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vardicd

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Everything posted by vardicd

  1. Downloading and updating for testing, will let you know if i find any problems. Question, is there an easy way to tell what level a building is at, or am i missing something obvious? since the visuals don't seem to change on buildings from level 1 to level 2, that i can tell, is there a way to see if i've done an upgrade on a given building?
  2. @damonvv Forgive what may be an obvious question, but is this mod balanced for stock? I saw on the first page mention of it having it's own RO patch, but I wasn't sure if that meant the mod was built for stock, with optional patches for RO, or the statement of it having a RO patch meant that it was built for RO. I just found this mod, and you had me instantly with the Godzilla name scheme, but i only play stock, and don't really have an interest in playing with mods built for realism, as in my experience, they tend to be way overpowered for stock experience. Again, sorry if this is a stupid question, but It wasn't clear to me.
  3. @linuxgurugamer So I installed a completely new, stock version of KSP and only installed Launch numbering and dependencies, pulled the most up to date versions of those off your github, and just quick launched 2 rover and skycrane craft from the stock game. Launch numbering did not seem to function. was using default options, except had add number always and add to first vessel selected, and show bloc numbers disabled. vessel numbers were set to roman numerals. I changed nothing in the VAB editor options. EDIT: And forgot to post link to log, here it is: https://www.dropbox.com/s/7smq1pj4noq3qcb/Player LN log stock install.log?dl=0
  4. @severedsolo Potential bug with the construction prioritization. Had a few construction projects under way, needed my tracking station upgraded, prioritized it so it would be worked on first. the first budget cycle it did get the funding, and should have completed in the second budget cycle, however the priority reverted to the R+D building which was at the top of the list, and the tracking station did not finish. I'm assuming we shouldn't have to set the priority each month to get a priority project finished?
  5. Yeah as I mentioned, I don't use KK and I wasn't sure how it worked, but I suspected it would have it's own method. It's a minor issue, and I can live with it. I was just wondering if it was just me or not, as I've had a lot of mod interaction bugs I've been working through with my install, and I was hoping someone could verify if it was working fine for them [meaning it's a bug on my end] or not working for them.
  6. @kananesgi and @Master39 question for both of you to clarify an issue I'm still experiencing with the beta and i want to know if it's just me. I don't use KK so I don't know if you can select launch sites in the editor, like you can with the stock making history sites, Woomerang and Desert, and I don't remember if either of you said if you have the expansion or not but in the screenshot below if i select either of the expansion sites the game will either load directly out to the launch pad, skipping KCT's build time, or it will add the craft to the build list, but build it out to the main launchpad at KSC. I do have the asterisk menu option to move built craft to the other 2 launchsites, and it does work, so it's only a minor inconvenience if i have to launch all craft this way instead of building them directly to the respective launchpads, but i was wondering if either of you or anyone else was also seeing this behavior.
  7. I did just update both memorial wall and Bureaucracy, but haven't changed earn your stripes lately, i'll check my install and get back to you Was earn your stripes, had forgotten that flight tracker was a dependency for that mod so when i updated it for Memorial Wall and Bureaucracy it broke earn your stripes, because i didn't realize it needed updated too. updated and all fixed.
  8. @severedsolo I just noticed this in the in game log/console/debug whatever, while trying to figure out a problem with stage recovery, this is endlessly generating/looping while the KSC scene is active. I see flight tracker in there, so thought I'd report that, do you want logs?
  9. @zer0Kerbal Since installing the new version of the mod, I haven't had a single crash on vessel recovery, and just moving the plane down the runway a distance allowed me to use the logistics as normal, so that was the source of the other issue i had.
  10. @severedsolo I got this science result just now with recovery of a craft that survived a flight, and I should have gotten 0 science from it because I've recovered so many flights, but I got, well, this?
  11. Confirmed, reloading the backup version of the save I had and adjusting my allocations causes the budget cycle to complete normally without bankrupting me.
  12. I upgraded flight controller, and lost the toolbar icon until i came to report it and saw your post about the upgraded fight controller breaking things. once i upgraded Bureaucracy the icon reappeared. I wonder if using the older version of flight controller would produce the same result? @Beetlecat pardon the obvious question, are you using both the newest build of Bureaucracy and the newest build of flight controller?
  13. Anyone testing this version, it seems to break on saves in progress. I had 3 buildings in the construction list undergoing upgrades, and a back log of 30 some science. I should have gotten about 9 science from it per my budget allocation. I got all of it, and all three buildings upgraded at the start of the next budget cycle, which put me 5.5 million funds in the hole. Does not seem to affect new saves, however,
  14. This could very well have been it, as I had just launched it and not moved it, however I did run into an additional issue after I posted before. I added SL to a save game I already had in progress, and that plane was the first craft I launched with SL installed in my game. I made 3 attempts to recover that plane, in flight, and KSP locked up and crashed, every time. I did finally recover it from the traking station. I was tired and on my way to bed, so I didn't bother reporting it hours ago, nor did i do much in the way of testing, but I threw a rocket out of the VAB and when i tried to recover it in flight, KSP again locked up and crashed. I removed SL from my install, rebooted and was able to recover the craft, in flight, with no problem. I don't know if it was because the mod was added to a save in progress, I'll need to test after work tonight with a fresh save and see if i have issues, and if i do, then I probably have a mod conflict issue causing it. I'll also test with the new version you posted and see if I get better results. I'll let you know how it goes and if I do still have problems on a fresh save, and with the new version, I'll toss you the logs, and my mod list, and see if we can't figure out what's going on, or which mod isn't playing nice.
  15. @zer0Kerbal So I got this message, and I do appear to be landed....? Can planes not use logistics? or do i have a bug? will provide logs and such if so.
  16. All links now seem to point to the correct places, far as i can tell.
  17. @severedsolo So i decided to test what would happen if i put irrational numbers in for budget allocation, [numbers that add up to more than 100%] the mod didn't let me do that, but i did notice that when i tried setting my budget to 35/30/35, the mod changed that to 34/30/34 as soon as i changed screens. not sure why it's rolling those numbers down, when it doesn't do so for numbers that end in 0?
  18. Ah, okay. I was assuming it had something to do with construction upgrade costs, but wasn't clear on how to affect it or what it meant.
  19. @severedsolo I'm curious, In the Construction tab at the bottom of the window, there is a QA: 100% I can't see anything in the wiki that explains what that stands for, or what it affects.
  20. Makes sense, the KCT stuff is relatively minor, and as i said, could make sense either way, so it's really up to the individual users to decide if they want to spend upgrade points into that function of KCT anyway.
  21. No idea, but if it doesn't work, you can still get those reports without the risk, it is a bit cheesy though. all you have to do is have your kerbal jump, and click the eva report while they are in the air. game considers it "flying" just fly them out in a plane, land, or parachute down, as kerbal pilots have stock parachutes. you might even be able to get that eva report while flying while parachuting down. hadn't thought of that till just now.
  22. @severedsolo A question about Kerbal Construction time <-> Bureaucracy interaction. One of the upgrades in KCT R+D is the ability to get x amount of science for every 86400Bp of craft built. Bureaucracy doesn't seem to intercept that science and process it the same way as experiments. Is this intentional, oversight, or bug? In my opinion it would make sense either way, scientists could 'learn' just from building a craft, or could need to take measurements, samples, etc. and take them back to the lab and run 'tests and simulations' to gain that science. I just wasn't sure which side of the fence you were on with this, or if it was an upgrade option from KCT that you don't use, so didn't consider. Also hope I'm not becoming a pain in the rear with all this, it's just monthly budgets was one of my must have mods, and this one is that and so much more and I'm loving it, and well, sometimes when i get enthusiastic about things, I don't realize I'm annoying other people. I just sort of realized/feel like I'm dominating the thread with posts trying to help, and uh, well...
  23. @linuxgurugamer Just found a potential bug with the latest beta version. Had 2 contracts pop to test parts, one was an SRB and the other was a decoupler, the Striker [ I can't remember if that's a stock part or not, might be from a mod} and the tt-38k radial decoupler, which I'm pretty sure is stock. I had not yet researched these parts, but the contracts allowed me to have them for testing purposes. KCT blocked me from using them. I was allowed to build the craft, but was not allowed to launch them because the parts had not been researched yet.
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