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JeffreyCor

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Everything posted by JeffreyCor

  1. I believe they are in KCT_Presets. as long as you don't pick a name that gets included it wouldn't be deleted unless you delete it when doing an update
  2. Ditto. Have 1.3 for testing but 1.2.2 in a separate install for playing
  3. No problem A lot of good things going on and neat improvements, but important to make sure there's a backup in case something goes boom
  4. Of course make a backup first of your save in case something goes wrong. That never happens But baring something going kaput with the install or build there is no problem installing in an ongoing game. There will be nothing retroactive taken into account but from the install time onward you will have all the functions of the mod. You may want to spend some funds or science points for extra upgrade points depending on how much of the tech tree you have already unlocked though.
  5. I was actually looking for the answer to this exact question. Since it isn't here looks like I'll be downloading and seeing if something blows up
  6. Being able to sell off unneeded parts will go far in reducing any bloat! I haven't been able to get into detail on what it tracks (4 weeks left got my MBA). Does it track the aspects of the part, ie ISP values, thrust, tank capacity, dry mass? If it does, it might need to be listed on the future GUI for selling off "old" versions after upgrades have been done such as with KRnD (love that mod! ), if they aren't it can just be considered upgrade applied in maintenance
  7. Wouldn't storing information on every part lead to late game bloat and lag as parts storage grows after multiple ships and designs are built and recovered?
  8. I'll keep an eye on it and see if it happens more and if so if there is any pattern to it. with luck it's just some weird glitch. Those never happen
  9. Only tried the KRASH simulation once. Second time was trying to reset the "simulation active" notice that was looping in every screen. And it didn't work.
  10. Found the issue with, strangely, EngineLight. They stuck in a decoupler cfg and pulling that out the stage lag on decoupleing is gone. Separately, lastest try KRASH simulations wouldn't load. Selecting it stayed in the VAB but gave the "simulation active" notice. Not sure if it's related to present KCT build in some way. With the system you're working on though it may not make much of a different depending on how that goes https://www.dropbox.com/s/83oon7o7jj2cylr/output_log.txt?dl=0 Posting really messed up! edited best I could to clean it up
  11. Yes but less than before. You have to select the launch location from the VAB / SPH in order for it to launch correctly. Changing in the KCT select launch location option seems to make it crash, at least when I've tried it. If you need to change launch locations, going into edit of the vessel and selecting the new launch location then saving the edit seems to work fine.
  12. I never get anything that makes sense Haven't had a chance to test these independently but at least getting some time to do some things. Log from last flight: https://www.dropbox.com/s/tm0vrjfzfoehhl2/output_log.txt?dl=0
  13. I do indeed have other mods, but not RecoveryController or FMRS. Was trying to spot conflicts early and was happily surprised to see there was no game breaking problems. Only change I did was going from pre ScrapYard builds or KCT and SR to the current builts along with ScrapYard. I thought it might have been something to do with part tracking on separation. This is also on an existing save, have not tried on a new save.
  14. During flight. VAB and SPH have no problems and work smoothly. In flight though when activating a stage that includes a decuppler the game 'pauses' then functions normally again.
  15. Might have missed something posted but did notice there is not a very long delay with all decupplers. Is this indicative of the development code at the moment? Yep, i'm still alive Just been a bit overtaxed with rl things.
  16. It depends on context. i believe in this instance it is more game/save breaking bugs rather than continuity of save. Before release it is always a good idea to do all testing with a separate save anyway.
  17. Looks like I just missed you stream. Hope everything went well and no unpleasant surprises came up
  18. It certainly doesn't give any negative connotations. I think it would be a good idea providing an avenue for those with both desire and means to be able to send in something to contribute to development as the are able to.
  19. in each under either Parts or Patches will have cfg files that inject each mods support into nearly every stock part and some others that are official supported by each. Deleting these will have them only apply to those mods that call for them in those particular modes.
  20. Using it and works great, you have something conflicting that is causing it to not work for you. Double check to make sure you removed the default settings for TS and IFS that add themselves to nearly every part, as that would cause the result you're experiencing. Otherwise there is another mod in there causing unhappy things to happen.
  21. Having the ability to apply upgrades to intakes would be a huge benefit for this and giving more design flexibility
  22. " Added option to disable dropdown in settings " I may be going bonkers, but I can't find where the option to disable the dropdown is. I looked in the setting window, the advanced settings, even the physics settings in case it was there as well as the .cfg file. Can I get a hint?
  23. Since I'm not experiencing a problem I'd imagine no Be sure to upload your log, what you're experiencing, and if possible how you get the problem for -MM- to check out when he gets a chance.
  24. It doesn't seem to, though this is something I'd REALLY like to see added.
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