danielboro Posted November 16, 2021 Share Posted November 16, 2021 On 11/14/2021 at 8:56 PM, Orian1978 said: so I just deleted a mod. when I started the game back up KCT said my vessel had parts from that missing mod and would now put that in quarantine. is there a place that I can view quarantine vessels? theirs a text file whit ships name and missing parts. dont remember the location of the file but probably in the save or game root dir Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 17, 2021 Share Posted November 17, 2021 (edited) Question for anyone with experience with KCT in a career game: I'm sure they're all made to balanced, but for the presets, would you say that the "Upfree" preset (stock building upgrade system) works well for a long-play career where I don't want to spend forever in the early game? I'm mainly wondering about the impact of only having one build rate per facility relative to the design of KCT. Edit: Open to suggestions of other setups too. I want the build-time consideration for sure, cause I combine it with all the stage recovery mods, but I've grinded the Kerbin system a lot in the past and want to get further sooner. Edited November 17, 2021 by RocketRyleigh Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 18, 2021 Share Posted November 18, 2021 An issue that has been mentioned earlier if I remember correctly, could be years ago: https://github.com/linuxgurugamer/KCT/issues/91 Quote Link to comment Share on other sites More sharing options...
Startpanikin1 Posted December 13, 2021 Share Posted December 13, 2021 I can't build anything and i don't know what is causing this kraken attack Quote Link to comment Share on other sites More sharing options...
iamihop Posted December 13, 2021 Share Posted December 13, 2021 (edited) Seconding what Startpanikin1 said. I can no longer build anything with Construction Time, a change which happened in the last few days. Was there a stealth update from KSP? The only mods I'm using that have updated since it was working are Tweakscale and Space Tux Library. Thanks for managing such an awesome mod! Edited December 13, 2021 by iamihop Quote Link to comment Share on other sites More sharing options...
Startpanikin1 Posted December 13, 2021 Share Posted December 13, 2021 (edited) I don't think so but my problem started today and i'm sure it's the mod, i think it conflicting with another mod but i cannot be sure which one. I'll report back when i find the issue. Edited December 13, 2021 by Startpanikin1 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 13, 2021 Share Posted December 13, 2021 @Startpanikin1 @iamihop https://github.com/linuxgurugamer/SpaceTuxLibrary/issues/7 Quote Link to comment Share on other sites More sharing options...
EmpCris Posted December 13, 2021 Share Posted December 13, 2021 (edited) https://drive.google.com/file/d/16eotp4XZFJY-lIwAIUzf_CbLxWBIUtxE/view?usp=sharing Help, I can't add rocket construction Edited December 13, 2021 by EmpCris Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 13, 2021 Author Share Posted December 13, 2021 This problem was due to an inadvently removed class from the SpaceTuxLibrary, it's been fixed. Update the SpaceTuxLibrary to 0.0.8.4 to fix it Quote Link to comment Share on other sites More sharing options...
EmpCris Posted December 13, 2021 Share Posted December 13, 2021 1 hour ago, linuxgurugamer said: Questo problema era dovuto a una classe rimossa inavvertitamente da SpaceTuxLibrary, è stato risolto. Aggiorna SpaceTuxLibrary a 0.0.8.4 per risolverlo solved, thanks Quote Link to comment Share on other sites More sharing options...
iamihop Posted December 14, 2021 Share Posted December 14, 2021 Y'all are great! Thank you! Quote Link to comment Share on other sites More sharing options...
Startpanikin1 Posted December 17, 2021 Share Posted December 17, 2021 (edited) Yeah hate to cause havoc but now i can't edit my constructed craft Edit: sorry and thank you in advance Edited December 17, 2021 by Startpanikin1 Quote Link to comment Share on other sites More sharing options...
Aardvark Posted January 3, 2022 Share Posted January 3, 2022 What sort of support does KCT have for the additional bases in Vanilla (both the ones you can start with, and also the discoverable ones.)? I've tried to figure out how to build a ship in the VAB and then launch from the desert, but can't seem to figure it out. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 3, 2022 Author Share Posted January 3, 2022 29 minutes ago, Aardvark said: What sort of support does KCT have for the additional bases in Vanilla (both the ones you can start with, and also the discoverable ones.)? I've tried to figure out how to build a ship in the VAB and then launch from the desert, but can't seem to figure it out. None at this time Quote Link to comment Share on other sites More sharing options...
Kwebib Posted January 3, 2022 Share Posted January 3, 2022 3 hours ago, Aardvark said: What sort of support does KCT have for the additional bases in Vanilla (both the ones you can start with, and also the discoverable ones.)? I've tried to figure out how to build a ship in the VAB and then launch from the desert, but can't seem to figure it out. You can launch from Woomerang and Desert by clicking the asterisk next to the craft and selecting "Select LaunchSite". The new 1.12 sites aren't available, though. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 11, 2022 Share Posted January 11, 2022 Is there a setting to limit the number of research nodes that can be unlocked at one time, or like a que so if you pay for 10 at once, they will only get researched one at a time? Quote Link to comment Share on other sites More sharing options...
DragonInSpace Posted January 16, 2022 Share Posted January 16, 2022 I'm playing with Realism Overhaul which includes KTC and Testflight. My rocket suffered and engine failure and ended up sitting on the pad. According to KTC there is an option to recover the vessel straight to the VAB but I'm not seeing that option anywhere. Supposedly this option is in the KTC menu which you bring while piloting a vessel and landed at kerbin, but I'm not getting that option. This is really annoying to me because rebuilding the rocket will run out the contract I'm trying to complete. Is there a reason I can't see the option and a way to try and fix it? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 16, 2022 Author Share Posted January 16, 2022 24 minutes ago, DragonInSpace said: I'm playing with Realism Overhaul which includes KTC and Testflight. My rocket suffered and engine failure and ended up sitting on the pad. According to KTC there is an option to recover the vessel straight to the VAB but I'm not seeing that option anywhere. Supposedly this option is in the KTC menu which you bring while piloting a vessel and landed at kerbin, but I'm not getting that option. This is really annoying to me because rebuilding the rocket will run out the contract I'm trying to complete. Is there a reason I can't see the option and a way to try and fix it? You're in the wrong thread. This one is specifically labeled "NOT RO". Look for the RO thread for info. @siimav might be able to help, he's the current maintainer of the RO version Quote Link to comment Share on other sites More sharing options...
DragonInSpace Posted January 16, 2022 Share Posted January 16, 2022 1 hour ago, linuxgurugamer said: You're in the wrong thread. This one is specifically labeled "NOT RO". Look for the RO thread for info. @siimav might be able to help, he's the current maintainer of the RO version Oops, I'll head over there. Maybe someone over there also found and fixed my issue. Quote Link to comment Share on other sites More sharing options...
HydraZineSoda Posted February 23, 2022 Share Posted February 23, 2022 Apologies if this problem was already reported, I make an impatient skim reader and may have missed it. My issue is with vehicle editing times in sph. Basically I built a plane to do some early GAP contracts, did said contracts, then modified the plane to be capable of breaking sound barrier, literally adding a third engine and replacing nosecone with extra air breathing thing. I completed sound barrier contract then returned to runway and recovered to sph. So the craft has been stored in sph 3 or 4 times in one initial state, and is now stored in sph in a second, altered state, with one part removed from and 2 added to the original design. For some reason when I now open this craft it’s going to take 2 days 4 hours to edit from second state to second state, and 9 minutes to edit from second state to second state minus the two parts I added when I modified the craft. I discovered this when I wanted to ditch fuel. I can launch the vessel in the state it should be, but it seems like what storage thinks my craft should be and what editor thinks don’t match up. Happy to send my save file and thanks for making kct. Quote Link to comment Share on other sites More sharing options...
Garuda Posted March 9, 2022 Share Posted March 9, 2022 Is there any way to fix new kerbal konstructs pads that I place down not showing up in the launchsite list? Quote Link to comment Share on other sites More sharing options...
jaunco325 Posted March 12, 2022 Share Posted March 12, 2022 a little question: this mod allows you to build a rocket and the payload separately and then join them and launch them? Quote Link to comment Share on other sites More sharing options...
Matt77 Posted March 12, 2022 Share Posted March 12, 2022 5 hours ago, jaunco325 said: a little question: this mod allows you to build a rocket and the payload separately and then join them and launch them? I don't think so. I'm not sure how it would know what to attach where. I'd build the sections, save them as subassemblies (stock feature, open the expandable menu on the top left) then assemble them and add the final design to the build list. You probably need to use the re-root feature if your stages don't use a pod as root. Normally I'll use a probe core to de-orbit them but if weight or funds are a problem, you can add a pod temporarily then re-root and delete the pod. I'd also recommend using KRASH to simulate the finished thing. KCT slows your game down a lot. Nobody wants to spend weeks building a rocket only to find it can't do the job. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted March 12, 2022 Share Posted March 12, 2022 5 hours ago, jaunco325 said: a little question: this mod allows you to build a rocket and the payload separately and then join them and launch them? Not to my knowledge. I can't see any way to pre-build two separate craft and then pull them into the editor for merging. The main KCT UI in the space centre scene doesn't have any options to select more than one vessel at a time for editing and the KCT build queue UI in the editor does not have any options to merge from the build list. At the moment for reusable launchers, (e.g. spaceplanes; shuttles; Falcon 9 etc.), after landing the launcher I would use KCT to recover it to the VAB/SPH then from the KCT menu select to edit the craft to refuel/repair/replace parts. Then merge it (from sub-assemblies or the load menu) with a new payload and any expendable parts (e.g. shuttle external fuel tank and SRBs) then add the new combined vessel back onto the KCT build queue. This means that it would take the full build time of the payload and expendable items as minimum turn around before relaunch. Unfortunately this means that, as far as I can see, you can't have one payload building while flying a prior mission with a reusable launch vehicle that you then intend to use to launch the payload with after the launcher has been recovered and refurbished. Launch vehicles that recover multiple stages separately (e.g. Falcon Heavy or Starship) are also a problem. You can speed the build process a bit by using Scrapyard to recycle previously flown parts into new vessels. Quote Link to comment Share on other sites More sharing options...
jaunco325 Posted March 13, 2022 Share Posted March 13, 2022 thanks Quote Link to comment Share on other sites More sharing options...
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