Saybur Stuff Posted July 30, 2024 Share Posted July 30, 2024 I see there's two versions of magicore - a prerelease 1.40 and the latest build, 1.3.2.5 Curious which one you suggest using for KCT? Thanks Quote Link to comment Share on other sites More sharing options...
ijusthavequestionplease Posted August 10, 2024 Share Posted August 10, 2024 How do you change the preset after installing for the first time? Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 20, 2024 Share Posted August 20, 2024 (edited) On 1/7/2023 at 7:03 AM, ThatHomelessGuy said: Hey I'm having a bit of a bug when I recover to VAB/SPH. I keep getting refunded for vehicles when I recover vehicles to the SPH or VAB making it a free money glitch I don't really want. Makes sense for normal recovery but not for recovering the vehicle for reuse. So is this bug ever going to get fixed at any point? I want to try to run a reusable rocket campaign where I don't have to either pretend I'm reusing them, have multiple vehicles constantly spawned in close to the space center, or try to put all the pieces with exact usages back together using Scrapyard, but this bug is preventing me from doing so without cobbling together some spreadsheet for house rules on funding then running it in Science Mode. And yes I did check it is still there with the latest version (1.4.12). Started a campaign with 25,000. Built something in the spaceplane hangar. Spawned it in. Recovered to SPH. Still had 25K. Spawned it in again. Recovered to SPH again. I have 32K now. It would be really nice to get it fixed sometime. Also if anyone has a workaround with either mod settings or KSP settings I'm all ears. Edited August 20, 2024 by Noname117 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 20, 2024 Author Share Posted August 20, 2024 (edited) On 7/29/2024 at 8:11 PM, Saybur Stuff said: I see there's two versions of magicore - a prerelease 1.40 and the latest build, 1.3.2.5 Curious which one you suggest using for KCT? Thanks 1.4.0 11 hours ago, Noname117 said: So is this bug ever going to get fixed at any point? I want to try to run a reusable rocket campaign where I don't have to either pretend I'm reusing them, have multiple vehicles constantly spawned in close to the space center, or try to put all the pieces with exact usages back together using Scrapyard, but this bug is preventing me from doing so without cobbling together some spreadsheet for house rules on funding then running it in Science Mode. And yes I did check it is still there with the latest version (1.4.12). Started a campaign with 25,000. Built something in the spaceplane hangar. Spawned it in. Recovered to SPH. Still had 25K. Spawned it in again. Recovered to SPH again. I have 32K now. It would be really nice to get it fixed sometime. Also if anyone has a workaround with either mod settings or KSP settings I'm all ears. Have you changed any of the options? I'm going to look into this over the next few days. Also, I need to know exactly what you built (list of parts, etc) and whether you had a kerbal in the vessel or not. Please check re. the Kerbal every time you go to the launchpad Edited August 21, 2024 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 21, 2024 Share Posted August 21, 2024 9 hours ago, linuxgurugamer said: 1.4.0 Have you changed any of the options? I'm going to look into this over the next few days. Also, I need to know exactly what you built (list of parts, etc) and whether you had a kerbal in the vessel or not. Please check re. the Kerbal every time you go to the launchpad I set the options on normal for KSP and default for KCT. I did look them over to see if anything was changeable to fix the issue after verifying it but I couldn't find anything. There were no kerbals on the craft. It was a (modded) probe core, a couple fuel tanks, and engine. I have done this glitch before with similar uncrewed craft in the past. It seems KCT is not stopping the regular game recovery of funds but is still putting the craft back in the spaceplane hangar. I could get you my modlist later if that would help, although there's a lot of them. I am running with Scrapyard and Oh Scrap! too, if that helps. Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 21, 2024 Share Posted August 21, 2024 https://docs.google.com/document/d/1wrrUjGGjaAsAA3J8ju0lkdXFmvPqSVFNaT4H2jhzerc/edit?usp=sharing This is my modlist. Made in late 2022, although with some of the mods (including KCT) updated since then. 2 or 3 part configs were edited in mods (changing costs only), and an older Bluedog part (the older Apollo command capsule) I had to manually add back into the mod from a backup of the old version. Here's what the Gamedata folder looks like inside KSP right now. CustomFlags is also not a mod but literally just a folder of custom flags I have added, labelled similarly to how mods do it. Since I've had this modlist running I've been able to repeat the glitch multiple times in multiple different versions of KCT. I think a previous separate modlist which I tried to do the same thing as this one also had the problem. So it's been an issue in KCT for years. Here is the test craft I threw together to test out the glitch. It's 2 Bluedog probe cores, 2 Tantares tanks, and a Tantares engine. Note this is loaded in "edit" view at the moment, which is why the cost looks so low. It would normally be ~7100 funds. The default KCT settings. And the video demonstrating the glitch twice. https://youtu.be/xZVZqr1QkuI Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 21, 2024 Author Share Posted August 21, 2024 (edited) Could you repeat that test, doing the following: 1. Do it starting with empty tanks 2. Second time, somehow, empty the tanks after launching, then recover (I use Hyperedit for these sorts of tests) After each one, when recovering, record how much each part is being recovered, compare that to the cost in the SPH, should be the same So far, I haven't been able to duplicate it with a minimal modded game (no Oh Scrap! or Scrapyard), and a simple rocket with a probe core, tank, engine Edited August 21, 2024 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 21, 2024 Share Posted August 21, 2024 1 hour ago, linuxgurugamer said: Could you repeat that test, doing the following: 1. Do it starting with empty tanks 2. Second time, somehow, empty the tanks after launching, then recover (I use Hyperedit for these sorts of tests) After each one, when recovering, record how much each part is being recovered, compare that to the cost in the SPH, should be the same So far, I haven't been able to duplicate it with a minimal modded game (no Oh Scrap! or Scrapyard), and a simple rocket with a probe core, tank, engine So I had to slightly modify my test vehicle for this. This here is the Test 2. It has lost the forward of the 2 probes, and now has a milk stand to sit on so it can static fire (to burn all the fuel off). Full it costs 4601. Empty (which I call a Test 2E) it costs 3867. There also appears to be a second glitch where on the second spawn of the vehicle it spawns tipped over onto it's side, aligned with how the probe core normally is when placed in the SPH. It also does this in the SPH, but I'm guessing this one is simple. Anyways, I was able to record the full funds change of my test save for demonstrating these issues. Buying Test and the first 2 spawns were done prior to recording to confirm the glitch. Spawns 3 and 4 were during the recording. Something extra weird happened on spawn 3. First I built a Test 2 and spawned it twice without firing the engines to demonstrate the glitch works with it. Then I built a Test 2E, which is effectively starting with empty tanks. I accidentally did a normal recovery on the 2nd spawn, where Scrapyard seemed to work correctly on, then automatically applied the parts when I went to the Spaceplane Hangar. So I rebuilt it, built a 2nd one to test if the cost would remain at 7 (it did not) and if I needed a 2nd article to start fresh (I did not). I also built a regular Test 2 for the final 2 tests I then did 2 Test 2E spawns and SPH recoveries, to satisfy your first request Then I spawned in the 2nd Test 2 and lit its engine for a full duration burn, to burn off all of it's fuel. This should satisfy your second request. I did 2 SPH recoveries with this article Outside of Test SPH3 the glitch seems to be behaving predictably, with each recovery to SPH recovering the full value of the vehicle, independent of whether it's fueled or not, whilst Normal Recovery and even Scrapyard Override with it works as intended. If it's not occurring with stock parts and being the only mod installed then I wonder if there's a weird mod incompatibility somewhere. The only question then is "with what?" Unfortunately trying to narrow that down is going to be hell (especially since it takes KSP 10 minutes to load with my mod set), unless it's something obvious like Scrapyard or Oh Scrap. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 21, 2024 Author Share Posted August 21, 2024 (edited) 5 hours ago, Noname117 said: If it's not occurring with stock parts and being the only mod installed then I wonder if there's a weird mod incompatibility somewhere. The only question then is "with what?" Unfortunately trying to narrow that down is going to be hell (especially since it takes KSP 10 minutes to load with my mod set), unless it's something obvious like Scrapyard or Oh Scrap. You can make a test install of the game, and then use CKAN to install KCT only (CKAN will install all needed depencencies). Then you can build a test vehicle using stock parts and see if it still happens. One thing that might be going on is that BDB uses B9 Part Switch, which changes things under the hood. Are you using normal fuel, or is that being changed? I've recreated your test vessel (second one), and so far, haven't seen it yet Edited August 21, 2024 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 22, 2024 Share Posted August 22, 2024 13 hours ago, linuxgurugamer said: You can make a test install of the game, and then use CKAN to install KCT only (CKAN will install all needed depencencies). Then you can build a test vehicle using stock parts and see if it still happens. One thing that might be going on is that BDB uses B9 Part Switch, which changes things under the hood. Are you using normal fuel, or is that being changed? I've recreated your test vessel (second one), and so far, haven't seen it yet Ok, so I don't actually know how to make test installs, but what I can do is start moving mods over to a different folder and run the game, and a new test save, with a more limited modset, to try to narrow down the incompatibility. So I'll just manual this. I ran this mod set, with just KCT, Scrapyard, Oh Scrap, Bluedog, Tantares, Probes Before Crew, and their dependencies, and did not reproduce the glitch when running this set. Which means there's an incompatibility somewhere in this set of currently uninstalled mods (please excuse the extra Gamedata not sure what that's doing I think I can just get rid of it). Might be a bit before I can get another test in, but I'll probably try to add the mods in small groups and see when the glitch happens. It's also hypothetically possible to be lag or performance-related, as the full modlist taxes my computer quite heavily, and it was weird seeing KSP load fairly quickly and run well. Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 22, 2024 Share Posted August 22, 2024 (edited) So I actually did have a bit more time than expected. I didn't get through testing my entire modlist yet, but I can confirm that this entire set of mods here works. Also doesn't error on load as far as I'm aware. I also tested the extra Gamedata folder that through my own modding incompetence made it in there and including it did not cause the glitch. Which narrows the possible list down to this set of mods: (Or some form of RAM or performance issue) Now I've got a Tomcat to grind out in War Thunder and some shopping to do, so I won't really be able to get to it until either tonight or probably tomorrow morning, and even then that would be interrupted. Edited August 22, 2024 by Noname117 Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 23, 2024 Share Posted August 23, 2024 (edited) On 8/21/2024 at 12:25 PM, linuxgurugamer said: You can make a test install of the game, and then use CKAN to install KCT only (CKAN will install all needed depencencies). Then you can build a test vehicle using stock parts and see if it still happens. One thing that might be going on is that BDB uses B9 Part Switch, which changes things under the hood. Are you using normal fuel, or is that being changed? I've recreated your test vessel (second one), and so far, haven't seen it yet So I just went and gradually installed my mods in batches of ~10 or so until I got the glitch again, and it got very weird. Simply put, I got my entire modlist installed again (except for the extraneous Gamedata folder), and was unable to repeat the glitch in my second test save, the one I had started to test with a minimal set of mods if I got the glitch or not. It was made to not have compatibility issues with the first test save from removing a bunch of mods. Then, without reloading the game, I went back to the first test game, started with the full mod folder installed, and was able to repeat the glitch, same as before. So whatever is going on is likely not only a mod incompatibility, but one that only crops up when a save is first made. And it seems as if a possible workaround is to start a save with a much shorter list of mods that are known to work and then add the rest of the modlist. I am unsure how to proceed from here in terms of testing mods. If you have any suggestions throw them my way. I could also try to throw both my Test and Test2 save files your way to see if you can spot any differences in them that could be causing the glitch. And a couple other things that I don't think are related but should probably be stated: For Test2 I had changed the default profile for KCT, where I modified the formula for funds per upgrade point to 1, so I could get 100 extra points to put into SPH build speed and get the test articles done quicker. Later reverting this back to default did not re-introduce the glitch. Loading my modlist by default would have 1 error on the load screen from B9 Part Switch, apparently on a Bluedog part. This error occurred again when the batch of FreeIva, ProbeControlRoom, RLA_Reborn, ThroughTheEyes, ThunderAerospace, Tokamakindustries, and FerramAerospaceResearch were added in. I don't think it's related, but if this is the moment the game's getting glitchy, and I can't tell which mod is causing the incompatibility... EDIT: I did decide to look in the persistence files myself for discrepancies between the two across the two test saves, given the different mod load orders. First thing I noticed was that the contracts in the ContractScenario and parts in the ResearchAndDevelopment scenario were in different orders. I don't think it matters, but I thought I'd list it here. Second thing I noticed, which I suspect may be the cause of the glitch, was that the KerbalConstructionTimeData scenario was further down the file in Test vs in Test2. In Test, which experienced the glitch, CrewRandRSettings, DMScienceScenario, FARSettingsScenarioModule, and KLScenario (Kaptian's Log) all appeared before KerbalConstructionTimeData, whereas in Test2 all occured afterwards In addition to this, the location is different in LoaderInfo. I'll list both Test and Test2's LoaderInfo's and bold and underline where KCT appears in each. Test: Spoiler LoaderInfo { ModuleManagerWatchDog v1.0.1.1 = True Scale_Redist v1.0.0.0 / v2.4.5.9 = True KSPModFileLocalizer v0.2.3.8 = True ModuleManager v4.2.3.0 = True ClickThroughBlocker v2.1.10.21 = True 0Harmony v2.2.1.0 = True HarmonyInstallChecker v2.2.1.0 = True KSPBurst v1.5.5.1 = True Microsoft.Extensions.FileSystemGlobbing v6.0.0.0 / v6.0.0-preview.2.21154.6+3eaf1f316b8b1da73fdb98e9cca43c0ddaa12f45 / v6.0.21.15406 = True System.IO.Compression v4.0.0.0 / v4.6.57.0 = True System.IO.Compression.FileSystem v4.0.0.0 / v4.6.57.0 = True System.Runtime.CompilerServices.Unsafe v4.0.6.0 / v3.1.3+8a3ffed558ddf943c1efa87d693227722d6af094 / v4.700.20.12001 = True System.Runtime v4.1.0.0 / v4.0.0.0 = True Unity.Burst v0.0.0.0 = True Unity.Burst.Unsafe v4.0.5.0 / v1.0.0.0 = True Unity.Collections v0.0.0.0 = True Unity.Jobs v0.0.0.0 = True Unity.Mathematics v1.0.0.0 = True USITools v1.0.0.0 = True USIToolsUI v1.0.0.0 = True ToolbarControl v0.1.9.11 = True B9AnimationModules v1.6.0.0 / vv1.6.0 = True B9PartSwitch v2.20.0.0 / vv2.20.0 = True B9-PWings-Fork v0.43.0.10 = True BDB v1.11.1.0 = True Chatterer v0.9.99.2788 = True CCK v5.1.0.0 / v5.1.0.0 for KSP v1 = True ConformalDecals v0.2.12.0 / v1.0.0 / v0.2.12 = True ContractConfigurator v1.0.0.0 / v1.30.5 = True CrewQueueTwo v1.1.11.4 = True CustomBarnKit v1.1.22.0 = True DeployableEngines v2.2.0.0 = True DistantObject v0.0.0.0 = True KSPe.Light.DOE v2.4.2.9 = True DMagic v1.4.3.0 / vv1.4.3.0 = True DMModuleScienceAnimateGeneric v0.23.0.0 = True DynamicBatteryStorage v1.0.0.0 = True Atmosphere v1.11.7.1 = True CelestialShadows v1.11.7.1 = True CityLights v1.11.7.1 = True EVEManager v1.11.7.1 = True PartFX v1.11.7.1 = True PQSManager v1.11.7.1 = True ShaderLoader v1.11.7.1 = True Terrain v1.11.7.1 = True TextureConfig v1.11.7.1 = True Utils v1.11.7.1 = True _BuildManager v1.11.7.1 = True FerramAerospaceResearch.Base v0.16.1.2 = True ModularFlightIntegrator v1.0.0.0 / v1.2.10.0 = True FerramAerospaceResearch v0.16.1.2 = True ferramGraph v1.3.0.0 = True Firespitter v7.3.8184.27760 = True FreeIva v0.2.18.4 = True G-Effects v0.4.2.0 / v0.4.2 = True SimpleAdjustableFairings v1.11.0.0 / vv1.11.0 = False JanitorsCloset v0.3.8.0 / v0.3.8 = True RasterPropMonitor v0.31.13.4 = True KaptainsLog v0.1.8.2 = True KerbalConstructionTime v1.4.11.5 = True VesselModuleSave v1.0.1.2 = True KerBalloons v0.5.0.15 = True DeployableAeroSurfaces v1.0.0.0 = True KerbalWeatherProject v1.0.0.0 = True Kopernicus.Parser v1.0.0.0 = True Kopernicus v1.0.0.0 / v1.12.198.0 = True KittopiaTech v1.0.0.0 = True MagiCore v1.3.2.5 / v1.0.0.0 = True NearFutureElectrical v1.0.0.0 = True NearFutureExploration v0.4.0.0 = True NFPropUtils v1.0.0.0 = True NearFuturePropulsion v0.9.0.0 = True NearFutureSolar v0.4.0.0 = True OhScrap v2.2.0.0 / v2.2.0.13 = True PlanetarySurfaceStructures v1.6.16.0 = True PlanetShine v0.2.6.6 = True ProbeControlRoomRecontrolled v1.4.0.0 = True ProgressiveCBMaps v0.1.31.0 = True ResearchBodies v1.13.0.0 = True Restock v0.1.0.0 = True MiniAVC v1.4.1.1 = True SCANsat v1.20.4.0 / vv20.4 = True SCANsat.Unity v1.20.4.0 = True scatterer v0.838.0.0 = True ScienceParamModifier v1.0.12.0 / vv12 = True ScrapYard v2.2.1.0 / v2.2.1.23 = True ScrapYard_ContractConfigurator v2.2.1.0 / v2.2.1.6 = True Shabby v0.3.0.0 / v0.3.0 = True KerbalSlingshotter v1.1.8.1 = True SmartParts v1.9.16.2 = True SmokeScreen v2.8.9.0 = True BDMk22 v0.2.4.2 = True KSP_Log v1.2.0.1 = True ButtonManager v1.0.1.1 = True KSP_ColorPicker v1.1.0.5 = True KSP_PartHighlighter v1.1.0.10 = True SpaceTuxUtility v1.0.1.3 = True StagedAnimation v1.0.0.0 = True HabUtils v1.0.0.0 = True Strategia v1.0.0.0 / v1.8.0 = True SystemHeat v0.1.0.0 = True TarsierSpaceTech v7.13.0.0 = True ThroughTheEyes v2.0.4.4 = True TacLifeSupport v0.18.0.0 / v0.18.0 = True PJHabitat v0.3.0.2 = True Trajectories v2.4.5.3 = True KerbalAlarmClock v3.14.0.0 = True DynamicTanks v1.0.0.0 = True Konstruction v0.0.0.0 = True KonstructionUI v1.0.0.0 = True USILifeSupport v1.0.0.0 = True KolonyTools v1.0.0.0 = True WarpEngine v1.0.0.0 = True USI_WOLF v1.0.0.0 = True WOLFUI v1.0.0.0 = True Waterfall v0.0.0.0 = True BARISBridge v1.0.0.0 = True WildBlueTools v1.0.0.0 = True KerbalActuators v1.0.0.0 = True Buffalo v1.0.0.0 = True 000_ClickThroughBlocker = True 000_Harmony = True 000_KSPBurst = True 000_USITools = True 001_ToolbarControl = True AirplanePlus = True AssetMk1 = True B9AnimationModules = True B9PartSwitch = True B9_Aerospace = True B9_Aerospace_HX = True B9_Aerospace_Legacy = True B9_Aerospace_ProceduralWings = True Bluedog_DB = True BlueSteel = True BoulderCo = True Chatterer = True Chrayol_Design_Org = True CommNetAntennasExtension = True CommunityCategoryKit = True CommunityResourcePack = True CommunityTechTree = True CompletelyNonAggressiveRocketry = True ConformalDecals = True ContractConfigurator = True ContractPacks = True CRE = True CrewRandR = True CTTP = True CustomBarnKit = True CustomFlags = True DeployableEngines = True DistantObject = True DMagicOrbitalScience = True DMagicScienceAnimate = True DMagicUtilities = True DynamicBatteryStorage = True Eisenhower-Astronautics = True EnvironmentalVisualEnhancements = True FerramAerospaceResearch = True Firespitter = True FreeIva = True G-Effects = True GameData = False GemstoneLV = True Hephaistos = True InternalRCS = True JanetsPlanets = True JanitorsCloset = True JSI = True KaptainsLog = True KDSS = True KeR-7 = True KerbalConstructionTime = True KerBalloons = True KerbalReusabilityExpansion = True KerbalWeatherProject = True KittopiaTech = True Knes = True Kopernicus = True Lionhead_Aerospace_Inc = True MagiCore = True MarkIVSystem = True MissingHistory = True Mk1CargoBay = True Mk2Expansion = True Mk3Expansion = True ModularFlightIntegrator = True ModularLaunchPads = True MPE = True NearFutureAeronautics = True NearFutureConstruction = True NearFutureElectrical = True NearFutureExploration = True NearFutureLaunchVehicles = True NearFutureProps = True NearFuturePropulsion = True NearFutureSolar = True Nereid = True NovaPunch = True OhScrap = True OPM = True PlanetaryBaseInc = True PlanetShine = True ProbeControlRoom = True ProbesBeforeCrew = True RealPlume = True RealPlume-Stock = True RemoteTechRedev = True REPOSoftTech = True ReStock = True RLA_Reborn = True SCANsat = True Scatterer = True ScattererAtmosphereCache = True ScienceParamModifier = True ScrapYard = True Shabby = True ShadowWorks = True SHED = True SimpleAdjustableFairings = True SlingShotter = True SmartParts = True SmokeScreen = True SpaceTuxIndustries = True SpaceTuxLibrary = True SpikeX = True StagedAnimation = True StationPartsExpansionRedux = True StationPartsExpansionReduxIVAs = True StockTKS = True StockWaterfallEffects = True Strategia = True SystemHeat = True Tantares = True TantaresLV = True TantaresSAF = True TantaresSP = True TarsierSpaceTech = True ThroughTheEyes = True ThunderAerospace = True TokamakIndustries = True Trajectories = True TriggerTech = True UmbraSpaceIndustries = True Waterfall = True WaterfallRestock = True WildBlueIndustries = True Z Extra Custom Flags = True 666_ModuleManagerWatchDog.dll = True 999_Scale_Redist.dll = True Custom_FARAeroData.cfg = True KSPModFileLocalizer.dll = True LICENSE = True LMP Readme.txt = True MMREADME.md = True MM_LICENSE.txt = True MM_README.md = True ModuleManager.4.2.3.dll = True ModuleManager.ConfigCache = True ModuleManager.ConfigSHA = True ModuleManager.Physics = True ModuleManager.TechTree = True ModuleManagerLicense.md = True README.md = True THANK YOU!!.txt = True WBIPlayMode.cfg = True SimpleAdjustableFairings v1.12.0.0 / vv1.12.0 = True Test2: Spoiler LoaderInfo { ModuleManagerWatchDog v1.0.1.1 = True Scale_Redist v1.0.0.0 / v2.4.5.9 = True KSPModFileLocalizer v0.2.3.8 = True ModuleManager v4.2.3.0 = True ClickThroughBlocker v2.1.10.21 = True ToolbarControl v0.1.9.11 = True B9PartSwitch v2.20.0.0 / vv2.20.0 = True BDB v1.11.1.0 = True ContractConfigurator v1.0.0.0 / v1.30.5 = True DeployableEngines v2.2.0.0 = True DMModuleScienceAnimateGeneric v0.23.0.0 = True KerbalConstructionTime v1.4.11.5 = True MagiCore v1.3.2.5 / v1.0.0.0 = True OhScrap v2.2.0.0 / v2.2.0.13 = True ScrapYard v2.2.1.0 / v2.2.1.23 = True ScrapYard_ContractConfigurator v2.2.1.0 / v2.2.1.6 = True SimpleAdjustableFairings v1.12.0.0 / vv1.12.0 = True KSP_Log v1.2.0.1 = True ButtonManager v1.0.1.1 = True KSP_ColorPicker v1.1.0.5 = True KSP_PartHighlighter v1.1.0.10 = True SpaceTuxUtility v1.0.1.3 = True VesselModuleSave v1.0.1.2 = True SystemHeat v0.1.0.0 = True 000_ClickThroughBlocker = True 001_ToolbarControl = True B9PartSwitch = True Bluedog_DB = True CommunityResourcePack = True CommunityTechTree = True ContractConfigurator = True CustomFlags = True DeployableEngines = True DMagicScienceAnimate = True KerbalConstructionTime = True MagiCore = True OhScrap = True ProbesBeforeCrew = True ScrapYard = True SimpleAdjustableFairings = True SpaceTuxLibrary = True SystemHeat = True Tantares = True TantaresLV = True TantaresSAF = True TantaresSP = True Z Extra Custom Flags = True 666_ModuleManagerWatchDog.dll = True 999_Scale_Redist.dll = True Custom_FARAeroData.cfg = True KSPModFileLocalizer.dll = True LICENSE = True LMP Readme.txt = True MMREADME.md = True MM_LICENSE.txt = True MM_README.md = True ModuleManager.4.2.3.dll = True ModuleManager.Physics = True ModuleManager.TechTree = True ModuleManagerLicense.md = True README.md = True THANK YOU!!.txt = True WBIPlayMode.cfg = True SimpleAdjustableFairings v1.11.0.0 / vv1.11.0 = False GameData = False ModuleManager.ConfigCache = True ModuleManager.ConfigSHA = True 0Harmony v2.2.1.0 = True HarmonyInstallChecker v2.2.1.0 = True KSPBurst v1.5.5.1 = True Microsoft.Extensions.FileSystemGlobbing v6.0.0.0 / v6.0.0-preview.2.21154.6+3eaf1f316b8b1da73fdb98e9cca43c0ddaa12f45 / v6.0.21.15406 = True System.IO.Compression v4.0.0.0 / v4.6.57.0 = True System.IO.Compression.FileSystem v4.0.0.0 / v4.6.57.0 = True System.Runtime.CompilerServices.Unsafe v4.0.6.0 / v3.1.3+8a3ffed558ddf943c1efa87d693227722d6af094 / v4.700.20.12001 = True System.Runtime v4.1.0.0 / v4.0.0.0 = True Unity.Burst v0.0.0.0 = True Unity.Burst.Unsafe v4.0.5.0 / v1.0.0.0 = True Unity.Collections v0.0.0.0 = True Unity.Jobs v0.0.0.0 = True Unity.Mathematics v1.0.0.0 = True USITools v1.0.0.0 = True USIToolsUI v1.0.0.0 = True 000_Harmony = True 000_KSPBurst = True 000_USITools = True CCK v5.1.0.0 / v5.1.0.0 for KSP v1 = True ConformalDecals v0.2.12.0 / v1.0.0 / v0.2.12 = True CustomBarnKit v1.1.22.0 = True Shabby v0.3.0.0 / v0.3.0 = True Strategia v1.0.0.0 / v1.8.0 = True BARISBridge v1.0.0.0 = True WildBlueTools v1.0.0.0 = True KerbalActuators v1.0.0.0 = True Buffalo v1.0.0.0 = True CommunityCategoryKit = True ConformalDecals = True ContractPacks = True CustomBarnKit = True Shabby = True ShadowWorks = True Strategia = True WildBlueIndustries = True NearFutureElectrical v1.0.0.0 = True NearFutureExploration v0.4.0.0 = True NFPropUtils v1.0.0.0 = True NearFuturePropulsion v0.9.0.0 = True NearFutureSolar v0.4.0.0 = True NearFutureAeronautics = True NearFutureConstruction = True NearFutureElectrical = True NearFutureExploration = True NearFutureLaunchVehicles = True NearFutureProps = True NearFuturePropulsion = True NearFutureSolar = True B9AnimationModules v1.6.0.0 / vv1.6.0 = True B9-PWings-Fork v0.43.0.10 = True B9AnimationModules = True B9_Aerospace = True B9_Aerospace_HX = True B9_Aerospace_Legacy = True B9_Aerospace_ProceduralWings = True Firespitter v7.3.8184.27760 = True JanitorsCloset v0.3.8.0 / v0.3.8 = True RasterPropMonitor v0.31.13.4 = True KaptainsLog v0.1.8.2 = True DeployableAeroSurfaces v1.0.0.0 = True PlanetarySurfaceStructures v1.6.16.0 = True Trajectories v2.4.5.3 = True AirplanePlus = True Firespitter = True JanitorsCloset = True JSI = True KaptainsLog = True KerbalReusabilityExpansion = True Knes = True PlanetaryBaseInc = True Trajectories = True CrewQueueTwo v1.1.11.4 = True ModularFlightIntegrator v1.0.0.0 / v1.2.10.0 = True KerbalWeatherProject v1.0.0.0 = True ProgressiveCBMaps v0.1.31.0 = True ResearchBodies v1.13.0.0 = True StagedAnimation v1.0.0.0 = True Chrayol_Design_Org = True CompletelyNonAggressiveRocketry = True CrewRandR = True Eisenhower-Astronautics = True GemstoneLV = True KerbalWeatherProject = True ModularFlightIntegrator = True ModularLaunchPads = True Nereid = True REPOSoftTech = True StagedAnimation = True KerBalloons v0.5.0.15 = True SmartParts v1.9.16.2 = True HabUtils v1.0.0.0 = True AssetMk1 = True BlueSteel = True CRE = True CTTP = True InternalRCS = True KDSS = True KeR-7 = True KerBalloons = True NovaPunch = True SmartParts = True SpikeX = True StationPartsExpansionRedux = True StationPartsExpansionReduxIVAs = True StockTKS = True DMagic v1.4.3.0 / vv1.4.3.0 = True G-Effects v0.4.2.0 / v0.4.2 = True SCANsat v1.20.4.0 / vv20.4 = True SCANsat.Unity v1.20.4.0 = True ScienceParamModifier v1.0.12.0 / vv12 = True BDMk22 v0.2.4.2 = True TarsierSpaceTech v7.13.0.0 = True KerbalAlarmClock v3.14.0.0 = True DynamicTanks v1.0.0.0 = True Konstruction v0.0.0.0 = True KonstructionUI v1.0.0.0 = True USILifeSupport v1.0.0.0 = True KolonyTools v1.0.0.0 = True WarpEngine v1.0.0.0 = True USI_WOLF v1.0.0.0 = True WOLFUI v1.0.0.0 = True DMagicOrbitalScience = True DMagicUtilities = True G-Effects = True Hephaistos = True SCANsat = True ScienceParamModifier = True SHED = True SpaceTuxIndustries = True TarsierSpaceTech = True TriggerTech = True UmbraSpaceIndustries = True DynamicBatteryStorage v1.0.0.0 = True Restock v0.1.0.0 = True CommNetAntennasExtension = True DynamicBatteryStorage = True Lionhead_Aerospace_Inc = True MarkIVSystem = True MissingHistory = True Mk1CargoBay = True Mk2Expansion = True Mk3Expansion = True RemoteTechRedev = True ReStock = True FerramAerospaceResearch.Base v0.16.1.2 = True FerramAerospaceResearch v0.16.1.2 = True ferramGraph v1.3.0.0 = True FreeIva v0.2.18.4 = True ProbeControlRoomRecontrolled v1.4.0.0 = True MiniAVC v1.4.1.1 = True ThroughTheEyes v2.0.4.4 = True TacLifeSupport v0.18.0.0 / v0.18.0 = True PJHabitat v0.3.0.2 = True FerramAerospaceResearch = True FreeIva = True ProbeControlRoom = True RLA_Reborn = True ThroughTheEyes = True ThunderAerospace = True TokamakIndustries = True DistantObject v0.0.0.0 = True KSPe.Light.DOE v2.4.2.9 = True Atmosphere v1.11.7.1 = True CelestialShadows v1.11.7.1 = True CityLights v1.11.7.1 = True EVEManager v1.11.7.1 = True PartFX v1.11.7.1 = True PQSManager v1.11.7.1 = True ShaderLoader v1.11.7.1 = True Terrain v1.11.7.1 = True TextureConfig v1.11.7.1 = True Utils v1.11.7.1 = True _BuildManager v1.11.7.1 = True Kopernicus.Parser v1.0.0.0 = True Kopernicus v1.0.0.0 / v1.12.198.0 = True KittopiaTech v1.0.0.0 = True PlanetShine v0.2.6.6 = True scatterer v0.838.0.0 = True DistantObject = True EnvironmentalVisualEnhancements = True JanetsPlanets = True KittopiaTech = True Kopernicus = True MPE = True OPM = True PlanetShine = True Scatterer = True ScattererAtmosphereCache = True Chatterer v0.9.99.2788 = True KerbalSlingshotter v1.1.8.1 = True SmokeScreen v2.8.9.0 = True Waterfall v0.0.0.0 = True BoulderCo = True Chatterer = True RealPlume = True RealPlume-Stock = True SlingShotter = True SmokeScreen = True StockWaterfallEffects = True Waterfall = True WaterfallRestock = True EDIT Part 2: I tried just having the 4 mods that appeared in the persistence file before Kerbal Construction Time with KCT and was not able to repeat the glitch. There's definitely more to it. Edited August 23, 2024 by Noname117 Probable cause of issue Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 29, 2024 Share Posted August 29, 2024 (edited) After installing a new and different modlist and trying my before-mentioned work-around (of creating the saves with a shorter modlist and then adding the full modlist), and it didn't work. The infinite money glitch is back. I have no idea what's causing it and there's no way to brute-force discover what the problem is without creating a new save for it with every single mod individually in my modlist. I'm legitimately stumped. No wonder you can't seem to diagnose this one. It seems perfectly placed to prevent me from doing what I want to do in KSP whilst also being incredibly difficult to figure out what's going on. I may need to throw logs your way at this point. Here's the mod list that was initially added and the saves were created with: Here's the modlist that got added afterwards in 1 swoop: Here's the full modlist all together Put up 2 KSP logs on Dropbox here to send your way @linuxgurugamer. KSP1 log will be from Friday, the 23rd, with the full old modlist, where I didn't get the glitch in the test save that was loaded with the mods gradually added in, and then did get the glitch in the older test save which was formed with all the mods installed originally. KSP2 log will be from today, with the save with the new modlist that was initially formed with a much smaller modlist then had the full entirety of the rest of the modlist dropped on it suddenly. https://www.dropbox.com/scl/fo/29anui420af45jevcfv5z/ACVvXaUiVMoD9lXynPvI2aU?rlkey=hxw78u9zg9qw8try9tyob1dll&st=xjbi5i6t&dl=0 Also, outside of switching out the tech tree, the only real difference between the 2 lower modlist starts is the inclusion of contract packs. Hmmmm, I might actually want to test something here... Edited August 29, 2024 by Noname117 Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 29, 2024 Share Posted August 29, 2024 21 minutes ago, Noname117 said: After installing a new and different modlist and trying my before-mentioned work-around (of creating the saves with a shorter modlist and then adding the full modlist), and it didn't work. The infinite money glitch is back. I have no idea what's causing it and there's no way to brute-force discover what the problem is without creating a new save for it with every single mod individually in my modlist. I'm legitimately stumped. No wonder you can't seem to diagnose this one. It seems perfectly placed to prevent me from doing what I want to do in KSP whilst also being incredibly difficult to figure out what's going on. I may need to throw logs your way at this point. Here's the mod list that was initially added and the saves were created with: Here's the modlist that got added afterwards in 1 swoop: Here's the full modlist all together Put up 2 KSP logs on Dropbox here to send your way @linuxgurugamer. KSP1 log will be from Friday, the 23rd, with the full old modlist, where I didn't get the glitch in the test save that was loaded with the mods gradually added in, and then did get the glitch in the older test save which was formed with all the mods installed originally. KSP2 log will be from today, with the save with the new modlist that was initially formed with a much smaller modlist then had the full entirety of the rest of the modlist dropped on it suddenly. https://www.dropbox.com/scl/fo/29anui420af45jevcfv5z/ACVvXaUiVMoD9lXynPvI2aU?rlkey=hxw78u9zg9qw8try9tyob1dll&st=xjbi5i6t&dl=0 Also, outside of switching out the tech tree, the only real difference between the 2 lower modlist starts is the inclusion of contract packs. Hmmmm, I might actually want to test something here... Ignore my confusion here I figured out the incompatibility!!!!! It's the contract packs. One of the contract packs is causing the infinite money glitch. I'm uncertain if this has to do with whether they're installed on the save when it's created or later, or if this is a problem with a contract being generated by one of these packs being available. This could explain why it didn't occur in saves which had the contracts added in after the fact, as it didn't have time to generate a new one. Here are the contract packs I have installed in my current modlist: https://forum.kerbalspaceprogram.com/topic/206029-contract-pack-research-advancement-division-v121/ https://forum.kerbalspaceprogram.com/topic/111573-1101-contract-pack-field-research-v122-2020-09-20/ https://forum.kerbalspaceprogram.com/topic/224837-112x-contract-pack-constellations/ https://forum.kerbalspaceprogram.com/topic/156338-122-19x-contract-pack-exploration-plus-201-24052020/ And here's the set of contract packs in the previous modlist: https://forum.kerbalspaceprogram.com/index.php?/topic/206029-contract-pack-research-advancement-division-v110/ https://forum.kerbalspaceprogram.com/index.php?/topic/111573-1101-contract-pack-field-research-v122-2020-09-20/ https://forum.kerbalspaceprogram.com/index.php?/topic/156338-122-19x-contract-pack-exploration-plus-201-24052020/ https://forum.kerbalspaceprogram.com/index.php?/topic/174155-143-kerbal-academy-contract-pack-v12x/ https://forum.kerbalspaceprogram.com/index.php?/topic/116789-13-14-15-16-17-18-contract-pack-commnet-relays-210-2019-jan-13/ Of which 3 are the same. I'm tired; I'll investigate more later, but I think it's narrowed down to just 3 mods at this point. @linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 29, 2024 Share Posted August 29, 2024 (edited) Nevermind I just managed to get the glitch on a save with the contract packs removed. I'm once again completely stumped on what's going on. Removing and adding the contract packs back in one at a time produced inconsistent results with getting the glitch. Frankly it seems to be more consistently occurring when I play with the save settings. Except for the first test save I did in this thread, every one I've got it on has had custom settings and every one I didn't had default settings... So... I gave myself 500K starting fund, 2,500 starting science, and 50 starting rep, with science rewards down to 30% and funds rewards down to 80%. Allow other launchsites was turned on. Requiring signal for control and plasma blackout were each turned on. But where I suspect the problem could be, Collect Science, Grand Tours, Rescue and Recovery, Tourism, and VesselRepair contracts were turned off in the save. In the more recent one with the glitch without the extra contracts Collect Science was on. I also set an active contract multiplier to 1.50. I'm wondering if turning a specific set of the stock contracts off causes the glitch, and it was automatically done by a modded contract set, maybe one of the two in the previous save that were removed from the new mod list, then I happened to manually disable the contract type causing it? Or maybe I'm just going clinically insane trying to diagnose this mod incompatibility that only ever crops up when I'm either actually playing the game or verifying whether it exists with a certain mod set and never crops up when I start testing specific mods to see if they're the cause. I don't think there's anything else I can do at this point frankly. Just checked, couldn't replicate the glitch with just KCT and ContractConfigurer installed with the custom settings on the campaign. I think I'm giving up on chasing this one and hope I've given you enough information to crack it. Edited August 29, 2024 by Noname117 Quote Link to comment Share on other sites More sharing options...
Noname117 Posted August 30, 2024 Share Posted August 30, 2024 I think I just identified the mod that's causing the issue. Either it's Modular Flight Integrator or something dependent on it. It should be noted I tested removing Ferram and Kopernicus separately and still got the bug, so it's neither of them. I am skeptical it's something dependent on it, as between the 2 mod lists I highlighted every mod that appeared in both, and in terms of mods that were verified to not be the cause of the glitch (assuming only 1 mod is) that appeared in both modpacks, there weren't any that included Modular Flight Integrator in their downloads (once Ferram and Kopernicus were removed separately and the glitch was still demonstrated). So right now I'm maybe 50% certain Modular Flight Integrator is partially incompatible with KCT. I also think there's a reasonable chance that glitching out Ferram and Kopernicus could've somehow fixed the glitch when creating new saves even if neither mod itself is the source. And there's just a chance all of this is flat out wrong like everything else I've tried because this glitch only seems capable of leading me on wild goose chases. It also seems like the work-around of removing it to create a save (and maybe build and spawn and recover a first ship), then adding it back in the modlist may work here. Sorry I keep pinging you @linuxgurugamer but if you're hunting this I want you to have as much information as possible. If it's MFI then that's bad. That's an effective partial incompatibility with FAR and Kopernicus. Quote Link to comment Share on other sites More sharing options...
MrRadGast Posted September 3, 2024 Share Posted September 3, 2024 On 11/7/2022 at 3:25 AM, jebalicious said: Firstly, thanks so much to @linuxgurugamer who tirelessly maintains a large number of mods out there. I hope KSP team recognizes all your hard work. Really thy should probably be offering you a job. I have a question.....Does the build effect not work anymore? Using default settings I make a basic craft...for example takes 6 days to build...after being built I then duplicate the same craft..still takes 6 days. Has something changed? I haven't been playing for awhile but last time I did the build time of parts previously used would reduce. I tried a fresh install as I have many mods and only installed construction time and its dependencies and the problem is still there. Thanks Hi, did you ever figure out the reason for this oddity? How about anyone else having experienced and solved it? Quote Link to comment Share on other sites More sharing options...
dlrk Posted September 5, 2024 Share Posted September 5, 2024 On 8/30/2024 at 5:03 PM, Noname117 said: I think I just identified the mod that's causing the issue. Either it's Modular Flight Integrator or something dependent on it. It should be noted I tested removing Ferram and Kopernicus separately and still got the bug, so it's neither of them. I am skeptical it's something dependent on it, as between the 2 mod lists I highlighted every mod that appeared in both, and in terms of mods that were verified to not be the cause of the glitch (assuming only 1 mod is) that appeared in both modpacks, there weren't any that included Modular Flight Integrator in their downloads (once Ferram and Kopernicus were removed separately and the glitch was still demonstrated). So right now I'm maybe 50% certain Modular Flight Integrator is partially incompatible with KCT. I also think there's a reasonable chance that glitching out Ferram and Kopernicus could've somehow fixed the glitch when creating new saves even if neither mod itself is the source. And there's just a chance all of this is flat out wrong like everything else I've tried because this glitch only seems capable of leading me on wild goose chases. It also seems like the work-around of removing it to create a save (and maybe build and spawn and recover a first ship), then adding it back in the modlist may work here. Sorry I keep pinging you @linuxgurugamer but if you're hunting this I want you to have as much information as possible. If it's MFI then that's bad. That's an effective partial incompatibility with FAR and Kopernicus. I'm having no issues with KCT, FAR and Kopernicus Quote Link to comment Share on other sites More sharing options...
Jamesy Posted September 10, 2024 Share Posted September 10, 2024 (edited) Hi Everyone, I'm looking for a steer on an issue that I've been experiencing, which may or may not be due to KCT, but definitely makes KCT go haywire. I have a new run with Kerbalism and KCT as the base Mods, sure I have others, Eve, Docking Port Alignment, parts mods etc. I also installed Stage Recovery and Scrap Yard as recommended for KCT. First issue which is just annoying: Build Time of Merged vehicles Lets say I design a lifter and payload - Build Time 11 days 3 hrs I split and build lifter in VAB - Build Time 6 days 2 hrs, and the payload in SPH - Build Time 6 days 2 hrs So far so good I then go to merge the two vehicles... sometimes Merged vehicle takes 30 mins to complete Merged vehicle takes 1 day 2 hrs to complete Merged vehicle takes 6 days 3 hrs to complete I find no regular cause for the build time variance, ie not specific to lifter vs payload merged to the other. Second very similar issue, also just annoying: Build time with no edit Sometimes I remind myself of a vehicle's components by selecting edit vehicle Usually, looking at the ship: completion remains at 100%, build time 0 Sometimes, looking at the ship: completion drops to around 80%, build time a day or more Once or twice, looking at the ship: completion changes to below 50%, build time significant amount of construction time again, I find no regular cause, sometimes it's the same vehicle almost every time I look, sometimes cancelling and immediately editing it's fine Third issue, this one is game breaking!!! I have a 10T reusable Lifter, and I have a 6.5T Payload I launch combined vehicle, Lifter gets to LKO, deploys Payload for mission Lifter Returns and is recovered to VAB, eventually Payload returns and is also recovered to VAB I refuel, merge same Lifter and Payload together for 2nd launch (I discover later that Now DV shows as ~1/2 previous) I launch, Lifter doesn't even make sub-orbital, Payload burns more than 1/2 fuel to achieve KEO Comparing both vehicle scripts from different saves, they appear nearly identical, BP etc. I don't get it, but it makes reusable vehicles (one of the draws of KCT) unworkable Has anyone else come across these, or have any idea how to diagnose/fix? Edited September 16, 2024 by Jamesy Correction Quote Link to comment Share on other sites More sharing options...
Noname117 Posted September 13, 2024 Share Posted September 13, 2024 On 9/5/2024 at 9:16 AM, dlrk said: I'm having no issues with KCT, FAR and Kopernicus Darn it why is this bug impossible to pin down. I've never seen a bug that sporadically will disappear and reappear by removing and re-adding mods but when tested separately will show entirely different effects. Quote Link to comment Share on other sites More sharing options...
TooTieredToSleep Posted October 5, 2024 Share Posted October 5, 2024 Hey there! I have a problem with KCT. When i press "launch", nothing happens and the "construction time" menu just says 0 days 0 hours 0 minutes etc... I have made sure to be using the most up to date install of the mod, on the most reacent build of KSP. I have reinstalled the game (entierly) but it still does not work. Mods Bellow Spoiler https://imgur.com/a/rrI11P1 Log file Bellow Spoiler https://www.dropbox.com/scl/fi/mttytko8tx9wbbjuenc9y/KSP.log?rlkey=13feoekql6dehz54o4ifiqbbo&st=lefa6tol&dl=0 Quote Link to comment Share on other sites More sharing options...
I-iz-Zed Posted October 13, 2024 Share Posted October 13, 2024 I can't find any mention of this in searches, so I'll ask, is there any way to recover vessels to the VAB through Stage Recovery or some equivalent? I know you can use FMRS with auto recovery turned off, but having to manually fly down every spent stage is a pain, and it's even worse having to swap to them all after words to actually recover them. I'd love if I could just get my spent boosters back in the build list so I could just slap em back on to reduce the rebuild time, anyone know of a way? Or do I just need to give Scrapyard another try (despite the bugs) Quote Link to comment Share on other sites More sharing options...
Yarnish Kerman Posted October 31, 2024 Share Posted October 31, 2024 Is the only way to refuel a ship to edit it, and manually fill each tank? I believe some people talked about using Kerbal Konstructs to handle the refueling, but I'm hesitant to add yet another mod, especially in the middle of a career. I have Ship Manifest installed, and can use that, but it does not subtract any funds for the resources added (and does it instantly), which I'd consider cheating. If I didn't overlook a built-in feature of KCT, how do you guys handle refueling? Quote Link to comment Share on other sites More sharing options...
hermano Posted November 15, 2024 Share Posted November 15, 2024 @Yarnish Kerman Upon launch you get the option to refill all tanks. Unless you want to keep some tanks empty it works fine. @Jamesy I suspect the differing percentages on update/merge are a side effect of mods changing parts in the editor. Kerbalism is a prime suspect as tech upgrades for science and habitation change the mass of parts. If you edit an older craft some parts will change and are probably identified by kct as new parts with the old parts being removed. With larger parts like cabins/habitats that will have a more severe impact. Usually only changing the position of parts or changing tank contents will add no extra construction time, removing or adding a part will. Adding or removing mods that change parts may also have an effect. @linuxgurugamer Many many thanks for keeping all these mods alive! Returning to ksp after a few years and finding everything still works and is updated is really astonishing. Quote Link to comment Share on other sites More sharing options...
Alex Starlight Posted December 2, 2024 Share Posted December 2, 2024 (edited) @linuxgurugamer Just letting you know I pushed some code over to KCT. Simple stuff, just 2 lines to make the OnScienceGained event fire when there's science gain by BPs of construction so mods that do stuff when you gain science can also pick up that gain when that happens I don't really know which place you check more often (and you have a FULL TRUCKLOAD OF MODS to maintain so it's prob very easy to get lost in the ocean hah) so I figured it'd be good to give a poke here too since it's such a small change xD~ Edited December 2, 2024 by Alex Starlight Quote Link to comment Share on other sites More sharing options...
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