alekkat Posted December 25, 2017 Share Posted December 25, 2017 I installed this mod but when i click launch it doesn't show up a menu for me to build it and doesn't do anything. Link to comment Share on other sites More sharing options...
danielboro Posted December 25, 2017 Share Posted December 25, 2017 2 hours ago, alekkat said: I installed this mod but when i click launch it doesn't show up a menu for me to build it and doesn't do anything. by pressing launch you add the ship to the build list no extra menu involved Link to comment Share on other sites More sharing options...
alekkat Posted December 25, 2017 Share Posted December 25, 2017 It doesn't get added. Link to comment Share on other sites More sharing options...
eightiesboi Posted December 26, 2017 Share Posted December 26, 2017 Hi @alekkat, What happens? Screenshots? Are you familiar with how this mod works? Have you used it before and it isn't working now, or is this the first time you've used it? KCT is one of the best mods (imo) at adding a new immersive element that also makes total sense for gameplay--time matters. But it also changes certain gameplay elements, and if you don't know where the build queue is and how to check it, then it is entirely possible you have a rocket being built right now (so to speak) and don't even know it... I am not the dev, but I've been using KCT for a long time and I'm happy to help you if I can. Link to comment Share on other sites More sharing options...
alekkat Posted December 26, 2017 Share Posted December 26, 2017 hello @eightiesboi. this is what happens when I click launch: http://prntscr.com/hsbxi3 and this is my gamedata folder: http://prntscr.com/hsby4lI tought the same when i saw this mod makes the game better I think, it's the first time i'm going to use this mod so I hope it works. Link to comment Share on other sites More sharing options...
eightiesboi Posted December 26, 2017 Share Posted December 26, 2017 What happens when you click the "show/hide build list" button (refer to your first screenshot)? Link to comment Share on other sites More sharing options...
alekkat Posted December 26, 2017 Share Posted December 26, 2017 the top right grey bar shows up nothing else. Link to comment Share on other sites More sharing options...
magico13 Posted December 26, 2017 Author Share Posted December 26, 2017 3 hours ago, alekkat said: the top right grey bar shows up nothing else. Verify that you've got the latest build from here, and that there isn't a MagiCore.dll sitting in the GameData folder by itself (there should only be one at GameData/MagiCore/MagiCore.dll). If that doesn't work, please get me a log file per the linked forum thread: Link to comment Share on other sites More sharing options...
alekkat Posted December 26, 2017 Share Posted December 26, 2017 (edited) I didn't have the latest version, it works now thanks for helping. Edited December 26, 2017 by alekkat Link to comment Share on other sites More sharing options...
eightiesboi Posted December 26, 2017 Share Posted December 26, 2017 1 hour ago, magico13 said: Verify that you've got the latest build from here, and that there isn't a MagiCore.dll sitting in the GameData folder by itself (there should only be one at GameData/MagiCore/MagiCore.dll). If that doesn't work, please get me a log file per the linked forum thread: At least I *tried* to help... lol Link to comment Share on other sites More sharing options...
magico13 Posted December 27, 2017 Author Share Posted December 27, 2017 1 hour ago, eightiesboi said: At least I *tried* to help... lol I just went with the things I see most commonly and happened to get lucky this time Thanks for your help! Link to comment Share on other sites More sharing options...
Nightfury Posted January 1, 2018 Share Posted January 1, 2018 Don't know if I should ask it here, but well If I use KCT and KSC Switcher together is there a way of transfering a already build vessel from e.g. Cape Canaveral to Vanendberg AFB? Link to comment Share on other sites More sharing options...
MisterFister Posted January 17, 2018 Share Posted January 17, 2018 On 2018-01-01 at 10:01 AM, Nightfury said: Don't know if I should ask it here, but well If I use KCT and KSC Switcher together is there a way of transfering a already build vessel from e.g. Cape Canaveral to Vanendberg AFB? Already built, or already loaded to the Launchpad and in-game as a spawned craft and flyable? Link to comment Share on other sites More sharing options...
przybysz86 Posted January 17, 2018 Share Posted January 17, 2018 Hello guys - question: How to make engine after "active vessel recovery" to stage again? I can activate engine manually or add it to action group but it won't ignite on stage. I do not think it's problem with particular engine as it happened to every single one I was able to recover. Chutes, etc are being recovered and re-set just fine. Am I missing anything or is this a bug? I've seen tutorial on wiki and module templates seem to have engine template and all Link to comment Share on other sites More sharing options...
Nightfury Posted January 18, 2018 Share Posted January 18, 2018 17 hours ago, MisterFister said: Already built, or already loaded to the Launchpad and in-game as a spawned craft and flyable? Only build and in the storage of the VAB at CCAFS/KSC Link to comment Share on other sites More sharing options...
magico13 Posted January 18, 2018 Author Share Posted January 18, 2018 On 1/17/2018 at 4:38 PM, przybysz86 said: How to make engine after "active vessel recovery" to stage again? You might have to pick it up in the editor and place it again. Or the staging might just need to be fixed. I don't remember having issues with getting the engines to stage again, but I may have been manually fixing the staging each time I reused a vessel. 7 hours ago, Nightfury said: Only build and in the storage of the VAB at CCAFS/KSC There isn't a mechanism that allows this right now. If it's a one time thing then you can edit the save file to do it, but if it's something you want to do regularly it's not something that is supported. Since the different launch sites get their own set of upgrades, this could be abused to have KSCs that can churn out vessels very quickly and then send them all to your favorite site. The idea is to instead specialize your launch sites to different things based on geography. So you could have a place that is better for polar orbits and another that is better for equatorial orbits and you'd build your polar/equatorial rockets on-site (which might abstractly relate to some manufacturing somewhere else). Link to comment Share on other sites More sharing options...
przybysz86 Posted January 19, 2018 Share Posted January 19, 2018 8 hours ago, magico13 said: You might have to pick it up in the editor and place it again. Or the staging might just need to be fixed. I don't remember having issues with getting the engines to stage again, but I may have been manually fixing the staging each time I reused a I've used editor to refuel it, place it back ok clamps, etc. Staging is just fine after editor too. All is fine. Rocket/plane/whatever is perfectly functional. Only problem is that engines do not stage but have to be re-activated manually to work. I use RO/RSS/RP0 on 1.2.2 and I've downloaded last KCT not marked as for 1.3 if that makes the difference. Link to comment Share on other sites More sharing options...
danielboro Posted January 20, 2018 Share Posted January 20, 2018 (edited) On 19.1.2018 at 8:41 AM, przybysz86 said: I've used editor to refuel it, place it back ok clamps, etc. Staging is just fine after editor too. All is fine. Rocket/plane/whatever is perfectly functional. Only problem is that engines do not stage but have to be re-activated manually to work. I use RO/RSS/RP0 on 1.2.2 and I've downloaded last KCT not marked as for 1.3 if that makes the difference. Dont RP0 engins have limited number of starts. Kct keeps the number it had wen recoverd Edited January 20, 2018 by danielboro Link to comment Share on other sites More sharing options...
przybysz86 Posted January 20, 2018 Share Posted January 20, 2018 8 minutes ago, danielboro said: Dont RP0 engins have limited number of starts. Kct keeps the number it had wen recoverd I will have to check but I think I was able to re-ignite recovered engine but I must say it never came to me to check this explicitly Link to comment Share on other sites More sharing options...
Pointblank66 Posted January 24, 2018 Share Posted January 24, 2018 I was wondering if this mod is compatible with version 1.3.1? Link to comment Share on other sites More sharing options...
theonegalen Posted January 24, 2018 Share Posted January 24, 2018 2 minutes ago, Pointblank66 said: I was wondering if this mod is compatible with version 1.3.1? There are some dev versions compatible with 1.3.1, available in the link in the original post. They may eat your save, although mine is alright so far. Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 24, 2018 Share Posted January 24, 2018 18 hours ago, theonegalen said: There are some dev versions compatible with 1.3.1, available in the link in the original post. They may eat your save, although mine is alright so far. Yeah, I've been running the dev version for weeks and weeks without issue. There's even a new developer version of the Scrapyard add-on with some performance fixes which is very nice. Link to comment Share on other sites More sharing options...
DC Posted January 24, 2018 Share Posted January 24, 2018 On 01/01/2018 at 3:01 PM, Nightfury said: Don't know if I should ask it here, but well If I use KCT and KSC Switcher together is there a way of transfering a already build vessel from e.g. Cape Canaveral to Vanendberg AFB? I think I've found a way to do this - Build a rocket. Roll it out to the pad Click launch From the launch pad return to the space centre Go into the tracking station Click on the site you want to move the rocket to From the left hand list of vessels click your rocket and go to it Once at the launch pad open the KCT menu Click on VAB and then on 'recover active vessel' The rocket will be recovered to the currently active site instead of the original one Once recovered, roll out again and launch from the new site I've not done any testing on this beyond establishing that it's possible. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted January 25, 2018 Share Posted January 25, 2018 (edited) Where in the save file or KCT_Settings.cfg is the upgrade points located? Because I seem to have -21. Edited January 25, 2018 by SmarterThanMe Link to comment Share on other sites More sharing options...
magico13 Posted January 25, 2018 Author Share Posted January 25, 2018 1 hour ago, SmarterThanMe said: Where in the save file or KCT_Settings.cfg is the upgrade points located? Because I seem to have -21. They're calculated from the tech tree. Make sure the setting for "upgrades from tech tree" is active and try restarting KSP. If that doesn't work, try changing the UpgradeResetFormula to 0 and resetting your upgrades. You'll have to reassign them, but according to that dialog you have 78 total and those will still be available to spend. Link to comment Share on other sites More sharing options...
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