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vardicd

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Everything posted by vardicd

  1. No worries. just asking for clarity. I'll just impose a self set time for construction use limit before I allow myself to use new pads.
  2. Noted for future reference. will this fix deal with the instant completion of newly ordered launchpads? If i ask KCT to build a completely new pad, poof there it is, which was why i originally raised the issue, or is that just something we're going to have to live with with how KCT deals with the different launchpads?
  3. Well, I'm glad you figured it out, my recording and editing program decided to crap all over itself today, and I can't get a recording made. Side issue, I started a new save to do the recording, and then i deleted it, and Bureaucracy has vanished from my main save. I no longer have the icon in game, and KCT is performing upgrades as if the mod is no longer there. It still shows in my install, and I still have the local settings file in my save game, but it's just gone. Currently restarting to see if that fixes it. Restart fixed it, but I can not reproduce. Don't know if you want to play around with it, but it did happen once. positive side that oopsie got my Kennedy launchpad to Level 3 because Bureaucracy wasn't there to stop it that time.
  4. Easier to show then tell, I'll fire up KSP and record quick video. Once I've got it posted to youtube i'll link it here and tag you. Shouldn't take too long, depending on how long it takes youtube to upload.
  5. @severedsolo Update for the Potential bug/interaction with KCT and Bureaucracy. Additional Launchpads built by KCT don't seems to be upgradable. they appear stuck at the level they are first built at. selecting the new launchpad and attempting to upgrade it will cause Bureaucracy to add it to the construction menu, and will cost funds but seems to do nothing once the project is complete. I've verified that the work isn't applied to the primary launch pad either. I've updated the issue i raised on github with an addendum notation on the original issue posting.
  6. Okay, cool. Also looking at the latest version you posted, unless i've missed something, the download link to your github, only shows download links for the source code?
  7. @severedsolo is the Administration building supposed to only have 3 levels? or could this be an interaction between Bureaucracy and Strategia [which is the only other mod i think i have that affects the administration building]? or maybe even something else? The tracking station is the only building listed as an exception in the wiki.
  8. EDIT: Post removed because I figured out my problem on my own.
  9. yeah teh asterisk menu is how i've been doing it as well, and that's fine. I just wanted to know if it was a local problem or not. thanks for checking.
  10. I agree of all the pods, that one is my least favorite, and needs work.
  11. Ah whoops, that's what i get for trying to help close to bed time, i missed that he was playing on an older version of KSP. my bad.
  12. huh, strange maybe I miss remembered the times between events, but I swear it was only a few days. I'll double check it on my end, and record the times they fire. If I see it again, I'll shoot you the log and record, see if I've got something strange going on local.
  13. That seems to have done it, appears to be working again for me.
  14. Okay, Also think I got a reminder set up for you, under issues on Github. I hope thats what you meant, anyway.
  15. 1] no problem just wanted to be sure I was understanding what i was seeing. 2] understood, just wasn't clear on how that worked exactly 3] I'll try and figure out how to add that to github, not really familiar with it, so that may take me some doing. 4] Random events appear to still be firing too often. I had one fire while I was building a plane, which while the plane was about 5~ish days away from launch. launched the plane and did a flight to the north pole for science collection, and upon recovery of the plane had another random event fire. I don't know the exact time frame between events, but it was within 5-13 game days.
  16. The current ModuleManager version is 4.1.3, and I believe the current versions of KCT and several other mods need the up to date version to work. Also you shouldn't really have 3 different versions of ModuleManager in your install. Some times you'll get older versions in mods you download, because those mods haven't been updated for a while. Grab the most up to date version from the source linked below, get rid of the other 3 versions in your install and see if that fixes it?
  17. Testing new version, looking good, one question though, I'm assuming this [value in the orange circle] is the total funds need for all constructions, correct? I did notice that in the screenshot above I was working on the R+D [already in progress] when I upgraded versions, and had just added the launchpad, runway, SPH and VAB. For some reason it prioritized the launchpad over the R+D facility, even though I hadn't chose to prioritize the launchpad. It hasn't done it again since, as far as I have noticed, so maybe it was just a fluke of upgrading versions? Thought I'd mention it anyway though. EDIT: Upon completion of the R+D facility, the overflow funds went to the Runway, at the next budget cycle funds were instead applied to the Administration facility, should the overflow from one cycle and the target of the next cycle's construction funds be different? I don't know how that choice is made, so I'm not sure if the overflow funds [past what a facility needs] are just randomly applied somewhere, or if what it's applied to should be the next facility in line? EDIT 2: I just discovered another interaction with KCT that strikes me as odd, but don't know if there's anything that can be done about it. KCT provides the ability to construct additional launchpads at KSC so you can launch more rockets faster. With KCT facility build times off, and building upgrades handled by Bureaucracy, additional launchpads are completed instantly. It's sort of jarring that It's taken me months and months to upgrade my main launchpad from level 1 to level 3 but if i have the funds and ask the construction crew for a new level 3 pad, they just snap their fingers and poof there it is instantly. Just mentioning it, as I said, don't know if there's any thing that can be done about it, or if its a quirk we're just going to have to live with.
  18. I can't really think of any needed changes for research. The only 'flaw' i can think of, if you could call it that, is how all the research results get smashed and unreadable if you get too many at once, but you already said you hadn't figured out how to make it scroll-able. It's not really a big deal, as you mentioned you can see the total available science, and how much max you'll get at the end of the budget cycle at the bottom, so it's not like you have to go and manually add it up in the list, so not a big deal. Actually it just occurred to me, {and maybe it's just how my brain works} but when i was first starting to learn the interface in that window, It wasn't so clear to me that maximum output was dependent on the budget allocation. Something along the lines of {Total science and/or Total science to be processed} <-followed by-> [Expected science/lab results/output at current funding/allocation level]? A little nod to say this is what you should get, assuming you don't change allocation levels, I think there was one or two times i changed the allocation levels when i was first playing with the mod, and didn't get the science i was expecting because I didn't correctly process the fact that maximum output was dependent on the allocation levels, which i had just changed. After a few times i caught on and realized what i was doing, but having it phrased differently would have made it more clear to me. BUT, my brain doesn't exactly work 'normally' and I get told a lot by my friends that I miss the most obvious stuff, so i freely admit that it might just be a me problem, and no one else might have that confusion. I mention it because you asked for input, but it's a judgement call for you.
  19. I like the idea of xx% completed and $y still needed. {example: 50% complete and 205,678still needed.} Yeah That'd be great.
  20. Awesome. I do find I have a quality of life/feature request, if it wouldn't be too terribly difficult to implement {and if it is don't worry about it it's not a huge deal or anything} Would it be possible to add a % complete to the Bureaucracy constructions tab showing the overall completion of each upgrade request? I'm not really good at quick math, and it takes me a bit to figure out if my upgrade is sitting at "xx dollars, and I need XYZ total, then I'm at approx 34%" Over all, I like Bureaucracy's system much better, with the additional levels and over time funding, instead of needing everything upfront, but I have, a couple of times now, caught myself looking at my constructions tab and looking at the money spent vs remaining and thinking, okay so is that like, 20% or 25% done? I have no idea how hard it would be to do, and if you don't want too, completely understand. Thought I'd ask, otherwise I'd never know. Thanks.
  21. @severedsolo I note about mod interactions, Bureaucracy makes the mod, Kerbin Environmental Institute {maintained by Linuxgurugamer} behave in unexpected ways. With Bureaucracy having 5 levels of upgrades, you don't get the ability to do surface samples until R+D level 3, however, KEI which does all the science around KSC, detects 1 upgrade to the R+D facility, and since it doesn't see that there are now 5 levels, it allows surface samples to occur, since it assumes the R+D facility, is now at the correct level [after a single upgrade instead of 2 upgrade levels Bureaucracy expects] I don't know if there's anything you can do on your end, or you need/want to speak to Linuxgurugamer about something on that mod's end, or just put a warning about interactions on this mod's page.
  22. @severedsolo Seems like this update fixed it, priority seems to stick between scene change and budget cycles.
  23. I actually never noticed that the buildings have a level tag on them, even in stock, when you right click on them. I've always gone by the visual appearance of them, even in stock. Thanks
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