Gordon Dry Posted September 20, 2020 Share Posted September 20, 2020 (edited) 26 minutes ago, KnedlikMCPE said: I’m not suprised with kopernicus bleeding edge Why? Please explain. I got a lot of mods, Kopernicus Bleeding Edge and no crashes. Edited September 20, 2020 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
boribori Posted September 22, 2020 Share Posted September 22, 2020 On 9/20/2020 at 8:12 PM, KnedlikMCPE said: I’m not suprised with kopernicus bleeding edge, try uninstalling that I did a fresh install of everything, including kopernicus bleeding edge, and so far it hasn't happened yet. It however only happened once in a while, so who knows. But now I have the following issue (again): it keeps spamming [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [KCT] Attempting to take control of launch button (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) I remember this was an issue in the past, I can however not find what fixed it. (Player.log: https://drive.google.com/file/d/1q9W-ocaPuA2Ek87ZoNyEAuo8_2ZA35_o/view?usp=sharing) Quote Link to comment Share on other sites More sharing options...
DarthPointer Posted September 22, 2020 Share Posted September 22, 2020 Just now, boribori said: But now I have the following issue (again): it keeps spamming Have you built KCT in debug mode? Quote Link to comment Share on other sites More sharing options...
boribori Posted September 22, 2020 Share Posted September 22, 2020 28 minutes ago, DarthPointer said: Have you built KCT in debug mode? Oops, I had debug logging turned on because of other issues. I turned it off and it went away. Thanks! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 30, 2020 Share Posted September 30, 2020 When I recover a booster to the VAB and attach an upper stage to it, the decoupler doesn't work anymore. How can I reset it? Quote Link to comment Share on other sites More sharing options...
Cornholio Posted November 9, 2020 Share Posted November 9, 2020 I have used this addon in 100s of played hours of KSP but have always wondered what the criteria is for accumulating upgrade points. Any hints? Quote Link to comment Share on other sites More sharing options...
DarthPointer Posted November 9, 2020 Share Posted November 9, 2020 1 hour ago, Cornholio said: I have used this addon in 100s of played hours of KSP but have always wondered what the criteria is for accumulating upgrade points. Any hints? Open settings (RMB on KCT ico in KSC scene). You can also open "show formulas" button to see everything that is designed to be cofigurable. In preset settings you should find "points for tech node button", I guess it is on by default and this is the reason for you to ask the question. Quote Link to comment Share on other sites More sharing options...
Cornholio Posted November 11, 2020 Share Posted November 11, 2020 On 11/9/2020 at 2:29 PM, DarthPointer said: Open settings (RMB on KCT ico in KSC scene). You can also open "show formulas" button to see everything that is designed to be cofigurable. In preset settings you should find "points for tech node button", I guess it is on by default and this is the reason for you to ask the question. I had checked out the cfgs with these formulas before but nothing appeared too obvious to me. I didn't know about RMB while in game, that was a pleasant surprise. Still, though, the only things I can see so far that generate budget points are tech tree unlocking (I think) and empty storage. Are both of those correct? Are there additional methods to generate BP? Thanks for the help so far. Quote Link to comment Share on other sites More sharing options...
Joker2029 Posted November 11, 2020 Share Posted November 11, 2020 Im sure im missing it somewhere so sorry if i am. The link in the discription for the formula settings is made in 2015 alot of whats on there isnt in the current version so its very confusing. im trying to figure out how to change the setting to something simular to realism settings (like how you can only research one node at a time). ty for any help Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted November 13, 2020 Share Posted November 13, 2020 On 11/9/2020 at 8:47 PM, Cornholio said: I have used this addon in 100s of played hours of KSP but have always wondered what the criteria is for accumulating upgrade points. Any hints? Every time you start researching a new technology in the tech tree, you receive one upgrade point. Quote Link to comment Share on other sites More sharing options...
Cornholio Posted November 14, 2020 Share Posted November 14, 2020 On 11/13/2020 at 7:42 AM, UnanimousCoward said: Every time you start researching a new technology in the tech tree, you receive one upgrade point. Aside from purchasing points, is there any way to accrue points after researching the entire tech tree? Quote Link to comment Share on other sites More sharing options...
SaintWacko Posted November 16, 2020 Share Posted November 16, 2020 (edited) I'm running into something a little odd here. I'm sure I'm missing something obvious, but CKAN is not showing KCT as available for installation on KSP 1.10.1.2939. I suspect the reason is that MagiCore is marked as only being compatible with KSP <1.8.1. I tried manually downloading both KCT (1.4.8) and MagiCore (1.3.2.3) from the provided links, but KCT is not showing up in game. Is there something else I've missed? Edit: Oh for crying out loud. Ignore this, I'm an idiot. I haven't played KSP in quite a while, and haven't installed mods manually in even longer. I was trying to just drop the zip files in the Gamedata folder, which obviously didn't work. Edit2: Still curious why it's not showing up in CKAN, though. Edited November 16, 2020 by SaintWacko Quote Link to comment Share on other sites More sharing options...
eberkain Posted November 16, 2020 Share Posted November 16, 2020 Apologies if this has been asked before. I did some searching but had no luck. When applying upgrade points in the research area there are two options. The bottom one is #/day and that controls how fast you research a new unlock from the tech tree. What does the other one do? It is #/build points. So is that giving you science points from building craft, or is it also applying to researching new tech? Quote Link to comment Share on other sites More sharing options...
magico13 Posted November 16, 2020 Share Posted November 16, 2020 58 minutes ago, eberkain said: What does the other one do? It is #/build points. So is that giving you science points from building craft, or is it also applying to researching new tech? Yep, you got it. That one gives you science for building vehicles. If it's non-zero you'll see a small message in the top left (either that or top center) when a ship is done building that'll say how many science points you got for building it. You only get science for new builds not for editing existing builds. Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted November 16, 2020 Share Posted November 16, 2020 16 hours ago, SaintWacko said: I'm running into something a little odd here. I'm sure I'm missing something obvious, but CKAN is not showing KCT as available for installation on KSP 1.10.1.2939. I suspect the reason is that MagiCore is marked as only being compatible with KSP <1.8.1. I tried manually downloading both KCT (1.4.8) and MagiCore (1.3.2.3) from the provided links, but KCT is not showing up in game. Is there something else I've missed? Edit: Oh for crying out loud. Ignore this, I'm an idiot. I haven't played KSP in quite a while, and haven't installed mods manually in even longer. I was trying to just drop the zip files in the Gamedata folder, which obviously didn't work. Edit2: Still curious why it's not showing up in CKAN, though. Hey! If you have a 1.10.1 installation, and no compatibility settings for older KSP versions set in CKAN, then KCT won't appear as compatible, as MagiCore and Toolbar Controller don't show compatibility (again, according to CKAN) with 1.10.1. You can of course override this either per mod or globally, but those discussions are better for the CKAN topic. However, as you may have gathered from the postings here, KCT is working just fine in KSP. Quote Link to comment Share on other sites More sharing options...
eberkain Posted November 17, 2020 Share Posted November 17, 2020 Another quick question. Its amazing that the mod supports Kerbal Konstructs for different launch sites. But when you use KK what function does this serve? Quote Link to comment Share on other sites More sharing options...
baldamundo Posted November 18, 2020 Share Posted November 18, 2020 Very minor useability question/request: every time I return to the space center, the KCT window defaults to being closed and I have to manually open it again from the toolbar. Since using KCT is the main thing I do from the space center view besides visiting VAB or R&D, it gets a bit inconvenient. Is there any way to make it default to being open? Quote Link to comment Share on other sites More sharing options...
SaintWacko Posted November 21, 2020 Share Posted November 21, 2020 Is there any way to have recovered vessels automatically refueled? Getting real tired of recovering, editing, and relaunching a vessel only to have it not take off because there's no fuel. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 21, 2020 Share Posted November 21, 2020 22 minutes ago, SaintWacko said: Is there any way to have recovered vessels automatically refueled? Getting real tired of recovering, editing, and relaunching a vessel only to have it not take off because there's no fuel. Isn't there a "refuel" button in the launch craft/select crew window? Quote Link to comment Share on other sites More sharing options...
Sppion1 Posted November 29, 2020 Share Posted November 29, 2020 Hi everyone ! My game is crashing each time I try to load a vessel, in the VAB. Not sure it's related to KCT, but the last lines of the KSP.log shows this multiple time : [KCT] Attempting to take control of launch button So I was wondering, can this cause the crash ? KSP.log : https://drive.google.com/file/d/1QIZxV1JgL9SDnqsTlkzwXeLM9b5EroDE/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Strych74 Posted December 3, 2020 Share Posted December 3, 2020 Feature request: Would it be possible to implement a toggle / flag that would restrict the number of tech nodes that can be researched concurrently? At the moment you could (theoretically) unlock x number of tech nodes and they will all commence research at the same time and run their research in parallel. I'd like to "throttle" this so that only one tech node can be researched at a time, similar to how ship construction has a queue mechanism. I currently do this manually by selecting a single tech node for research, then wait for it to finish before selecting the next node, but enabling an automated approach within the mod would be an awesome addition. Quote Link to comment Share on other sites More sharing options...
magico13 Posted December 3, 2020 Share Posted December 3, 2020 5 minutes ago, Strych74 said: Feature request: Would it be possible to implement a toggle / flag that would restrict the number of tech nodes that can be researched concurrently? At the moment you could (theoretically) unlock x number of tech nodes and they will all commence research at the same time and run their research in parallel. I'd like to "throttle" this so that only one tech node can be researched at a time, similar to how ship construction has a queue mechanism. I currently do this manually by selecting a single tech node for research, then wait for it to finish before selecting the next node, but enabling an automated approach within the mod would be an awesome addition. There's a way to do it with the formulas but I don't remember it off the top of my head. I don't recall if there's a preset that uses that functionality. I think that RP-0 did. Once you force it to be limited I think it will give you buttons to change the order in the queue and other management stuff like that too but I gotta be honest it's probably been like 3 or more years since I used that functionality. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 3, 2020 Share Posted December 3, 2020 Hello everyone! Is there a way, with formulas or otherwise, to make part purchases (research it, then pay x funds to get to actually use it), take time? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 3, 2020 Share Posted December 3, 2020 37 minutes ago, Clamp-o-Tron said: Hello everyone! Is there a way, with formulas or otherwise, to make part purchases (research it, then pay x funds to get to actually use it), take time? Like a prototype development time following the research period? Quote Link to comment Share on other sites More sharing options...
hemeac Posted December 3, 2020 Share Posted December 3, 2020 @Strych74, I had been looking for something similar, but had not come across anything obvious. Given that @magico13 notes that there should be a way to do it, will give it another pass and see if I can come across anything in the formulas. @Clamp-o-Tron, that's a really great idea! Quote Link to comment Share on other sites More sharing options...
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