MarcAFK
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Kerbal Construction Time/StageRecovery Dev Thread
MarcAFK replied to magico13's topic in KSP1 Mod Development
Sorry I mistyped, I meant I was running in 1920x1080 and the window wasn't showing up, untill I manually changed the window position in the configuration file, but if you remember the configs before and after were both under 1920x1080. maybe it's just a specific window position that makes it screw up? -
Kerbal Construction Time/StageRecovery Dev Thread
MarcAFK replied to magico13's topic in KSP1 Mod Development
Problem with this is, I still had the problem even running 1920x 1080, and the numbers in the window configuration that was crashing making the window not show up was definately within the bounds of my screen. -
Kerbal Construction Time/StageRecovery Dev Thread
MarcAFK replied to magico13's topic in KSP1 Mod Development
I've had frequent crashes to desktop using "revert to editor" when using the simulation, but I havent reported them because I think that feature is being removed or depreciated? Anyway I've played through about 2 years with KCT and the Umbra Space Industries constellation and have only had problems that were previously reported here, the"scary error message", the odd window configuration error that breaks the editor button, the CTD's from simulation, and attempting to recover to storage always causes a crash,There are a few features I haven't tested yet which I should get around to. -
Kerbal Construction Time/StageRecovery Dev Thread
MarcAFK replied to magico13's topic in KSP1 Mod Development
I also have the problem with the KCT button in the editor not working, however I do have game where it is working, Its the one where I messed with the .version and dll files. Both games are clean installs with no mods other than KCT. Well, the one I messed with is hardly clean, but I've deleted most of the stuff I changed or added and it still works for some reason. Heres the 2 output logs for comparison. Clean install with KCT added. Editor button doesn't work: Other install where the button works: Hopefully theres an obvious indication of the problem somewhere in the comparison of the two, I can't see anything myself. The only difference I can find between the 2 folders is the KCT_Windows file. The Broken one has: editorPositionSaved { guiName = editor xPos = 773.571411 yPos = 899.571411 visible = True } And the working has: editorPositionSaved { guiName = editor xPos = 557.571411 yPos = 149.571411 visible = False } Changing visible=true to =false doesn't do anything, BUT pasting the xpos and ypos from the other folder fixes the problem, the button works as it should....... after moving the window and closing the game I find the xpos and ypos is now different. Then editing the values back to 773.571411 and 899.571411 and loading the game up breaks the button again, what? -
Kerbal Construction Time/StageRecovery Dev Thread
MarcAFK replied to magico13's topic in KSP1 Mod Development
You might have hit something with that theory. I'm going to move all the extra copies elsewhere and see what happens. I had about 6 versions of KSP in the "Kerbal space program" folder you saw. -
Kerbal Construction Time/StageRecovery Dev Thread
MarcAFK replied to magico13's topic in KSP1 Mod Development
You might be right but I thought this install was completely vanilla. I'll create a new one. Heres the proper output. Just one last thing. KCT doesn't have any dependencies except for magicore? -
Kerbal Construction Time/StageRecovery Dev Thread
MarcAFK replied to magico13's topic in KSP1 Mod Development
I've grabbed the version JeffreyCor posted. I'll see if I can break the recovery to storage. Edit. I've encounted an error after creating a new game. I'm using a fresh KSP folder with only the zip folder from JefferyCor added to /gamedata. Starting a new career game with default options causes the following to popup after clicking "Thanks I've got it" on the "welcome to the space center" window. Should I post the entire log? The KCT icon still exists but clicking any buttons causes graphical errors. I Imagine I installed incorrectly. Edit: I notice .version still lists 1.3.1, after changing that to 1.2 I found that KCT's buttons werent causing the window to vanish anymore, but half the upgrade buttons are still missing. I'm 100% sure I haven't installed correcty now. sorry. Edit: I saw that magicore.version was missing too, so i grabbed that from an older release and fixed it for 1.2, I also noticed the old version has a /plugin2 folder with the KCT dll in it, i created that folder and crammed KerbalConstructionTime_ksp1.2_1.dll into it, for good measure i copied the file and named it KerbalConstructionTime.dll like the old version. Now it loads fine..... SO far. Idk. Edit: Still broken. I'll try reinstalling from scratch just in case the folder was corrupted by mods somehow as suggested. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
It's on 1.2, but now that you mentioned it I had this severely on 1.1, I assumed it was from RSS. I had whole ships exploding before launch from jumping around. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
Has anyone else had an issue with launch sticks? I've had a few early rockets propped up on sticks bounce slightly when the launchpad loads. Immediately triggering a milestone for "returning to the surface", unfortunately this seems to then bug the "launch your first rocket" contract, launching the vessel, or any others never completes the milestone, the contract, or unlocks any new contracts or milestones which have completing that as a prerequisite. The debug window doesn't help, using that to finish the contract completes it, spawns another copy, and still doesnt unlock anything else. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
I second the request for a small transmitter in the avionics package. In stock every probe core or command module has : Which I recommend manually adding as a placeholder untill you unlock that first antenna, for comparison that antenna has a power of 500,000. It's already been logged as an issue on github. Edit: one more very minor thing, The small battery pack shows up under utility rather than the new electrical tab. Actually I'm sure there's a lot of parts that are now in incorrect categories , Not really a major issue as I've noted, especially considering how expansive your modset is, it would be some work to move every item. -
[1.12.x] USI Core (Reactors and Kontainers)
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
Nyancat, seriously Rover? Is that just something you added to the constellation? Anyway I just wanted to mention I'm trying it out, any specific issues I have I'll make sure to post in the correct thread. Apart from the USI constellation it's going to be an all stock career mode. -
Looking forward to the release, no rush from me however as I'm now playing my first pure vanilla game for a long time. For the time being I'm simulating KCT by generous use of the "Warp to next morning" button. After they added reentry heating and now communications, KCT really is the only general mechanics mod I see as essential for every game, apart from minor interface or improvement mods. or Part mods like rovers Umbra stuff. Thanks for your hard work Magico. EDIT: BTW what is the "Kerbal Crush Saga: Rocket Fire Age Daily Challenge Leaderboard" mentioned in the OP? It sounds crazy and I like crazy. Edit: NVM I found it by searching this topic, the OP's link wasn't working. Edit: Could you make the april fools day version available to download from github? I'd like to take a whack at it.
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[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
What's a Kloning bay? -
Sometimes when the space center displays incorrect building levels, it also prevents me from actually clicking on any of them, all the rest of the buttons are working, I just can't enter any buildings. Changing save games didn't help.
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[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
I'm thinking of making an oil rig now, let's see: Mars Tension Leg Platform, structure weight 36,500 tons, 4 columns 66 ft diameter, 162 feet high, connected by 4 pontoons 27 ft wide, 24 foot high and spanning 220 feet weight 15600 tons. Deck 245x 245 x 45 feet weight 7200 tons. 12 Tendons 2800 ft long attached to the sea floor. 24 well slots, 106 people accommodated. Pumps 21000 barrels a day. I can do this but I'm not sure how to get the drills into the seabed, I can just drill the water right? Edit: well I can make one half scale without having to manually edit part sizes, since tweakscake would let me make 10 meter diameter tanks for supports. They float quite well with a little fuel as ballast. Edit: after I land this thing I'm going to find that it produces too much. Oh well, I Intended on nerfing the output of MKS drills etc anyway. Edit: Still working the Bugs out. -
Why would you put something that big in a container? Just attach it to a lander then crowbar it off.(I've modded crowbars to allow 5 ton engineering)
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Personally I would prefer a simple pay as you go option, every % completed takes 1% of the cost. All the other stuff not only adds greater confusion but also complexity and unnecessary work coding. Though perhaps a down payment would be a good idea, still quite simple maybe 10-20% of the rockets cost is taken right away, every % after that takes 1% more, the last 10-20% of construction would be free, consider it testing and finalisation time. I would consider the down payment as paying for the initial batch of components needed to get started, maybe upgrades to the administration building lowers downpayment by 5%. Better management of construction leads to more efficient operation, etc.
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On my career game I just deleted them :s Hey it saved me some cash, first hire was only 35K!
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[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
Rcsfx is a mod that let's you change any engine to providing RCS control, it's a dependency for the USI exploration pack which has much smaller ducted fan engines, which I've been playing around with. -
I've discovered what was causing my crashes. Apart from that, the only bugs I've having with 64 bit are the 2 major ones: Command pod icon vanishes when VAB is loaded. Left clicking turns into rightclick. The Astronaught complex lounge is visible for half a second occasionally during a screen transition. Nyan cat...... I uninstalled FAR ages ago but it's still there. Now for the cause of my 64 bit crashes. I've been running out of ram, heh. I noticed that after loading the FAR stock shuttle I had only 300 MB ram left before a launch. I kind of forgot that I wore out one of my RAM sticks and was running on 8 GB. KSP was taking 6.5 GB and windows ate the rest. Launching the shuttle slowly ate away what was left and if I crashed the ship I ran out and everything locked up. It was probably one of my mods actually causing the crash but I don't blame it. My solution unfortunately was to go to half resolution textures, I haven't noticed a difference except grass actually looks better with the slight blurring of half texture.
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I think adding random percentage based cost increases might just be confusing and cause extra micromanagement, however I can think of a few variables which apply to real engineering projects which might apply here, causes of cost and time overruns might include: Pausing or speeding up construction: Changes to design: Excessive inventory: Poorly tested components (Based on how often the part has been used before) Flawed components ( does the design contain parts that have been in accidents causing a total loss? Bonus points if it was the first part to fail during the crash. Simulated crashes shouldn't count. Probably.) Upgrading facilities. (Higher costs during VAB upgrade, higher costs for a short time after any spend of upgrade points, or maybe just slightly higher cost if you started building something then upgraded the VAB, it costs slightly more to finish off). Changes to supplier (Doesn't really apply here) Changes to mission requirements (Pretty much covered already in design changes) Overloaded facilities. (Is every VAB build line currently running?, the cost of this should reduce if you always have every line running at the same time, or maybe just have a increase in cost for each line individually, which drops as you use that line.) For balance I would need to do some more research to find more about what causes projects to be under budget and time. As I recall from US aircraft systems the older ones from the 70's tend to get cheaper to build each unit over time , but their upkeep costs go up as they age, this is pretty much from more efficient modern manufacture, more efficient modern components, and simplified designs that remove unnecessary redundancy, also mass production saves heaps of money. All this is basically already covered in the way KCT works. I'm not sure you can easily simulate an aircraft getting more expensive to maintain as it ages that easily, besides it takes decades before an airframe starts to fall apart. Perhaps just log the date a design was finalized and after a few years reduce the inventory effect for building that design, that would simulate the higher cost of reusing the same aircraft, but actually making more of them would in the long run be cheaper due to the other cost reduction from component use history. Just a few ideas.
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[1.12.x] Freight Transport Technologies [v0.6.0]
MarcAFK replied to RoverDude's topic in KSP1 Mod Releases
I've said it before, the fans make about as much heat as a rocket, but since they aren't attached to a big heavy fuel tank you lose the heat sink effect. Make sure the part the fan is attached to has a high heat tolerance, and either attach that part to something heavy, or to something with a high resistance and add some heat sinks(winglets or whatever) also heat takes a while to spread through multiple parts, you might be able to get away with merely putting a few layers of structural panels between whatever is bit and whatever is exploding because of heat. Btw I was just going to post that I've discovered how amazingly good the large fans are as launch RCS, at least before you leave thicker atmosphere. You need rcsfx to set them as full powered RCS though. Edit: the whole craft is overheating? You're not flying at 500 m/s at ground level or anything?