discovered, facility maintenance costs start showing a value once a facility has been upgraded to level 2, level 1 facilities are just maintenance free>? that can't be right, is that how it's supposed to work? EDIT 3: I just rolled back to the earliest version of Bureaucracy I have saved, which is one of the early beta versions, and the maintenance cost show 0 funds for level 1 facilities even that far back, so at this point I'm not sure if that was intentional design plan, or oversight?
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@severedsolo Just had the bug with being unable to upgrade the runway, got a log, and remembered to add "bug occurred here" in the console, at least i hope i did that right. save file too https://www.dropbox.com/sh/jdey5ojbyerixhg/AACufF67fcT9PUZ3O_6Gbwj-a?dl=0 https://www.dropbox.com/s/6xnky4h8c9rwvr0/Player Runway bug again.log?dl=0 Exiting KSP and restarting again seems to have cleared the issue, allowing me to order an upgrade of the runway, of note, however, upon restart, all the upgrades I'd already ordered, launchpad, VAB, and SPH, had disappeared out of the construction tab and had to be re-ordered. it was a fresh start so there was no progress on them, just the orders had vanished. don't know if that's relevant.
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[1.12.5] Restock - Revamping KSP's art (August 28)
vardicd replied to Nertea's topic in KSP1 Mod Releases
Can't say I've seen that. -
So I started a new save to try the Kerbalism mod, and I don't know if it was just KSP being KSP, if it was some artifact of me just upgrading Bureaucracy, or if there is some {random/occasional?} interaction with Kerbalism going on, but I couldn't add the runway to the upgrade list. I was able to add the launchpad, VAB and SPH, but when I tried to add the runway, nothing happened, no popup. Removing Kerbalism allowed me to put it in for upgrade, so I cancelled it and I re-added kerbalism to test it, and the second time around, it worked no problems. https://www.dropbox.com/s/hb6x1twgq55zgsw/Player B-K.log?dl=0 Throwing the log in here just in case.
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Hope you get to feeling better soon, thanks for the partial fix, no one would have faulted you for waiting till you were better. A question when you feel like it, is there a way to see how much the maintenance costs of a building increase when it's leveled up? some line in a config somewhere? is it configurable? I don't know if there is already something there I'm just missing or not.
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@severedsolo I just had my first Kerbal death event since I started using Bureaucracy, and neither of my remaining Kerbals suffered any morale hit, but it also seems my rep didn't take any hit, and strangely seems to have gone up? as my monthly projected budget is now higher than it was before the accident. I admit, I think I turned my kerbal death rep penalty down [DeadKerbalRepPenaltyPercent = 5} I didn't have a death event with previous versions, so I don't have a basis for comparison, but I feel like something didn't work right here, and I don't know if it's down to my changed settings, or if something just didn't work correctly. Have you had any experience with death events, or do you think the changed value could have something to do with it, or is there some other setting that may have some effect on this? These are the 2 kerbals, not showing any morale hit, and their courage stat doesn't seem higher than average, so I'm not sure what the % chance for them to just shrug off the morale penalty is? Also I am using a couple of mods that affect Kerbals, so i don't know if those are affecting the way Bureaucracy affects them? Name generator and earn your stripes.
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I like how the entire time I was trying this and testing it while it was in beta my antivirus gave no concerns about downloading new versions, but now that it's officially released, every time I go to download a new version, my antivirus has a conniption fit about it, instantly throws it in quarantine, and I have to go through the steps to un-quarantine, and restore it before it'll let me use it. {insert extremely over dramatic eye roll here}
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[1.12.x] Near Future Technologies (September 6)
vardicd replied to Nertea's topic in KSP1 Mod Releases
@Nertea Whelp, I think I figured out my problem. when you mentioned the DTS-J1 was a restock antenna I went digging in the config files in restock, and surprise surprise, I missed that the DTS-J1 is listed as a DIRECT antenna, not a relay. so the relay antenna on my uncontrollable probe core, is connected to the DTS-J1 on the "relay" and that antenna is connected to Kerbin, but since it's not ACTUALLY a relay, it's not relaying control from Kerbin. Pardon me while I go park myself in this corner and put my dunce cap on, cause I deserve this. Thanks again for trying to help me and sorry to bother you with my own failing to notice details. I'll just redesign my relay sats to actually have some relay antennas on them and then see if i can get some probe control..... -
[1.12.x] Near Future Technologies (September 6)
vardicd replied to Nertea's topic in KSP1 Mod Releases
I'm afraid this didn't do anything, the probe still remains uncontrollable. This is blowing my mind, the game shows it as having a connection to Kerbin, you can see the line of communication, but something is blocking control and I can't figure out what, I've never seen this before, but thanks for taking the time to try and help me. -
[1.12.x] Near Future Technologies (September 6)
vardicd replied to Nertea's topic in KSP1 Mod Releases
This lander has both a HG- 5 high gain antenna and a communitron 16, and Probodobodyne QBE probe core for remote, pilot-less control. pinned in the picture. It is connected to this relay: Which features the communotron DTS-J1 and has a link to both Kerbin, and the probe controlled lander -
[1.12.x] Near Future Technologies (September 6)
vardicd replied to Nertea's topic in KSP1 Mod Releases
The craft with no control is using both a HG- 5 high gain antenna and a communitron 16 it's connected to a relay with a communotron DTS-J1 As far as I know i'm not using mods that affect commnet Here's a screen shot of the mods I'm using -
[1.12.x] Near Future Technologies (September 6)
vardicd replied to Nertea's topic in KSP1 Mod Releases
@Nertea A question, would this mod affect how stock antenna's work? ranges or connections? I've got a game where I have craft connected through a relay, but they are showing no probe control, despite the fact that the in game map shows a green line connection between the probe and Kerbin. I'm not sure what's causing this behavior, as I've never seen it in previous games, and this mod is one of only 2 that I've added just for this save, the other being Severedsolo's Bureaucracy mod, and he's already helped me trouble shoot that mod as not being responsible. I don't know that this one is, but I'm trying to figure out how to disable it to test, without removing it completely. Pretty much all the craft involved use parts from this mod, so if i remove the mod, all the craft go poof, because of missing parts, and I'm not sure what configs to remove from the mod to disable any antenna changes without actually removing parts, which would break the craft. EDIT sorry near future exploration specifically, -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
vardicd replied to SpinkAkron's topic in KSP1 Mod Releases
I have a question, and forgive me if its been addressed somewhere and I've missed the answer, I've been playing with the mod for a while now, and have come to realize The LV-T05 and LV-T10 never show up in my game, I'm using restock/restock+ and wondering if the model changes in those mods might have something to do with it, or if anyone has any idea why this could be happening -
@severedsolo Is there anything that Bureaucracy could be with the changes to the tracking station/ranges that might block probe craft from getting connected to KSC? I've got a craft in Minmus Orbit, showing no connection to Kerbin, despite the map view showing a green connection through the relay sats. The first picture shows a connection because I took a picture of the craft before i lost direct connection to kerbin, the other 2 are the same craft after it orbited behind Minmus, and lost connection, even thought it shows a connection through the relay. I'm not aware of any other mods I'm using that affect antenna's or ranges.
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No problem, glad to help, let me know if you need anything else from me.
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I don't know if it would have any bearing on it, but for full clarity, the test i was running for Linuxgurugamer involved loading a previous version of his mod, Launch numbering. both times I've gotten the instant complete was on mod changes, updating the version of Bureaucracy last time, and now rolling back the version of Launch numbering. I don't know how or why of if, changing versions of another mod would affect Bureaucracy, but I don't know if it could be relevant, so I figure I should mention it.