New Horizons Posted October 14, 2019 Share Posted October 14, 2019 (edited) How can one enter settings menu, when there is no button anymore? I left the initial settings menu too quickly and now Ii wonat to look my settings up and maybe change them. Another question: Is it possible to have building and roll out in one pass? It can be annoying to click on rollout after time warping to the finished build rocket. Counting down the last seconds takes the ongest time from each step. Edited October 14, 2019 by New Horizons Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 14, 2019 Author Share Posted October 14, 2019 2 hours ago, New Horizons said: How can one enter settings menu, when there is no button anymore? I left the initial settings menu too quickly and now Ii wonat to look my settings up and maybe change them. Another question: Is it possible to have building and roll out in one pass? It can be annoying to click on rollout after time warping to the finished build rocket. Counting down the last seconds takes the ongest time from each step. Right-click on the toolbar button to get the settings page. Re. The building and rollout, not at the present time. Too many ways to get a collision on the pad. Ill take a look at the countdown, see if I can streamline it a bit Quote Link to comment Share on other sites More sharing options...
siimav Posted October 15, 2019 Share Posted October 15, 2019 12 hours ago, New Horizons said: Counting down the last seconds takes the ongest time from each step. The issue is with the KAC alarms that get automatically added. You should disable those from the KCT settings and the warps will be nearly instantaneous. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 15, 2019 Share Posted October 15, 2019 7 hours ago, siimav said: The issue is with the KAC alarms that get automatically added. You should disable those from the KCT settings and the warps will be nearly instantaneous. Thank you! Deactivating KAC entries helped a lot and with Better Time Warp mod gameplay is much more fluent now. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 16, 2019 Author Share Posted October 16, 2019 On 10/15/2019 at 4:54 AM, siimav said: The issue is with the KAC alarms that get automatically added. You should disable those from the KCT settings and the warps will be nearly instantaneous. I didn't know that. Interesting Quote Link to comment Share on other sites More sharing options...
ecaheti Posted October 21, 2019 Share Posted October 21, 2019 I'm having issue with KCT launch on KSP 1.8. If the mod is there, the initial load of KSP get stuck. Am I the only one ? Quote Link to comment Share on other sites More sharing options...
garwel Posted October 23, 2019 Share Posted October 23, 2019 On 10/21/2019 at 12:41 PM, ecaheti said: I'm having issue with KCT launch on KSP 1.8. If the mod is there, the initial load of KSP get stuck. Am I the only one ? All plugins (i.e. mods with DLL that actually affect gameplay) are broken in KSP 1.8 until they are updated. You need to wait or revert to KSP 1.7.3. Quote Link to comment Share on other sites More sharing options...
siimav Posted October 23, 2019 Share Posted October 23, 2019 25 minutes ago, garwel said: All plugins (i.e. mods with DLL that actually affect gameplay) are broken in KSP 1.8 until they are updated. Technically that is not correct as some mods do work without any changes or recompiles in 1.8. KJR Continued is one such example. It's compiled against KSP 1.3.1 and works with every KSP version since then. But you're right that people shouldn't expect mods that were released for previous versions to also work in 1.8. Mods that do work are probably a lot rarer than mods that have issues in the latest update. Quote Link to comment Share on other sites More sharing options...
garwel Posted October 23, 2019 Share Posted October 23, 2019 7 hours ago, siimav said: Technically that is not correct as some mods do work without any changes or recompiles in 1.8. KJR Continued is one such example. It's compiled against KSP 1.3.1 and works with every KSP version since then. I didn't know that. But apparently KJR is a very simple mod, so it wasn't really affected by the change of the underlying platform. But unfortunately it's not the case with most others. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 23, 2019 Share Posted October 23, 2019 Can we have a function to keep the KCT window open and expanded in Space Center view? It is always a click, when you come out of a building. Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted October 24, 2019 Share Posted October 24, 2019 I have a question about KCT. Currently, I'm manually using a formula for build time (based on the KVASS mod) but I've made a few exceptions. The main one is I assume normal aircraft (airliners, fighters, etc) is part of a fleet rather than having to build each one. Spaceplanes, experimental aircraft and other oddities still have to be built normally. If I wanted to use KCT, is there a way to exempt certain craft like that? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 24, 2019 Author Share Posted October 24, 2019 The RO branch has been very busy, and I've just finished merging all their changes. I'm calling this a beta, with the possibility of being turned into a full release if no issues are found. As a beta, you will need to install it manually, it is NOT available via CKAN: https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.11 Removed the ability to move a ship from VAB to SPH and back Removed all KSP1_4 #if/#endif statements Following are from the RO branch Fixed assembly loading for other mods that reference KCT Can no longer launch vessels with locked parts Reworked the code that checks for locked parts. Previous version was causing issues with a couple of other mods. Can no longer do 5 more rush builds after editing a vessel Added training warning and disabled Auto-hire button for RP-1 Update message text Separated Build+Rollout into Build+Integration+Rollout Fix a nasty infinite loop and add correct estimate to build list Added rollout time to GUI; Fix vessel editing progress calculations Fix build progress for recovered vessels Refactor BP calculations and apply global multipliers to Effective cost Added effectiveCost field to KCT_BuildListVessel Improve .gitignore Add Effective Cost [E] variable to integration and rollout cost formulas Clean up the editor UI Added formula for calculating rush cost Fix funds being changed by integration cost on launch and recovery Merge LGG->SepIntegration Add missing files to RO csproj Disable transferring vessels between VAB and SPH in RP-1 Disable the Switch Editor button while editing an existing vessel. Bad things will happen if the edits are saved in another mode than the initial one Please try it out and let me know how it goes. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 24, 2019 Share Posted October 24, 2019 According to "Refactor BP calculations and apply global multipliers to Effective cost": Those from RP1-Preset Global_Variables { ModuleTagHumanRated = 1.25 ModuleTagNuclear = 1.5 } were not working probably before, but no are? Quote Link to comment Share on other sites More sharing options...
siimav Posted October 24, 2019 Share Posted October 24, 2019 Oh they were working properly but for some reason the global multipliers were applied directly to BP calculations, not to Effective Cost. This was mildly annoying with the new formulas for various reasons. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 24, 2019 Share Posted October 24, 2019 I wil try to use the latest KCT on an existing save, with backups of course. Quote Link to comment Share on other sites More sharing options...
todi Posted October 24, 2019 Share Posted October 24, 2019 I just tried 1.4.6.11 on a new JNSQ game. I built a sounding rocket and launched it. After return to the space center scene, the rocket has not been removed from the VAB storage. I was able to launch it again. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 24, 2019 Author Share Posted October 24, 2019 (edited) 45 minutes ago, todi said: I just tried 1.4.6.11 on a new JNSQ game. I built a sounding rocket and launched it. After return to the space center scene, the rocket has not been removed from the VAB storage. I was able to launch it again. What happened to the rocket? Crash, recover, left on land or in the sea? Etc Please confirm what version of KSP you were running Edited October 24, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
todi Posted October 24, 2019 Share Posted October 24, 2019 (edited) KSP version is 1.7.3 The first rocket crashed, but it always happens. I tried launching and immediately switching back to the space center: same thing. Another thing I noticed: the KCT button is missing in flight scene. edit: That's the stock toolbar button. I'm not using the Toolbar mod Edited October 24, 2019 by todi Quote Link to comment Share on other sites More sharing options...
siimav Posted October 24, 2019 Share Posted October 24, 2019 @linuxgurugamer Can confirm both issues. My guess is that the fix is to include a bunch of .cs files into the new KerbalConstructionTime.csproj file that was recently added. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 24, 2019 Author Share Posted October 24, 2019 1 minute ago, siimav said: @linuxgurugamer Can confirm both issues. My guess is that the fix is to include a bunch of .cs files into the new KerbalConstructionTime.csproj file that was recently added. Ok, I'll check when I get home this evening Quote Link to comment Share on other sites More sharing options...
New Horizons Posted October 24, 2019 Share Posted October 24, 2019 Maybe you can help my with me new question. I am using the RP-1 preset and KCT 1.4.6.10. UpradesForScience has [N]/20. So I should get an upgrade point every 20 science points. But I get points from time to time, besides I only researched about 5 science points. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 24, 2019 Author Share Posted October 24, 2019 (edited) This may be related to the missing files, so wait an hour or so and I'll have a new beta out Edited October 24, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 24, 2019 Author Share Posted October 24, 2019 New beta, 1.4.6.12 Added back in missing files Deleted unneeded ToolbarWrapper.cs Merged in PR from @siimav by hand https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.12 This fixes the problem with vessels not being removed from the launch queue @todi, possibly @New Horizons's problem as well Quote Link to comment Share on other sites More sharing options...
siimav Posted October 25, 2019 Share Posted October 25, 2019 I've seen reports that the .12 update fixed both the build list and toolbar issues. Quote Link to comment Share on other sites More sharing options...
todi Posted October 25, 2019 Share Posted October 25, 2019 5 hours ago, siimav said: I've seen reports that the .12 update fixed both the build list and toolbar issues. can confirm, works fine now Quote Link to comment Share on other sites More sharing options...
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