NathanKell Posted June 27, 2017 Share Posted June 27, 2017 Has anyone else encountered an issue with KCT and buildings with >4 tiers? Do any other career overhaul mods even do that? RP-0 does, now, and it appears to break KCT badly. We get infinite funds (ever-increasing) when upgrading, and pad limits are checked wrong. @magico13 apologies if this has been fixed upstream of the 1.2.2 release; I didn't think to mention that in the github issue. Link to comment Share on other sites More sharing options...
sackfalte Posted June 28, 2017 Share Posted June 28, 2017 Hi Nathan, having the same issue. #RO seems to be aware of it though Link to comment Share on other sites More sharing options...
magico13 Posted June 28, 2017 Author Share Posted June 28, 2017 On 6/26/2017 at 10:20 PM, NathanKell said: Has anyone else encountered an issue with KCT and buildings with >4 tiers? Do any other career overhaul mods even do that? RP-0 does, now, and it appears to break KCT badly. We get infinite funds (ever-increasing) when upgrading, and pad limits are checked wrong. 2 hours ago, sackfalte said: having the same issue. #RO seems to be aware of it though This should be fixed now in the latest build on SpaceDock and at the new automated build site for the 1.2.2 backports (and also fixed in the 1.3 builds). Let me know if you're still seeing issues, thanks! Link to comment Share on other sites More sharing options...
Bornholio Posted June 28, 2017 Share Posted June 28, 2017 25 minutes ago, magico13 said: This should be fixed now in the latest build on SpaceDock and at the new automated build site for the 1.2.2 backports (and also fixed in the 1.3 builds). Let me know if you're still seeing issues, thanks! Muy rápido muchas gracias. Working great! Build 1.3.5.7 from spacedock Link to comment Share on other sites More sharing options...
sackfalte Posted June 28, 2017 Share Posted June 28, 2017 9 hours ago, magico13 said: This should be fixed now in the latest build on SpaceDock and at the new automated build site for the 1.2.2 backports (and also fixed in the 1.3 builds). Let me know if you're still seeing issues, thanks! Hey, I just tried it, and now I have the following issue: after I choose a preset and try to spend points on upgrades, the KCT window glitches, and the entire KSP interface becomes inaccessible (except for the Exit-button). http://i.imgur.com/6GeOX6n.jpg I had completely removed the previous KCT folder, and also removed the current career, and started a new one. the issue is persistent. Link to comment Share on other sites More sharing options...
magico13 Posted June 28, 2017 Author Share Posted June 28, 2017 (edited) 47 minutes ago, sackfalte said: Hey, I just tried it, and now I have the following issue: In the future, the log files are also recommended (posted to dropbox or other similar sites). Without the log I can only make general guesses. My guess is that you've got an older build of MagiCore sitting at GameData/MagiCore.dll, which you have to remove and make sure you only have the latest one at GameData/MagiCore/MagiCore.dll. That would potentially exhibit those symptoms, but the log would confirm it. Edited June 28, 2017 by magico13 Link to comment Share on other sites More sharing options...
sackfalte Posted June 28, 2017 Share Posted June 28, 2017 my bad. I'll try to replace the MagiCore.dll, and if that doesn't help, I will post the log Link to comment Share on other sites More sharing options...
magico13 Posted June 28, 2017 Author Share Posted June 28, 2017 Just now, sackfalte said: my bad. I'll try to replace the MagiCore.dll, and if that doesn't help, I will post the log Alright, thanks! A lot of people have had that issue since the install directory for it changed halfway through 1.2.2 per the request of the CKAN folks. Link to comment Share on other sites More sharing options...
sackfalte Posted June 28, 2017 Share Posted June 28, 2017 1 hour ago, magico13 said: Alright, thanks! A lot of people have had that issue since the install directory for it changed halfway through 1.2.2 per the request of the CKAN folks. that was exactly the issue - I had the magicore.dll in the gamedata folder. fixed. thank you very much for your quick help Link to comment Share on other sites More sharing options...
NathanKell Posted June 29, 2017 Share Posted June 29, 2017 @magico13 you're the best! <3 Link to comment Share on other sites More sharing options...
Ricardo.b Posted June 30, 2017 Share Posted June 30, 2017 using last build for 1.2.2 on KSP 1.2.2 and it is missing allow simulation feature. as the image shows:https://imgur.com/a/1uPRg any suggestion? Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 30, 2017 Share Posted June 30, 2017 1 hour ago, Ricardo.b said: using last build for 1.2.2 on KSP 1.2.2 and it is missing allow simulation feature. as the image shows:https://imgur.com/a/1uPRg any suggestion? simulations got removed a while ago. use KRASH instead Link to comment Share on other sites More sharing options...
Maxsimal Posted July 1, 2017 Share Posted July 1, 2017 (edited) @magico13 Having a bug with a recovered craft using 'recover active vessel' in KCT. I can't seem to throttle it up, even though it's piloted and just sitting on the launch pad. Is that anything you might be aware of? Nevermind, was a mechjeb issue Edited July 1, 2017 by Maxsimal Link to comment Share on other sites More sharing options...
Maxsimal Posted July 1, 2017 Share Posted July 1, 2017 @magico13 Ok now I have a real issue - though it's very fringe. I recovered a craft to a different launch site by doing 'recover to VAB' while I was locked into a different site. This creates an issue where The craft thinks it is 'still moving on terrain' while in flight, so you cannot do any sort of warp The craft's biome remains 'launchpad (biome) ' no matter it's position or altitude. Link to comment Share on other sites More sharing options...
magico13 Posted July 1, 2017 Author Share Posted July 1, 2017 1 hour ago, Maxsimal said: Ok now I have a real issue - though it's very fringe. Hmm, I've got an idea of how that's happening but it'll require testing. I won't be able to fix it until I am back at a computer next week. You might just have to scrap it and just build a new one. Editing it and saving it might work as well as a workaround. Link to comment Share on other sites More sharing options...
MaxwellsDemon Posted July 1, 2017 Share Posted July 1, 2017 Running the most recent dev build with 1.3; all nominal so far. Link to comment Share on other sites More sharing options...
Maxsimal Posted July 1, 2017 Share Posted July 1, 2017 1 hour ago, magico13 said: Hmm, I've got an idea of how that's happening but it'll require testing. I won't be able to fix it until I am back at a computer next week. You might just have to scrap it and just build a new one. Editing it and saving it might work as well as a workaround. @magico13 Editting and saving didn't help. I am rebuilding new ones, but the point was to avoid that No worries though, like I said, a fringe issue. Link to comment Share on other sites More sharing options...
danielboro Posted July 2, 2017 Share Posted July 2, 2017 6 hours ago, Maxsimal said: @magico13 Editting and saving didn't help. I am rebuilding new ones, but the point was to avoid that No worries though, like I said, a fringe issue. i had this problem (not sure it was do to KCT) i found i can fix it by staging wen i got to orbit, pressing the space bar to stage, made the problem go away Link to comment Share on other sites More sharing options...
strudo76 Posted July 9, 2017 Share Posted July 9, 2017 Could I suggest an option to not stop timewarp on launchpad restore completed? I find that I don't generally have much call to stop warping for that event for much of the game. As far as I've played in any case. Link to comment Share on other sites More sharing options...
MatBailie Posted July 9, 2017 Share Posted July 9, 2017 1 hour ago, strudo76 said: Could I suggest an option to not stop timewarp on launchpad restore completed? I find that I don't generally have much call to stop warping for that event for much of the game. As far as I've played in any case. You know you can select your vessel being build and warp straight to that? Link to comment Share on other sites More sharing options...
strudo76 Posted July 9, 2017 Share Posted July 9, 2017 (edited) 1 hour ago, MatBailie said: You know you can select your vessel being build and warp straight to that? Yep, but doesn't it stop the warp if I'm doing something else as well? Like warping a ship out to Minmus it will stop the warp? Or is it something else stopping the warp and I'm just assuming it's the reconditioning finished? Edit: I don't have it set to create KAC alarms either. Edit2: Never mind. I'm deluded. Looks like what I thought was happening isn't actually happening. Edited July 9, 2017 by strudo76 I'm an idiot Link to comment Share on other sites More sharing options...
Guest Posted July 10, 2017 Share Posted July 10, 2017 (edited) Question about the NodeFormula, I have the equation set to max(43200,l([S])*86400)*30 which should handle nodes with a cost of 1 (15 days) and anything past, but the unlock time is always 0 seconds (it informs me that the unlock time is 0 seconds and I have confirmed the tech unlock times is enabled). Am I doing anything wrong with the equation? Edited July 10, 2017 by regex Link to comment Share on other sites More sharing options...
magico13 Posted July 10, 2017 Author Share Posted July 10, 2017 10 hours ago, regex said: Am I doing anything wrong with the equation? It looks like it should work fine but it sounds like something about it isn't being parsed correctly. Is there anything mentioned in the log? You could try replacing the l() with ln() since that should be supported now as well. I'll try to put that formula in myself later and see if it breaks for me as well. I think I usually put a space after the comma, so the fact that you don't have one could be the reason as well, in which case that's a bug with the parser. Link to comment Share on other sites More sharing options...
Guest Posted July 10, 2017 Share Posted July 10, 2017 1 hour ago, magico13 said: It looks like it should work fine but it sounds like something about it isn't being parsed correctly. Is there anything mentioned in the log? You could try replacing the l() with ln() since that should be supported now as well. I'll try to put that formula in myself later and see if it breaks for me as well. I think I usually put a space after the comma, so the fact that you don't have one could be the reason as well, in which case that's a bug with the parser. I'll report back tonight (11 hours or so) after checking/trying those things, thanks Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 10, 2017 Share Posted July 10, 2017 Hello again! I just wanted to double check somehting - Reading your title indicates the most recent version of Kerbal this is compatible for is version 1.1.3, though both in reading comments here and visiting SpaceDock, you have an official release for 1.2.2, as well as a beta release for version 1.3. Is the OP outdated or am I missing something? Link to comment Share on other sites More sharing options...
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