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Hexicube

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Everything posted by Hexicube

  1. Any plans to make the list of biomes match up with them being splashed down or not? Bit annoying to see "...splashed down at highlands" and other assorted nonsense.
  2. Found an exploitable bug relating to load/save: Mine out an asteroid but leave the rock inside it, F5, F9, asteroid is restored to original mass plus the stored rock. Repeat for infinite anything. Perhaps store the current asteroid mass inside that REGO_ModuleAsteroidInfo module and apply it on load? [edit] This actually comes with a second bug that seems to be caused by it, venting rock stopped functioning and tanks can't be compressed back down. After venting and converting once, it displayed 728/0 for free/total space in the asteroid, and prevented me from venting again. [edit2] Actually, ignore that vent rock issue, was because I forgot to turn the jaw off. However, tanks still can't be re-compressed and total space shows 0.
  3. Does the jaw state it's depleted the resources? A class E should provide multiple million units of rock (it did for me at least) which is a huge amount of storage space. If it doesn't claim depleted resources, just start the jaw up again.Generally, I've found this is caused from a lack of power to support the jaw (either not enough power generation or a sudden loss of solar power), so you may also need to upgrade that. I had to add about 1000 units of power as storage for when my fuel base passes behind kerbin to help excavate the few hundred-thousand units in a class-C.
  4. Alright, it seems to be working appropriately now, however I have a few fairly small issues with the way some parts work: - It would be nice to have an easy way to vent/convert/inflate/deflate faster or slower, changing it at 1000 is a pain when you want to convert 5.5mil from a class E. Maybe buttons to change the magnitude of change? - If the jaw runs out of power and then has it restored later on (insufficient backup power and went behind planet losing solar power), it will forget that it was melting rock and requires a restart. Perhaps make it remember the state through this power loss and resume melting once power comes back on? - There's no way currently to see the amount of space you will end up getting, unless you do the math yourself (for others, multiply the weight in tonnes by 3000). Any plans for showing this?
  5. I wouldn't describe it as unreasonable, it was a perfectly logical request, I just wasn't prepared to sit around for hours waiting for KSP to redownload the gamedata folder.@RoverDude I really didn't mean to act like a twat, but I guess I did anyways, and I apologise if I stressed you out a bit. Nice to see you found that it was a missing config, and that the issue is resolved. I assume the hotfix will come out tomorrow with those christmas goodies? [edit] By that question, I mean will you upload the missing config somewhere so we can just plug it in before-hand, or will we just have to wait a few hours for the christmas update?
  6. 1. I'm ignoring the steps because, not only would it take me hours to be able to perform those (actually, thinking about it, 3GB could take a full day), other users have clearly performed those same steps and still have the issue described.2. Creating an object that is expected yet missing is not flaky, it's accounting for an error that something else caused (i.e. old save). If anything, it's code that should be there in the first place so that users aren't forced to use a new save. 3. My GameData folder is still massive, not quite KSP size, but still massive. Plus, see 1 for re-DL issue. 4. So, if the issue doesn't occur in stock (which others say it does), but does with some other mods installed, what then? Do I direct my annoyance at them who would likely say it's your mod and not theirs? 5. The mass issue is because I don't have any form of reference for what a correct asteroid mass would be in your mod. I've asked twice for your testing persistence file to use for reference, yet you've neglected to give me it. I could very easily run through the code and work out what should be what if I knew what the result is supposed to be, instead of walking around in the dark trying to get a result that just might be correct but also may not be.
  7. 1. Ignoring bugs because it's not a stock install is not a good mentality to have when you're aiming to provide an API to let mods work in a friendly manner. What's the point of making a nice playing field if you take the ball and run away?2. I'm not going to provide files to test, I'm going to test the new dll myself and do a pull request with the fix. 3. Just because I said my SSD was below 10GB does not mean it's above 3GB. How do you know I have the space to store a backup or redownload stock whilst keeping my current mods intact? 4. I'm not required to show that the problem occurs with stock. If the problem occurs, the problem occurs, multiple users have reported the problem and I've stated a very simple and easy way to fix said problem (which I've gone and done myself, or am at least trying to, the converted quantity seems to small but other than that it's working). Not entirely sure what you mean by that?
  8. There you go, enjoy pulling that and creating a build for everyone.[edit] Actually, one moment, I think I need to manually make it prepare the 'roid... [edit2] Yeah, seems like I did need to. Got 50x as much rock out of it afterwards, unless that was sheer coincidence. Should be working properly now, although I don't get the text shown in the video stating the total mass, was that removed? [edit3] Actually, looking at the numbers, it still seems far too small. Only getting 500-550 storage from a class-C asteroid, I'd guess it should be getting something like 20x that...
  9. That isn't really a good mentality to have, just because an issue isn't reproducible doesn't make it invalid. Plus, like I stated, you can easily just add the module onto the asteroid and suddenly the whole problem is gone.As it stands the jaw looks at the asteroid, sees that it lacks the appropriate module, and rather than adding it manually just goes "well, looks like I'm not going to function" and hides the option to start drilling. It's probably an incredibly easy thing to add, too, since your SetupAsteroidResources() inside regolith does pretty much all the work. In fact, I'd be willing to bet it would take you under 15 minutes and under 10 lines to have something ready that completely fixes the issue of asteroids not having the module to store their space and remaining rock supply. Apologies if I sound like a twat with that (almost definitely do), but that's my take on the matter. I've provided a nice easy solution after following the code execution path (to where it displays "No info" on the menu), and would appreciate it if you implemented said solution as it avoids having to mess around with installations and redownloading KSP (which will take hours for me, 400kb/s sucks).
  10. I would, but space on my SSD is a little tight right now (below 10GB). Someone else is going to have to try a clean install.I also don't use universal storage, however I do use KAS, could that be causing issues? (I know it has a grab module other parts can choose to add) I'd also still like to see your persistent file that you use to test, it could give some insight as to what the issue actually is (assuming it's module related, but it could not be). [edit] Hey, I'll have you know my head is the finest dessert this half of Kerbin![edit2] Had a thought, can't you just hook into the vessel unpack event and add any modules that are missing? It would be a band-aid solution, but it would be a solution none-the-less, unless the issue isn't missing modules...
  11. I start a new save with every KSP iteration as I usually get to the end of the tech tree each time, which means I made a new ship every single time. I don't have any ships saved that use the jaw (until after I did the things I wanted to and ran into this issue), and I never use prefabs.
  12. New save with 0.90.0, new ship (hate using pre-build except if I made it that save), one or two old mods (can't remember which).I didn't clean out my old KSP folder as I've manually modified a few things, notable stock/KW parts to eliminate just about every stock part and put KW rocketry parts in their place. I highly doubt that's causing the issue, though.
  13. Is it possible that the bugs are occurring because the jaw expects a module on the asteroid that would be added when it's spawned, that doesn't exist for ones created before the mod was added? I have the same issue, however my installation isn't even close to a stock one.I'm going to time accelerate and capture a new asteroid to see if I'm allowed to hollow out that one. [edit] Quick examination of the new asteroid in the persistent file appears identical to something a stock game would throw out. However, I'm curious if there should be an additional module on the docked asteroid from when the jaw attached to it...I'd expect that to be the case, as that's likely how you'd be storing the information on how much of the rock has been mined. I do see the two USI tank modules and the rock resource in the sfs file, though. Could I take a peek at the sfs file you use to test?
  14. I'd like to fork it, but when I try to github just shows me the fork I did from the original. Kind of annoying...
  15. Usually they're referred to as NPEs (Null Pointer Exceptions).Nice to see this got updated for 0.90.0, I looked here a couple days ago and it was still on the previous version.
  16. Goddamn it, beaten by a few hours.Would you mind adding me as a contributor to that? It'd be fun to work on things I find important (i.e. hiding completed experiments) and let others have the same features, at least in my downtime...
  17. A few suggestions for this neat tool: 1. Allow optimising for cost per dV, which some people (myself included) may find more useful than optimising for cost. 2. Option to require final stage has X dV, useful if you want it to figure out an ideal probe thrust stage for going interplanetary (probably will end up being ion powered) as well as a lifter for said probe stage. 3. Add ion engines if possible, maybe with an option to restrict it to the last stage. 4. Drop-down options for dV requirements for various trips, such as entering orbit or going to Moho and back, for user convenience. 5. Maximum vessel size, in all dimensions (vertical is likely the only one that matters much though), to allow making designs that fit inside constraints of the launch pad in 0.90.0, maybe also with a drop-down for the 3 stages, maybe even tie it in with mass restrictions too. 6. A tech tree display, to make it easier to select unlocked tech. 7. Some way to scan the entire user directory for their part setup, which would eliminate the need to manually add every mod ever as well as accounting for edits to stock parts. 8. An option to prevent SRBs being used after liquid fuel engines stage-wise, usually never happens anyways but could speed things up. 9. An option to only use SRBs either in the first X stages, or for the first X dV, so that you get throttle-able engines where you need them (as in out of orbit). I might also go and make a java version of this tool, for speed reasons, JS isn't exactly great for these kind of brute-force calculations...I'll likely link it here too if I actually get it to a state I consider complete enough, as well as share source.
  18. Alright, got it to work now, the fact you don't override the Start/Update functions threw me off. I can probably look up the remaining things, but I may as well ask here: - Is there a way to check if the game is paused? (Update() still called when paused, but my code will not affect the vessel) - I assume that data will not persist over each flight? (I don't want it to, so will I need to clear it out each time?) - I will need to load sounds at some stage, is there a convention for doing so? [edit] Thanks for that link, saves me time finding out how to check the delta.
  19. Ah right, it's just that your code that you presented uses PartModule. Is it supposed to?
  20. That helps, though that leaves a couple questions: - Do I need to put this onto a stock part, or is it automatically attached to a part (such as the root node)? - Is it possible to get the delta of the tick that passed, or is OnFixedUpdate() guaranteed to have a fixed step of 1/30?
  21. I'm working on a project that I'd rather not share until I know it'll work as I want it to, but first I need to know if it's possible to have code run constantly (only needs to be in-flight) for the active vessel. Do I need to use a PartModule to achieve this, and if so is it possible to ensure the vessel only has one of that module on it so the code doesn't run repeatedly? (apologies if it's stated somewhere, I've looked for at least an hour in a lot of places)
  22. A few suggestions: 1. As stated above, hiding biomes not yet discovered would be a nice addition to have. Maybe make it toggle-able, too. 2. A way to swap red/green text around for those who want it a certain way (also, it's not consistent, which annoys me). 3. Same as 1, but for experiments. 4. Some text parsing on the internal names, like "mysteryGoo" to "Mystery Goo". They all follow the same pattern (type@location) so it shouldn't be too hard. 5. If 4 gets added, some easy way to specify a name for an unknown internal name (like being able to say "phaseTest" is "Material Phasing Experiment"). Other than that, it looks pretty good. I'll probably end up using it regardless of the things I suggested, and I'll likely go fiddle with your source (I love open source things) to add what I want.
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