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johnqevil

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Posts posted by johnqevil

  1. I updated it on my rig and I'll be testing it shortly. If that works, I'll submit a pull request on Github with the fix and stick the DLL somewhere it can be grabbed until Ippo finalizes it.

    EDIT: Temp upload https://www.dropbox.com/s/ehkd3ibnrr7tf4j/ScienceFunding-1.2.2%20TEST.zip?dl=0. I'll take this down as soon as I get word from Ippo.

  2. Well, currently there are no modules written at all, so any of them are up for grabs. The two that I think should be done first, which might even be the simplest, would be the funding based on reputation and the kerbal payroll modules (each should be a separate .dll). I'm trying to think of the best way to set up the repository for those, since the KerbalStuff download will have the BROKE core + the default modules, but on CKAN they'll be separate.

    I think the easiest way to do it would be to have the default modules be one github repo (with one visual studio solution but separate projects for each .dll) while the core stays a separate repo. I can very easily integrate that with my build server then, which will make doing releases pretty straightforward.

    I'm at work for the next 7-8 hours, but I can set that up tonight. I'll probably just make it so you can commit to it directly rather than requiring pull requests. If you happen to start working on things before then, note that there's a rather large change between the pre-release and the current build because of some excellent additions by the Extensive Engineer Report developer, who is working on loans. You can always grab a build of the absolute latest code from my build server: here.

    Both of those were present and working in Kerbanomics back in Beta, so I should be able to get those ported over right quick. I'm at work til 9pm PT myself, so likely tomorrow.

  3. The development of BROKE is very Kerbanomics inspired, but is more of a "spiritual successor" than a continuation. Once 1.1 comes out I probably won't update the current fix, so sadly Kerbanomics will likely be no more at that point :( But, if you find the time, I'd absolutely love to have you write part of BROKE. It's designed to be modular, so you could write one (or more) of the default modules if you wanted. If not, that's totally OK too, but I figured I'd extend the invitation in case you still wanted to be involved :)

    I'm down for that. Anything in particular?

  4. The thirty-percent interest rate seems unrealistic because even payday loans, the quickest and riskiest kind, charge only six percent more. Whereas the Kerbal Space Program is presumably a federal government agency, which would float treasury bonds rather than take loans, which in turn would be upon the sovereign's "full faith and credit," which finally would reduce the interest rate almost one-hundred-fold (1). Also, even if the sovereign were nearly-insolvent or agency borrowing on its own credit, the yield would be three to ten times less (2, 3). The mod therefore bizarrely implies that Kerbal Space Program debt is only slightly better than unsecured personal debt to people of dubious solvency.

    1.) http://www.bankrate.com/rates/interest-rates/1-year-treasury-rate.aspx

    2.) http://www.bloomberg.com/quote/GGGB10YR:IND

    3.) http://www.fmsbonds.com/Market_Yields/index.asp

    -Duxwing

    You've hit the nail on the head. That high of an interest rate only shows up when you have poor credit (Reputation), so that fits. A credit card typically has a 29% interest rate for people with bad credit.

    To wit, this is by design.

  5. I just discovered this while doing a quick perusal of the WIP mods. Let me know if you want me to add anything into KCT, should you decide to maintain compatibility with KCT and want some improved integration if they're both installed. If you decide to go your own route for time constraints then that's ok as well. I've been considering making some sort of KCT API but so far no one has indicated an interest in adding their own things into KCT's systems, possibly because they're not really setup for others to interact with. A bit of a Catch 22 really, I don't know what people want changed and people don't let me know what they want changed because the system isn't setup in a way that makes it possible for them to use anyway

    If you decide to include some physical craft somewhere (maybe not one that's "animated" or "controlled", but like a rival satellite or a discarded Mun lander 1st stage, or a rival flag) there are ways to spawn craft at specified orbits/locations. I'm pretty sure Contract Configurator has some code to do that.

    I'm adding code to deactivate parts of my mod automatically if KCT is loaded, so there's no interaction on tech nodes and parts. I don't think our mods intersect in other places, so we should be safe there. An API would have DEFINITELY made this whole thing easier, though XD!

    You might be able to have the asteroid-spawning system be capable of spawning premade station crafts or spacecrafts in various places, I remember one of the developers saying that the asteroid system would be fully capable of that. Of course, the trick would be to make it tech dependant and related to contracts. Just a thought.

    Sure does, that would be in SpawnVessel.cs

    I hadn't considered that. One more thing on the list, I guess :D

  6. Also, how will the rival space program fly their spacecraft? Will it be a mechjeb-like autopilot? Would that mean there would be no 'pilot error'? Will there be procedurally-timed rocket failures? Will their spacecraft even be shown in the tracking station?

    Let's back up a sec: I'm not trying to add NPC rockets at this time. That would be awesome, but not a near-future project.

  7. I hope the enemy won't be simply a timetable. Prerably they danamicly scale with the achievements with the player with some big random factors. It would also be nice if you somehow can see the enemies progres.

    Their Science tree actually has to mimic the players for the most part, since those nodes don't event exist until the player's research window has been opened. They do have their own budget and science pool, and will maintain a staff and contracts list. You'll be able to see all of this information from a panel in the UI.

    The events are randomly generated using templates and have a chance to fire at certain intervals.

  8. I am quite excited for this mod. just wondering, who will the 'enemy' be like? will it be one single backwardsy country like in the space race, or will it be a competition between several nations like the 'space race mkII'?

    The way I'm putting it together, it will (eventually) be configurable. I'm still putting together the rival framework. It's definitely going to be more of a "cold war" type feel, with notifications that your rival accomplished something or has a big project in the works. There'll also be an industrial espionage system, though mostly automated right now, where both the player and the rival steal science point/part blueprints from each other.

  9. Maybe a small idea to think about: can you use some sort of news reporting system like in BARIS to see the progress of the 'other agency' (this should be more later on)?

    By the way, great to see it released and having more uses for Kerbals.

    I'm unfamiliar with BARIS, but I like the idea.

  10. My first thought is that I think OnLoad runs before Start doesn't it?

    In my (limited) understanding of how unity works, Awake() runs when an object is created, then OnLoad runs to load values, (insert other methods I'm forgetting about here), then once everything is ready, Start runs as the first Update frame, then Update and FixedUpdate take over.

    So are you referencing something that is not created until the Start method runs maybe?

    All the help I can offer, I've not done anything like what you are trying.

    D.

    Hey Diazo. Turns out it was (as usual) some mundane detail. The problem was here:


    project.node = ResearchAndDevelopment.Instance.GetTechState(processor[0]);

    The techID was being read into processor[1], not processor[0]. I switched them by mistake when cleaning up the OnSave() code that writes them to file.

    Moral of story: I need to triple check my variables before posting!

  11. Kerbal Construction Time simulations work on the principal of quick saving when you enter the Simulation, then reverting to that quick save when you exit it, so as long the relevant parameters are stored and loaded with quick saving/loading it should function correctly and revert everything at the end of the simulation even if the billing has fired I believe.

    I also use Kerbanomics with KCT and don't think I've been having this problem, but I will do some testing later and check.

    Ok, it looks like I need to improve it's persistence settings then. Thank you both for the feedback!

  12. I have been using this mod and its been great... However I also use Kerbal Construction time which allows simulation of vessels. The problem is the time that passes in the simulation is taken off the time for payments and not returned after the simulation is complete...

    That doesn't seem possible, as it simply does a comparison every Update() with it's calculated next update and the current time. Unless the simulation is long enough to fire the next billing, that is. That's the only scenario I can see that it would be possible for that to happen.

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