twentyfourseven Posted October 21, 2016 Share Posted October 21, 2016 (edited) Lovely to see that this is still worked upon Edited October 21, 2016 by twentyfourseven Quote Link to comment Share on other sites More sharing options...
Cornholio Posted November 1, 2016 Share Posted November 1, 2016 I took am looking forward to this. Definitely a must have. I use it primarily to eliminate the rate of growth of cost to hire kerbals. Quote Link to comment Share on other sites More sharing options...
CaptRobau Posted November 7, 2016 Share Posted November 7, 2016 Hi Sarbian, once you get going on updating this may I request something: the ability to set the ranges of the Deep Space Networks. Right now it's impossible to properly make antenna's reach planets that are far away (like with my OPM's outer planets). I can increase the range of antennas themselves, but that messes up their balance when playing around near Jool/Eeloo's orbit as the stock DSN ranges were designed for that. Quote Link to comment Share on other sites More sharing options...
Nori Posted November 10, 2016 Share Posted November 10, 2016 So can we make the barns red? Quote Link to comment Share on other sites More sharing options...
Booots Posted November 13, 2016 Share Posted November 13, 2016 (edited) Has anyone tried just recompiling this for 1.2? Or is there broken functionality? EDIT: Just downloaded the source and it compiled fine. Now to test it... EDIT 2: No dice. It fails in loading. Something about reflection. Beyond my ability to debug at this point. Edited November 13, 2016 by Booots Quote Link to comment Share on other sites More sharing options...
razark Posted November 13, 2016 Share Posted November 13, 2016 1 hour ago, Booots said: No dice. It fails in loading. Dang. This is the last piece I'm waiting on to get a new career started. Quote Link to comment Share on other sites More sharing options...
Booots Posted November 14, 2016 Share Posted November 14, 2016 EDIT 3: So, my bad. I had it set to the wrong .NET framework when I compiled it. It works now! @sarbian, if you're cool with it, I'm posting a temporary download link to the updated DLL. Just let me know if that's uncool and I'll take it down immediately. No changes have been made, only recompiled with 1.2.1 references. Have fun, @razark! https://www.dropbox.com/s/5js4flbe40wiyi8/CustomBarnKit.dll?dl=0 Quote Link to comment Share on other sites More sharing options...
razark Posted November 14, 2016 Share Posted November 14, 2016 24 minutes ago, Booots said: It works now! Thank you so much! Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 15, 2016 Author Share Posted November 15, 2016 There, get you official release since it seems to be a matter of uttermost emergency. v1.1.10 Build for KSP 1.2.1 Add DSNRange (by Kerbas-ad-astra) Downloads : CustomBarnKit-1.1.10.0.zip Quote Link to comment Share on other sites More sharing options...
Merkov Posted November 15, 2016 Share Posted November 15, 2016 Thank you sarbian! Quote Link to comment Share on other sites More sharing options...
Vrana Posted November 16, 2016 Share Posted November 16, 2016 13 hours ago, sarbian said: There, get you official release since it seems to be a matter of uttermost emergency. For me, perhaps, not so urgent but still very appreciated. Thank you. Quote Link to comment Share on other sites More sharing options...
divinity_chimera Posted November 18, 2016 Share Posted November 18, 2016 Hey @sarbian, First of all, thanks for your work - I really appreciate it. While I was messing around with your CBK, I realized that the deault.cfg overwrites the in-game settings. To explain: The flag to allow Action Groups always has no effect after CBK is installed. I guess this is because of the loading sequence of KSP. Since there is an easy workaround to this (just fix it in the CBK itself) this is something really not important to fix - but I thought I mention it to you. I know, mod users can sometimes be a pain, but again: You are awesome! Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 26, 2016 Share Posted November 26, 2016 I tried installing CBK/Strategia into my existing 1.2.1 game. Worked but after exiting and coming back into the game, the save listing in the resume game screen is blank. Started a new career game, ran a few launches, quit. Restart KSP and still blank load screen. Quote Link to comment Share on other sites More sharing options...
Leafbaron Posted November 30, 2016 Share Posted November 30, 2016 (edited) Does the default configuration change the science value of experiments, i guess im just not sure exactly whats going on with this mod. seemed like i was getting base science for experiments done over minmus. Edit: i guess it wouldn't be the default configurations since it was installed with outer planets mod. Edited November 30, 2016 by Leafbaron Quote Link to comment Share on other sites More sharing options...
Nori Posted December 6, 2016 Share Posted December 6, 2016 On 11/30/2016 at 0:21 AM, Leafbaron said: Does the default configuration change the science value of experiments, i guess im just not sure exactly whats going on with this mod. seemed like i was getting base science for experiments done over minmus. Edit: i guess it wouldn't be the default configurations since it was installed with outer planets mod. By default the mod comes with a cfg that mimics the base game. Several mods do check for Custom Barn Kit and apply changes if it is detected. Quote Link to comment Share on other sites More sharing options...
Leafbaron Posted December 6, 2016 Share Posted December 6, 2016 @Nori I appreciate the response thank you! Quote Link to comment Share on other sites More sharing options...
Akira_R Posted December 14, 2016 Share Posted December 14, 2016 Woot!! I just found this, I've been so frustrated building planes early in the career with FAR, the stock limit for the level one SPH of 30 parts is ridiculous, now I can finally change it instead of cheating me some money and upgrading the SPH early. Thank you @sarbian for all your awesome contributions to the community!! Quote Link to comment Share on other sites More sharing options...
Jacke Posted December 22, 2016 Share Posted December 22, 2016 Thanks for all your work providing KSP with great mods, @sarbian. I have a request. Would it be possible to add a flag to link upgrades of the pairs VAB / SPH and Launchpad / Runway ? The flag would default to false for stock behaviour. If changed to true by an MM config, then when the VAB is upgraded, so is the SPH at no additional cost, and similarly upgrading the SPH would automatically upgrade the VAB. And the pair Launchpad / Runway would act the same, upgrading one would upgrade the other at no added cost. The reason is for use in a new career mod. As it stands now, a player might be tempted to say just upgrade the SPH and Runway facilities, then build all rockets in the SPH and launch off the Runway. Or alternately just upgrade the VAB and Launchpad and build and launch aircraft on the Launchpad and taxi to the runway for takeoff. Quote Link to comment Share on other sites More sharing options...
Alacard Posted January 22, 2017 Share Posted January 22, 2017 Any hope on updating this mod? Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 22, 2017 Author Share Posted January 22, 2017 What needs updating ? Quote Link to comment Share on other sites More sharing options...
Hertzila Posted January 22, 2017 Share Posted January 22, 2017 This mod doesn't seem to respect the "ActionGroupsAlways = True" difficulty setting (action groups are always available). Could you add that, if it's not too much work? It's not a big issue by any means but it makes the first few flights with RealChute irritating. I just started using this so no other feedback. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted February 11, 2017 Share Posted February 11, 2017 Hey all, could someone who is proficient in the use of this mod tell me what "dataToScienceRatio" does? I've done a search across the full Squad classes/API documentation and it doesn't show up there, so it might be something that's unique to this mod? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 13, 2017 Share Posted February 13, 2017 On 2/11/2017 at 4:25 PM, Streetwind said: Hey all, could someone who is proficient in the use of this mod tell me what "dataToScienceRatio" does? I've done a search across the full Squad classes/API documentation and it doesn't show up there, so it might be something that's unique to this mod? My best guess would be an adjustment to how many Mits (data) == science points Quote Link to comment Share on other sites More sharing options...
Streetwind Posted February 13, 2017 Share Posted February 13, 2017 (edited) 4 hours ago, Drew Kerman said: My best guess would be an adjustment to how many Mits (data) == science points In what context, though? Transmission of science via antennas? Recovery of science at home? Processing of science in mobile processing labs? If it's the former two, does upgrading the facility let you repeat the experiment for additional science? How does CommNet transmission boost interact with it? See, there's just so many things that it could mean Which is why I'm confused. Extra confusing: the default config has this value reduced for the first two levels of the R&D facility. The default config also claims to be an exact reproduction of stock settings. But stock does not feature the level of the R&D facility having any effect whatsoever on the things I mentioned in the first paragraph. So maybe it means something else entirely, which has nothing to do with science transmission or processing? I'm not sure if I should leave it as it is in the default config, and have an unknown value do an unknown thing based on the level of one of my buildings, or if I should set it to 1.0 for all levels to remove it from the equation while possibly affecting career gameplay in a negative way... Edited February 13, 2017 by Streetwind Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 13, 2017 Author Share Posted February 13, 2017 3 hours ago, Streetwind said: Extra confusing: the default config has this value reduced for the first two levels of the R&D facility. All CBK does is overriding stock method. If a setting is in here it means that the stock game has it. And the default value are what the game actually use (I would concede that I did not check them for 1.2 but AFAIK nothing changed). Quote Link to comment Share on other sites More sharing options...
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