willflatt Posted July 16, 2023 Share Posted July 16, 2023 if u are makimg a preset how do change how many starting points u start with as u normally start with 15 and i want to change that and cant find any info on it Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 17, 2023 Share Posted July 17, 2023 22 hours ago, willflatt said: if u are makimg a preset how do change how many starting points u start with as u normally start with 15 and i want to change that and cant find any info on it You can just change the value in the UI (right click the KCT toolbar button to open settings dialog) and then save it as a new preset. Or if you prefer to use a text editor: Go to GameData/KerbalConstructionTime/KCT_Presets folder Copy one of the existing config files and give it a new name Open file in text editor Find the StartingPoints line in the KCT_Preset_General section Edit the three numbers after the equals sign (first is career, then science, then sandbox) Quote Link to comment Share on other sites More sharing options...
EleSigma Posted August 7, 2023 Share Posted August 7, 2023 Hey I'm pretty new to this mod and was wondering what setting controls the auto-purchase of parts in a tech node? Also what setting controls tech points gained whenever a rocket is constructed? I'd like to disable the auto-purchase and gained tech points to add a bit more challenge. Quote Link to comment Share on other sites More sharing options...
OldMold Posted August 29, 2023 Share Posted August 29, 2023 Feature suggestion: On the crew selection screen - some way to select the loadout for the crew. I'm loading up a plane, and they don't need the EVA jetpacks. Not sure if there is a workaround? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 30, 2023 Author Share Posted August 30, 2023 New release, 1.4.12 Thanks to github user @Aelfhe1m for this: Reset science experiments from DMModuleScienceAnimateGeneric and Universal Storage on recovery. Also refurbish all parts wear and tear for EVA Repairs Quote Link to comment Share on other sites More sharing options...
Saturn1234 Posted September 16, 2023 Share Posted September 16, 2023 I had some weird KCT behavior. It does not have rollout and pad reconditioning. Buying upgrades points costs 0, so I can buy as many as I want. But then I can't assign them. I installed KCT into an already started career. Don't know what's causing it? Quote Link to comment Share on other sites More sharing options...
Mighty1 Posted September 19, 2023 Share Posted September 19, 2023 Hello, I encountered a strange bug. I installed mechJeb in the middle of a carrier and now KCT doesn't work. I can not set craft to be built (the launch button doesn't work) and previously built craft can not be launched. This happens on every save. After removing MJ everything works just fine. Install was done over CKAN and manually yielding the same results. On a clean install, I get stranger results. Even without MJ I have the same behavior. I'm trying to work out what I am missing but I just can't figure it out. On both installs, dependencies are loaded ( click through, magi core, toolbar controller, and space tux) log from the original game https://drive.google.com/file/d/1oTHJXUPVwEWeV2FIYCKcVM_-j5vPv5U7/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
_Lozhkin_ Posted September 20, 2023 Share Posted September 20, 2023 Hi! Can you please tell me how to change the mod settings during the game? There is no settings button in the mod window, neither in the command center, nor in flight, nor in VAB. In VAB, the mod window contains buttons VAB, SPH, Tech, Plans, in the command center an Upgrades and Warp to... button is added. I tried to change the cfg file, but either I’m making changes in the wrong file, or it just doesn’t work. Game version 1.12.5.3190, mod version 1.4.12. And I also understand that I’m asking in the wrong topic, but maybe someone can tell me how to do the same in the mod oh-scrap? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 20, 2023 Author Share Posted September 20, 2023 1 hour ago, _Lozhkin_ said: Hi! Can you please tell me how to change the mod settings during the game? There is no settings button in the mod window, neither in the command center, nor in flight, nor in VAB. In VAB, the mod window contains buttons VAB, SPH, Tech, Plans, in the command center an Upgrades and Warp to... button is added. I tried to change the cfg file, but either I’m making changes in the wrong file, or it just doesn’t work. Game version 1.12.5.3190, mod version 1.4.12. Right-click on the toolbar button 1 hour ago, _Lozhkin_ said: And I also understand that I’m asking in the wrong topic, but maybe someone can tell me how to do the same in the mod oh-scrap? Ask in that thread On 9/19/2023 at 5:46 PM, Mighty1 said: Hello, I encountered a strange bug. I installed mechJeb in the middle of a carrier and now KCT doesn't work. I can not set craft to be built (the launch button doesn't work) and previously built craft can not be launched. This happens on every save. After removing MJ everything works just fine. Install was done over CKAN and manually yielding the same results. On a clean install, I get stranger results. Even without MJ I have the same behavior. I'm trying to work out what I am missing but I just can't figure it out. On both installs, dependencies are loaded ( click through, magi core, toolbar controller, and space tux) log from the original game https://drive.google.com/file/d/1oTHJXUPVwEWeV2FIYCKcVM_-j5vPv5U7/view?usp=sharing How did you install the mods? Quote Link to comment Share on other sites More sharing options...
Mighty1 Posted September 21, 2023 Share Posted September 21, 2023 21 hours ago, linuxgurugamer said: How did you install the mods? As I wrote, on the first game, the career one, I installed with CKAN and then after seeing the problem removed both KCT and MJ and installed them manually. On a fresh install I used only manual install Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 21, 2023 Author Share Posted September 21, 2023 (edited) 16 hours ago, Mighty1 said: As I wrote, on the first game, the career one, I installed with CKAN and then after seeing the problem removed both KCT and MJ and installed them manually. On a fresh install I used only manual install Well, according to the log file, you have version: 1.4.11.5 installed. The current version is 1.4.12, released 8/30/2023 Please update and try again, you have a lot of Reflection errors in the log which indicate it's the wrong and incompatible version Edited September 22, 2023 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
RiceCakes85 Posted October 5, 2023 Share Posted October 5, 2023 (edited) Is simulating your craft's flight in career mode an unlocked thing? Disabled? I can't seem to activate simulating but I'm not sure if its a depreciated feature or a possible conflict. Edit: Found my answer in the old thread, I need KRASH. This can be disregarded. Edited October 5, 2023 by RiceCakes85 Quote Link to comment Share on other sites More sharing options...
turnerjack698 Posted October 24, 2023 Share Posted October 24, 2023 how do i use multiple launch pads?, is there a compatibility patch for kerbal konstructs? Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted November 22, 2023 Share Posted November 22, 2023 On 10/24/2023 at 7:58 AM, turnerjack698 said: how do i use multiple launch pads?, is there a compatibility patch for kerbal konstructs? Not compatible with KK from what I can tell. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted November 22, 2023 Share Posted November 22, 2023 (edited) On 10/24/2023 at 7:58 AM, turnerjack698 said: how do i use multiple launch pads?, is there a compatibility patch for kerbal konstructs? 6 hours ago, PyjackMeat said: Not compatible with KK from what I can tell. It's working fine for me in my current heavily modded 1.12.5 career, no patch needed. Just click the little options icon next to the ship's name in the build queue and then the "Select LaunchSite" button to see a list of currently available launch sites. Depending on your KK settings you may have to pay to open bases (possibly by visiting them first). I have found that the feature can be a little buggy though and sometimes KCT will just offer the stock launch sites. When that happens the only way I've found to restore the list is to restart KSP. Screenshots: Spoiler Spoiler Edited November 22, 2023 by Aelfhe1m Added extra screenshots Quote Link to comment Share on other sites More sharing options...
NovaRaptorTV Posted December 10, 2023 Share Posted December 10, 2023 On CKAN, it still says that this mod conflicts with v3.3.0.1 of RP-1. I am wondering why that is? Quote Link to comment Share on other sites More sharing options...
NovaRaptorTV Posted December 11, 2023 Share Posted December 11, 2023 1 hour ago, NovaRaptorTV said: On CKAN, it still says that this mod conflicts with v3.3.0.1 of RP-1. I am wondering why that is? Disregard, I found out it was merged into RP-1 Quote Link to comment Share on other sites More sharing options...
MartyrKomplx Posted February 19 Share Posted February 19 For users of both this and Komplexity, I offer a basic compatibility fix (I'll be posting here and in their thread for maximum reach). It's designed for the profile that follows "stock" KSC Facility upgrades instead of the KCT upgrades. As it is now, KCT was designed for only a maximum of Level 3 for the buildings, Komplexity increases that to Level 10. KCT formulas use the actual facility level, instead of a percentage of the maximum level. This can potentially break balance when playing the preset that follows KSC facility upgrades instead of the KCT upgrade system. To make both mods play nicer together, in the formulas area, you need to change any occurrence of the following: [L] ..into.. (([L]/3)-(([L]%3)/3)) [R] ..into.. (([R]/3)-(([R]%3)/3)) This will match up VAB/SPH and R&D Levels 1-3, levels 4-6, and levels 7-9 as KCT Level 1, 2, and 3 respectively. When you finalize the facility to level 10, you get a bonus Level 4 for KCT. Additionally, the upgrades to the next "KCT level" corresponds to the visual upgrades of the facility, except that there's no visual upgrade for level 10 (KCT level 4). Quote Link to comment Share on other sites More sharing options...
Javascap Posted February 29 Share Posted February 29 (edited) Quick question I have not been able to find an answer for: Is there a way to remove the SPH launch cost, or at least reduce it? It just seems absurd I have to pay about 1/3 the value of the entire vehicle for having the audacity to launch from the runway instead of the launchpad after having already paid the cost for the construction of the vehicle. I already found RolloutCost and IntegrationCost in the settings, but those are already at 0 and would affect VAB launches. Edited February 29 by Javascap Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted March 1 Share Posted March 1 @Javascap That sounds weird. One of the saves I'm playing at the moment is a planes focussed career and once a plane has been built, the only operating cost is usually refuelling and other consumables (snacks), unless I mess up a landing and it needs repaired. There is an overhead associated with recovering a vehicle based on its distance from a recovery base, so if you are not sure whether a given airport has been configured for recovery or not then it is a good idea to refuel (assuming you're using Kerbal Konstructs and have some extra airports/bases installed) and fly back to a location you DO know is a recovery site (like the KSC) Quote Link to comment Share on other sites More sharing options...
space_otter Posted May 14 Share Posted May 14 I'm having an issue with this mod. As far as I'm aware, all dependencies are installed correctly. When I open the game, everything is fine until I go to the VAB/SPH and build a rocket. For some reason, the mod doesn't calculate the build time for my vessel at all. Other features (like tech unlock times) work flawlessly. Also, it doesn't let me add my vessel to the build plans (the button just doesn't do anything). Any help with the issue would be much appreciated. https://i.imgur.com/p0eifag.jpeg Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted May 20 Share Posted May 20 How exactly does the "Prep for Airlaunch" feature in the SPH work? I keep searching but I'm finding zero documentation. Quote Link to comment Share on other sites More sharing options...
the loXer Posted May 21 Share Posted May 21 quick Question: how do i install presets? Quote Link to comment Share on other sites More sharing options...
bobatesomemayo Posted June 5 Share Posted June 5 (edited) This suddenly appeared while i was about to launch a craft, and the game has subsequently been screwed with (reverted to VAB, cannot leave) I have 0 idea what caused this nor any steps to reproduce it, but here is my log file KSP 1.12.5 is what i use https://drive.google.com/file/d/1yfc2UYs6QFxYbGlZ2vcuRBubzoIf51Ne/view?usp=drive_link EDIT: Nevermind, it was a cause of not having checked to update my mods. Apologies Edited June 6 by bobatesomemayo Clarification Quote Link to comment Share on other sites More sharing options...
Hugogil Posted July 16 Share Posted July 16 Hi, i've encountered an issue recently which has already happened before and i can't be able to figure out why it happens. The issue happens while playing on a save. I'm flying a mission somewhere not to far and when i return to the KSC, KCT dissapears. By dissapears i mean that the save now plays like if KCT was never installed as a mod, the clock on the menu dissapears as well as any rocket that was building or ant tech researching. It becomes a save without KCT. It is a bit annoying as the alarm still appears for the the next KCT event but nothing really happens then as now rockets and science can be done instanly and any funds or science spent when it worked is just lost The most recent one happened when i retried a mission several times by reverting to the launchpad, as i was not able to put the rocket into space due to bad design. After some time i decided to edit the rocket so i went to the space center while the rocket was still on the launchpad and then clicked recover, then i discovered KCT menu dissapeared and i had lost all the other rockets building and the tech i was investigating and building time was now instant like in stock. I tried restarting KSP, exiting and entering again the save, loading an earlier quicksave, loading another save where KCT still worked and returning to the one it didn't, creating a new save and going back to the old one. Nothing seems to work as in the other saves old and new KCT still works. It seems to break KCT in that particular save somehow. My solution has been to delete the save and start a new one as i didn't know what else to do. In case it matters, all mods are installed using CKAN, KCT i used is updated to last version (1.4.11.5) and my KSP version is 1.12.3 Any idea why it occurs and how to fix it? Thanks in advance Quote Link to comment Share on other sites More sharing options...
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