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OverloadUT

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Everything posted by OverloadUT

  1. Gotcha. After looking at it more closely it's only the UNLOCK prices that seem way too low (which only became relevant in .25), although I will review stock carefully to make sure I'm comparing it to the right thing. I know NFT opts for extremely expensive unlock costs for the advanced stuff which I am a big fan of. Seems to me like anything that can potentially generate unlimited resources (drills especially) ought to be decently pricey. I'll give it a review against stock and see if I come up with a recommendation via a patch.
  2. You might be looking for OnVesselCreate() which is called every scene load for each vessel in the world. The addon I am working on has been all event tracking so I've been mucking with the order of events as well!
  3. This is a long shot, but it sounds like your issue is with ConfigNodes which are pretty notoriously fickle. Here's something that I discovered: You cannot serialize an object to a ConfigNode unless it contains a zero-parameter constructor (or no constructors at all). So if the VESSEL is your own object and it has its own custom constructors, try adding in one with zero parameters and see if that helps.
  4. I am curious if the current R&D unlock costs as well as the part costs in your current release are intended to be final. I'm in my .25 career and I've noticed that many of your parts seem a bit too inexpensive. If this is something that's still a to-do, I'd love to submit a patch with my shot at it, but I don't want to waste my time if you're already happy with where they are
  5. This was super fun. Now if I can just finish the darn thing
  6. This happened to me as well, although in my case I strongly suspect the culprit being that I ran out of disk space while KSP was running, causing Toolbar to fail a write and nuke the file.
  7. Yessss thank you! Spent hours today getting my new .25 career all set up, and KCT is the only one missing now
  8. Planetshine can be spoken aloud much easier so go with that!
  9. Man I am REALLY tempted to get some friends together and do a LARPy livestream of this.
  10. I understand the ramifications. Ideally I'd love to flag resources as having no value upon recovering. Perhaps a plugin project in the future! Anyway, is the answer to my question that you have to override the resources with a new definition? Or is it possible to do with ModuleManager? Don't worry; I'm not going to go and stomp all over your unification efforts - I think they're one of the most important projects out there for a mod addict like me. I'm just trying to fact find for how to execute an idea I have for my own project. Edit: I suppose the RIGHT way to accomplish what I want would be a plugin that adds a surcharge for including certain resources on a rocket. That way the "costs" of the resources are not ever modified, except that trying to launch with a bunch of pre-filled resources will cost you a big fee to do so. That would fix the recovery issue and not touch the CRP. Hmmm... I might explore this avenue further!
  11. Well, I wouldn't be looking at distributing the modifications as part of a mod, but rather the modifications would be the mod itself. I would like to create a mod that greatly ups the cost of parts and resources that are currently in the "might as well toss this on to my ship" category. So let's say food for example: I don't mind that you can easily bring a 3 years of supplies for a single ton, but I want to make that expensive enough that you will actually think twice, and quite possibly use the tweakables to only bring as much as you need. Unrelated to this topic is the fact that I would do the same thing for parts that have potentially huge career mode ROI - so things like science parts would be 10 or even 100 times as expensive as stock. No longer would you just toss a few thermometers on to a vessel "because why not?" I think it would have the possibility of creating a pretty fun and different career mode experience. This would be created for my own fun factor but possibly distributed if the licenses involved permit it. Anyway, I'm also just doing some fact finding in to how all this modding stuff works in KSP, as I'm about ready to dive in to developing a few original plugins.
  12. Hey RoverDude - If I wanted to make a modmod that modified the costs of several CRP resources, would it be possible to do so in a modulemanager file? Or would resources need to be completely redefined to change one of their parameters?
  13. I would LOVE this. I like that this conversion uses the MKS model for the workshop, but wish that it integrated with the MKS rules, such as efficiency and need for replacement parts and whatnot.
  14. Hey there - Thanks a bunch for this mod! I'm using it in my livestreamed career on KSP-TV and my own channel. Just got my first mining base finally set up! I did want to report a gigantic bug. If I put 6 kerbals in the orbital workshop, the next time the craft is loaded only 2 of them will be remaining. They get flagged "MIA" and then eventually "Dead". This also happens when recovering the vessel on the surface of Kerbin. I haven't tested yet to see if this is caused by a combination of mods I am running - let me know if it doesn't happen for you and I'll see if I can narrow it down. Steps to reproduce: 1. Build a vessel that is an orbital workshop, a fuel tank, and an engine. 2. Launch the vessel with 6 kerbals inside. 3. Lift it a few inches off of the launchpad and then set it back down. 4. "Recover Vessel" 5. Notice that four Kerbals are now marked Missing In Action in the barracks. If in career mode, the summary screen will also show that only 2 kerbals made it back.
  15. I just wanted to stop in and say thanks for this mod. I absolutely adore it. I've been featuring it on KSP-TV, Squad's official Twitch channel, as it is one mod in my long list of mods. Everyone was super impressed by it
  16. This is really great! I might submit a patch that adds explicit support for the big science mods (DMagic, Station Science) so that they can have human names. Shouldn't be too difficult with how modular you made the code
  17. The Commnotron 32 is out of range of the other satellites. Here's what a 4 satellite network looks like at 2800km altitude: (from this awesome tool) Notice how the distance between two perfectly placed satellites is 4,800km? The 32's range is 5,000km. That's not a lot of room for error. In your screenshot, your top and bottom satellites are pretty far off from ideal and causing the one on the right to be further than 5,000km away from both of them.
  18. Fantastic! I've never been someone to download other people's crafts before, but this site may change that for me! One suggestion: it would be lovely if planes/SSTOs could be flagged with which aerodynamic model they were designed for. I know you can't detect this because FAR/NEAR don't add any parts that you could parse, but perhaps it's something the user could set optionally upon uploading?
  19. Please feel free to link or quote it all you'd like! And yeah, I installed StageRecovery after some of my viewers pointed out how they work together. I actually have feedback for you on that one: I actually uninstalled SR when I first installed KCT, because the tidbit in the OP for KCT made it sound like it had SR features built in and so I was worried that they had duplicate functionality. Might want to adjust that bullet point to call out that it has lite recovery features built in but SR really makes it awesome.
  20. Hey magico, I wanted to pop in here and thank you profusely for this mod. At first I didn't think the construction time would add much to the game, but after only a few weeks in to my career I can tell that I was wrong. It makes contract deadlines mean so much more, among other things. I also wanted to share a story of your mod in action in the best way. Last night on KSP-TV (Squad's official Twitch channel) I had what many viewers were saying was the most exciting mission I've ever done. I think I agree with them. It was a situation resulted by the combination of TAC Life Support, Remote Tech, and Kerbal Construction Time: While orbiting around Mun, I hit spacebar by accident, separating my reentry pod from the rest of the craft. The pod only has 18 hours worth of food, water, and oxygen. No way to get the life support supplies from the separated section, even with KAS. No docking ports, so can’t re-attach in any way. Kerbal will die in 18 hours. Every craft I have built thus far in the career has taken far more than 18 hours to build. I'm early-on in my career with only around 20 unlock points in KCT. I pulled out all the stops. Nearly bankrupted my space program by buying as many construction time upgrades as possible. Unlocked new science just for the construction time boosts. Spent ages iterating on how to build as simple a craft as possible such that it will be built in time. We’re talking trying to shave off 15-30 minutes here and there. Eventually got it to 12.5 hours construction time. It takes about 6 hours typically from launch to Mun orbit. It’s going to be close. Next problem: I’m looking at a BARE minimum craft here. It is NOT manned and I do NOT have satellite signal at Mun. I desperately wanted to do a manned rescue, but it just plain couldn't be built in time. This means that I am going to have to do the transfer burn and then pre-plan a Mun circularization burn that perfectly rendezvouses with the stranded craft, ALL FROM KERBIN ORBIT. The margin or error on maneuver nodes that far away is typically too high to go without corrections, but I have no choice. Once this probe leaves satellite range, it’s going to do what I told the flight computer to do with no way to adjust. I did it. Had to do an inefficient high-speed transfer in order to get there in time. Timed it for the rendezvous perfectly. EVA’d over to the emergency pod, and now the stranded kerbal has 30 days of supplies. Plenty enough to mount a proper rescue. While RemoteTech is responsible for the white-knuckle no-room-for-error maneuver planning at the end, even that would not have happened without KCT. Without KCT I would have just tossed two pods on the craft and called it a day.
  21. This is most excellent. I decided to add it to my new "Ironman" career that I am starting which will be livestreamed on KSPTV. It probably won't actually be featured on the show right away as it's advanced tech, but I'll call it out this Monday as I am explaining the list of mods I'm using for this new career
  22. Sadly, running KAC reliably locks up my game. I've spent a great deal of time narrowing down the cause and I can at least make it lock up my game 100% reliably, although I haven't figured out how to fix it. I haven't tried removing all of my other mods yet (of which I am running many), which I know is the first thing I should do to get you reliable information, but I figured I would share what I have discovered in the mean time. My game hard locks (not a crash) immediately at the point where the game autosaves. It's before the "Save Successful" text even appears on the screen. This happens while watching a craft in map view with time warp set to maximum. Quicksaves do NOT cause the problem. The problem happens weather or not any alarms are configured. The problem happens weather or not the KAC dialog is open. The save seems to be successful as I can reload the game from that point. The last two lines in my log are always [Autosave]: Game Saved (Filename: [...]UnityEngineDebug.cpp Line: 49) Removing KAC fixes the issue; I can go back to the exact same point and do the exact same actions and it continues past the autosave. I am running x64, and no the crash does not happen on x86 - HOWEVER, the weird thing is that my game does not seem to ever be autosaving when running in x86. I put it on maximum time warp just like I do on x64, and instead of an autosave every several seconds, the autosave never triggered at all. So I am not sure if the lock-up is failing to occur in x86, OR if it's just being avoided due to me not ever getting an autosave to happen!
  23. I was really surprised how fun that mission ended up being. Big thanks to the developers of both the ALCOR pod and RasterPropMonitor for making this possible
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