dave1904 Posted February 2, 2020 Share Posted February 2, 2020 Games stops responding when I recover vessel to VAB. Btw what is the point in recovering to VAB? Has that anything to do with scrapparts because I do not use that. Its not a dependency so I did not install. Standard recovery works. Seems a bit odd. Anyway if you need logs or anything to help out I can provide otherwise standard recovery is fine for me. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 2, 2020 Author Share Posted February 2, 2020 Recovering to VAB or SPH keeps it in inventory, so you could launch it again without having to build it again. Mostly used with airplanes. Re. The game not responding, post a log file. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2020 Author Share Posted February 7, 2020 New release, 1.4.5.23 for KSP 1.7.3, 1.4.7.12 for KSP 1.8.x Thanks to user @siimav for the following: Fix vessel Situation snapping to Landed on airlaunch Add more custom events Fix deleting a pad causing issues with other pad constructions Fix vessel Situation snapping to Landed on airlaunch Quote Link to comment Share on other sites More sharing options...
garwel Posted February 7, 2020 Share Posted February 7, 2020 19 minutes ago, linuxgurugamer said: Add more custom events Where can I read more about KCT events and how to use them? Quote Link to comment Share on other sites More sharing options...
siimav Posted February 7, 2020 Share Posted February 7, 2020 30 minutes ago, garwel said: Where can I read more about KCT events and how to use them? https://github.com/KSP-RO/KCT/blob/430e7bf2e5fc3453fe41efa8ae101582e0802774/Kerbal_Construction_Time/KCT_Events.cs#L97-L100 https://github.com/KSP-RO/RP-0/blob/8182de652e0f9f7dab25ac1e639306b7bc8c439a/Source/KCTBinderModule.cs#L40-L66 Quote Link to comment Share on other sites More sharing options...
esmenard Posted February 9, 2020 Share Posted February 9, 2020 Is there a way to merge two previously built crafts (if I want to build and test different parts of my spacecraft separately, then merge them to launch them together) ? I know that I can build a part, then test it, then edit it and launch the whole spacecraft, but I haven't found any option to merge two different previously built parts. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 10, 2020 Share Posted February 10, 2020 8 hours ago, esmenard said: Is there a way to merge two previously built crafts (if I want to build and test different parts of my spacecraft separately, then merge them to launch them together) ? I know that I can build a part, then test it, then edit it and launch the whole spacecraft, but I haven't found any option to merge two different previously built parts. The only way of merging 2 craft is to save them as subassemblies, then merge them in the editor and rebuild it from scratch. you could use the scrap yard mod to re-use the parts you've already built, so you're not technically building the parts from scratch. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted February 11, 2020 Share Posted February 11, 2020 On 2/2/2020 at 1:56 PM, linuxgurugamer said: Recovering to VAB or SPH keeps it in inventory, so you could launch it again without having to build it again. Mostly used with airplanes. Re. The game not responding, post a log file. sorry I missed this reply but it started working by itself. No idea why. Otherwise I would have given log. Quote Link to comment Share on other sites More sharing options...
Valerian Posted February 12, 2020 Share Posted February 12, 2020 I didn't find any mention of that yet on the forums or anywhere else, so sorry if it was already answered: I receive upgrade points over time, and I have no idea why or how. There doesn't seem to be any setting related to that and any mention of that being supposed to happen anywhere online. Like after a mission and a few days I would check the upgrades panel, and I would have some free extra unspent upgrade points. Is that a bug or a feature? could someone please explain the logic of that? Quote Link to comment Share on other sites More sharing options...
magico13 Posted February 12, 2020 Share Posted February 12, 2020 3 hours ago, Valerian said: Like after a mission and a few days I would check the upgrades panel, and I would have some free extra unspent upgrade points. Upgrades are normally gotten by unlocking nodes in the tech tree. Typically one upgrade per node. It should pop up a message in the top left indicating that when you purchase a tech node. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted February 15, 2020 Share Posted February 15, 2020 I use both this mod and kerbal launch failure and it would be a cool to have a fast emergency construction option with a higher chance of failure. Quote Link to comment Share on other sites More sharing options...
Kerbal007 Posted February 16, 2020 Share Posted February 16, 2020 Hi all, is this working in 1.9? I have all dependencies up to date, but when it comes to building, I cannot add my vessel to the list, I click the buttons and nothing happens :s Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 16, 2020 Share Posted February 16, 2020 4 minutes ago, Kerbal007 said: Hi all, is this working in 1.9? I have all dependencies up to date, but when it comes to building, I cannot add my vessel to the list, I click the buttons and nothing happens :s working just fine for me. Quote Link to comment Share on other sites More sharing options...
Kerbal007 Posted February 16, 2020 Share Posted February 16, 2020 Just now, vardicd said: working just fine for me. I must be doing something wrong, its throwing no log errors in the console , the tech tree is working as it should. In the VAB I have a saved ship I load, open building plans and construction menu, and have two large buttons - Add to building plans & Build, neither of which are working Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 16, 2020 Share Posted February 16, 2020 Just now, Kerbal007 said: I must be doing something wrong, its throwing no log errors in the console , the tech tree is working as it should. In the VAB I have a saved ship I load, open building plans and construction menu, and have two large buttons - Add to building plans & Build, neither of which are working you should just click the stock launch button, that should, if everything is working, load the vessel into the build list. Quote Link to comment Share on other sites More sharing options...
Kerbal007 Posted February 16, 2020 Share Posted February 16, 2020 (edited) 2 minutes ago, vardicd said: you should just click the stock launch button, that should, if everything is working, load the vessel into the build list. The launch button is for lack of a better word, locked/inactive. I have Jeb in the stock pod, construction time is not increasing with parts either its says 0 Edited February 16, 2020 by Kerbal007 Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 16, 2020 Share Posted February 16, 2020 2 minutes ago, Kerbal007 said: The launch button is for lack of a better word, locked/inactive. I have Jeb in the stock pod, construction time is not increasing with parts either its says 0 Then I don't know, all I can say is i know it can work. double check your install, and other than that, it's beyond my ability to help as is. Quote Link to comment Share on other sites More sharing options...
Kerbal007 Posted February 16, 2020 Share Posted February 16, 2020 Just now, vardicd said: Then I don't know, all I can say is i know it can work. double check your install, and other than that, it's beyond my ability to help as is. Ok I removed RCS Build Aid, reloaded the game, and just loaded a vessel and its working Appreciate your help, it got my troubleshooting brain working Quote Link to comment Share on other sites More sharing options...
HawkEngineer Posted February 18, 2020 Share Posted February 18, 2020 Hi @linuxgurugamer, I am running into an error with my game when using both KCT and research bodies. I am attempting to upgrade the observatory (from the Research Bodies Mod) and I get an error indicating invalid facility type. I've included some details below along with the log files. Let me know if you need anything else. KSP: 1.8.1 Problem: Unable to upgrade observatory (from Research Bodies mod) using KCT. Corresponding error message in log: [EXC 15:58:20.763] Exception: Invalid facility type Observatory KerbalConstructionTime.KCT_KSCContextMenuOverrider.GetFacilityType () (at <74b4d5f147c347928d727c08f01c29f0>:0) KerbalConstructionTime.KCT_KSCContextMenuOverrider.ProcessUpgrade () (at <74b4d5f147c347928d727c08f01c29f0>:0) KerbalConstructionTime.KCT_KSCContextMenuOverrider.HandleUpgrade () (at <74b4d5f147c347928d727c08f01c29f0>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() Mods installed: Over 140 mods installed KCT - 1.4.7.12 Research Bodies - V1.11.0.0 Reproduction steps: At the Main KSC scene, select to upgrade observatory to level 2. Received error messages Log: Log file: https://www.dropbox.com/s/m4ziyseglpbs4ry/KSP.log?dl=0 Save file: https://www.dropbox.com/s/d4ugz5bxwb3gl9r/quicksave1.sfs?dl=0 Quote Link to comment Share on other sites More sharing options...
siimav Posted February 19, 2020 Share Posted February 19, 2020 Huh, never knew that there are mods that actually create new KSC facilities. Quote Link to comment Share on other sites More sharing options...
siimav Posted February 20, 2020 Share Posted February 20, 2020 @HawkEngineer @linuxgurugamer https://github.com/linuxgurugamer/KCT/pull/63 This should fix the issue with Research Bodies mod mod. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 21, 2020 Share Posted February 21, 2020 (edited) @linuxgurugamer So i just noticed the hire crew button that pops up when launching a craft and not having any active Kerbals to crew the craft, allows you to hire crew even if you don't have the room in the astronaut complex, and if you don't have the funds to actually hire them, you just go into debt. is that an oversight? Edited February 21, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 21, 2020 Author Share Posted February 21, 2020 1 hour ago, vardicd said: So i just noticed the hire crew button that pops up when launching a craft and not having any active Kerbals to crew the craft, allows you to hire crew even if you don't have the room in the astronaut complex, and if you don't have the funds to actually hire them, you just go into debt. is that an oversight? I'm actually going to defer to @siimav on this, he is more knowledgeable than I am on this mod Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 21, 2020 Author Share Posted February 21, 2020 New release, 1.4.6.24 for KSP 1.7.3, 1.4.7.13 for KSP 1.8+ Thanks to @siimav for these: Apparently there are mods that define custom KSC facility types. Those cannot currently be resolved to the KSP SpaceCenterFacility enum and will cause facility upgrade attempts to fail. I made KCT_UpgradingBuilding.facilityType field nullable so that any custom facilities would just be null there. In the process I also found out that KSP is unable to automatically persist nullable enums so a workaround had to be written for that. All spent funds that are related to vessel building & rollout are now logged under TransactionReasons.VesselRollout. This is rather important for RP-1 career logger Quote Link to comment Share on other sites More sharing options...
c39687 Posted February 21, 2020 Share Posted February 21, 2020 (edited) if I had to choose a single mod that had made KSP career way more fun to play it is this mod. Thank you for helping to fix the unfinished career mode the devs gave up on. Thank you for adding a new machanic to the game that requires you to actually manage your space program's production.... gives the career mode a way more immersive feel... out of all the mods I use this is the best one that adds the most to kerbal. You actually added strategy to their game. Who would have thought once strategy was added things would become fun... go figure?? Thank you for making this. This mod +life support (Kerbalism) makes the game actually fun to play and provides a challenege if you are trying to not get kerbals killed. All missions and rescues have to be planned in advance. It is such a great mechanic that the kerbal devs should have added themselves. Really disappointed with vanilla career mode. It is so lazily done. Just annoys me we have to rely on modders. Edited February 21, 2020 by c39687 Quote Link to comment Share on other sites More sharing options...
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