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Everything posted by severedsolo

  1. The game is not fun right now. It's that simple. It's nothing to do with you guys, I just don't want to mod a game I'm not playing.
  2. There's your issue. Bureaucracy only fires the budget advancement events every 1 in-game day, and that timer is reset on a scene-change - you don't lose out as it does catch up from the last time the event fired. Technically this is working as intended. There are probably things I can do to make that a bit friendlier though, like exposing the polling interval in the settings, or catch up on a scene change. (If memory serves there is a reason it's not doing it on the scene change but I don't remember what it is). Raised #28
  3. Are you by any chance changing scenes before a full in-game day has passed? Same question @Pippin (Also side note: Gaming on Noveau drivers and pushing it with Visual mods? You're very brave!) No, but it might come in future. I prefer KAC myself, so you may find next time I get motivated to play I decide to change it back. No promises obviously.
  4. Nah, I'm pretty much retired from KSP1 modding at this time. I did glance at it and decided I hated the way it was written and wanted to re-write it, but motivation fell away when I stopped playing KSP
  5. I've just pushed the changes to Github. Basically - because the funding allocations are stored as floats - which isn't very UI friendly, I was storing the UI allocation settings separately in an int then updating the managers. The default allocations in UIController were overriding the settings. It was a bit of a stupid/convoluted way to do it anyway (as allocations were being held in two places) - so I changed it to pull the allocations out of the Managers themselves, but round it instead.
  6. Can you put the log in a file rather than pasting it as a quote - it messes up the forum for mobile users and makes it easier for me to search for what I'm looking for in my text editor. You can upload the log to DropBox/Google Drive etc and send me the link.
  7. Bureaucracy 1.6.1 Released Fix Allocation Settings not persisting between scene changes
  8. Bureaucracy 1.6 Released Bureaucracy will now yield control of the science system back to Kerbalism when not running in a Career game. Fixed an issue where Bureaucracy would incorrectly believe the time to be Y1D1 the first time it is used in a save, even if it was an existing save. Added setting to turn off Messages (SuppressMessages) (bool). Settings version updated to 1.6. Previous version - upgrading from a version of Bureaucracy prior to will result in settings being reset to defaults. Barring any major issues being found this will be the last release of Bureaucracy. I'd like to thank you all for your support over the last 7 years.
  9. I'd rather rip my own eyeballs out with a rusty spoon.
  10. You're using the old file structure. SpaceWarp and all your mods now go in <KSPDir>/BepInEx/plugins. Should look a little something like this (in my example KSP2 ModDev is the root directory of KSP2)
  11. Significant. On the same hardware (i5-9400, RTX 2060 for reference) I'm getting 30FPS (ish) on Windows, and a grand total of 4 on Proton (GE-50 but Experimental is no different)
  12. How the... how has this got 3 years in with nobody pointing this out. It definitely does need fixing - mod should not be running in other modes and that's going to cause issues down the line (at the very least it's performance overhead you don't need). luckily it's a one line fix. Thanks for bringing it up. Fixed in dev, WIll hold off on a release in case anything else comes up first.
  13. Because Discord is terrible for this kind of reporting. If you're not on Discord at the right time, you either miss it or have to wade through hundreds of messages to find it. God forbid you want to go back and review what bugs have been reported later. Forums are pretty good at this, you can review the bug report subforum at your leisure. There's also the issue of search engine indexing. Issues reported on the forum will be indexed by search engines and anyone googling their problem will find it (and hopefully any workarounds people have found).
  14. I'm doing a final pass of mods before I close up shop on KSP1 modding. As a rule I'm restricting this to bugfixes, but I'm making an exception with PAWS because I plan to give it a bigger performance/UI pass. Are these still wanted? (Last orders please!)
  15. Kerbalism and Bureaucracy talk to each other. Kerbalism collects the science and hands the processing over to Bureaucracy. Re refunding parts etc. Bureaucracy will just ignore anything that isn't the contract system giving funds. Also minor point (to everyone): I'm sure y'all figured this out already considering how little I've been here but support for KSP1 mods has been withdrawn. Mods may or may not be ported to KSP2 in the future depending on how development of that game goes. If anyone has any burning bugs they want fixed before I retire from KSP1 modding entirely please call them out. (I plan to be back for KSP2, but see the open letter for my current position). Thank you for your support over the last 7 years, you're all stars.
  16. Very cool but your source link is broken just FYI. Getting a 404
  17. @starfall22 Contract Configurator lists every contract loaded into it, and tells you why that contract hasn't fired. It's a feature. If it bothers you as you say you can switch to the Available tab, but you do get used to it. In order: You don't, No, and No. The pack is designed to take over from the stock Exploration Contracts. It's all about "Firsts". So the contracts fire when there is a "First" to be done, and if you've already done the "First" then we're not interested. Assuming you've been using the stock contracts before now, you haven't missed out on anything. The reward structure of Exploration Plus is setup to mimic the stock contracts. It looks a little higher because we streamline a few steps (like not making you do a rendezvous around every body before you can proceed) but the overall compensation for a body should be the same as you get from stock. In short - if the contract isn't firing, don't sweat it, you haven't lost out. The pack purely uses the in-game progression system to track your progress, you can't be locked out of a mission because you haven't done a previous one (ironically enough that's what the Contract Configurator requirements window is trying to tell you!) Just checked and the contracts are setup with science rewards. If this is happening it would be a Contract Configurator bug and would need to be reported against that mod (with logs etc).
  18. @CoriW - that was a fun read, (and I'm so glad you got to the bottom of it rather than me having to!). If you ever feel like sending me a PR on Github I can merge your changes if I ever decide to pick up modding again. Thought I'd share a little insight into why it hung (and stopped logging). So when you click the button, as you rightly say, it queries the BudgetEvent to get the completion time of the event and display it in the UI (it doesn't calculate it again, it just pulls the UT timestamp out of the BudgetEvent class as it's already stored there). The thing is, that timestamp is how many (in game) seconds have passed since the game started, not every helpful for a UI. So we call a method in the Utilities class that converts a UT timestamp to a more helpful string (Yx Dx). That method is a bit crude, it just counts the number of years that need to pass to get within a year of the timestamp, and then when we have less than 1 year left, does the same with days. Works well in (nearly) all situations and doesn't log (because honestly if I logged every time the UI updated, you'd be spammed to hell). So, the UT to Date String method grabs the completionTime from the BudgetEvent, and keeps adding a year at a time until it hits the timestamp. Uh how many years does it take to reach infinity again? And thats why it hung. Bureaucracy got stuck in an infinite loop (literally), never released the main thread, and nothing else was allowed to run. As an aside - I'm not really sure why it decided the completionTime was Infinity rather than 0 - but even if it had picked 0, your game would have frozen the moment you loaded your save (your timestamp of 0 is Y1 D1, and if the timestamp was in the past then you'd be stuck in an infinite loop of budgets firing).
  19. To be fair, we don't have a full-fledged career mode now. Posted this on the facebook page, but I'm gonna post it here too. Frankly you (KSP2 devs/publisher/whoever makes these decisions) are taking the mickey a bit. Assuming the full game is still going to be $60 you are asking for 83% of the price for a game that has about 20% of the promised features. It's not even got feature parity with it's predecessor. NONE of the features that make it a sequel? Just a gimped version of the first game that looks prettier? (before anyone points me to the roadmap, you buy Early Access games on what they look like now, not what you hope they will look like in the future). We've been here before, this stinks of running out of money. Exactly the same thing happened with KSP1 and the rush to 1.0 and Career mode died as a result.
  20. Indeed there is. The actual saving is done by Flight Tracker - if you search your persistence file for "FlightTrackerScenario" you should find it. Note: A kerbal will have to go on a flight before they will be added to the tracker. It's been a while since I wrote it but I think rolling them out to the launchpad and recovering will be enough to create the entry, you may need to actually have them take off and land for it to count though. Once they have created entries, you'll need to close KSP/unload your save otherwise it will just save over it if you try editing while your save is open. Entries should be self explanatory, it's worth noting that "TimeLogged" is in seconds though.
  21. Nothing has changed with research between 1.4 and 1.5 so if you do figure it out get/manage to get a log I'd still be interested in seeing it.
  22. If Kerbalism has generated the science then it should show in the research panel. Can I get a log from the time the experiment completed (and thus should have been passed to Bureaucracy).
  23. If you mouse over, the tooltip should tell you. Off the top of my head I think its, 0 = Do Nothing. 1 = Kill Warp, 2 = Pause Game
  24. Assuming they use the KAC API then there is a reflection check to make sure the KAC assembly is there. Now, in theory I could make a dummy dll that would forward calls to SAC, and trick those mods into thinking KAC is installed, but that's... problematic because I'd essentially have to implement KAC's API. That also doesn't solve the issue of what happens if they make an API call that AlarmEnhancements/SAC doesn't support? It causes more problems than it solves. To put it another way: If I start tricking mods into thinking KAC is installed, those mods are going to behave as if KAC is installed. If they can't do what they want, that will break those mods.
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