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magico13

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Posts posted by magico13

  1. I'm just stopping by to mention how weird it is for something I did over 5 years ago to have butterfly effected like this. I don't remember exactly the reasoning for swapping to persistent id off of the guid that I was using, except perhaps a somewhat ironic desire to use more stock functionality and less custom code. At the time it didn't seem to cause any issues but I'll admit I wasn't always the most careful developer.

  2. As the original dev of Kerbal Construction Time, StageRecovery, ScrapYard and a bunch of small mods, I'm in agreement with a lot of this letter (consider me signed). I won't touch modding KSP2 until there's an official loader. An unstable API is fine by me at this stage of the game's development but I'm not going to go through a third party loader when the base of one exists in the current code. There's danger in too many competing standards and the fragmentation it can cause.

  3. 12 minutes ago, SiCaRiO31 said:

    Would this new version include functionability of Stage recovery or a Spacecraft Simulation?

    Stage Recovery (the mod) and simulations would remain separate, though I do have a simulation mod I had been working on at one point that's half-finished.

    Sorry for the lack of updates on this, I've actually been playing a bunch of KSP lately in part to get familiar with everything that's changed and also because it's just fun...

  4. Just now, Sesshaku said:

    Does this work in 1.12? Because I can't run the game with Magicore (it gets stuck at loading parts), but if I run it without Magicore, this mod won't work.

    I've been running the latest version in 1.12 without issues. Sounds like it could be a conflict with a different mod? Most likely you won't get more detailed help without providing the log file from when you try to run the game.

  5. 18 minutes ago, gunt3rgam3r said:

    the ability of kct to 'hanger' craft is one of it's most useful and unique features

    I don't really want to keep the system as it is now, where KCT takes the active vessel and tries to turn it into a craft file with often mixed results. I instead want to recover+refurbish a craft back to the original state, so for a plane it would basically reload it to as if you launched a new one, and for a booster it would revert it back to the subassembly state.

    It's a similar system but would eliminate any manual steps to refuel/replace parachutes/etc. It also eliminates the issues that crop up all the time with converting a vessel to a craft file.

  6. 1 minute ago, thunder175 said:

    With ScrapYard integration, be great if I could design and 'order' a production run block of x number of satellites after just designing the satellite itself in the VAB, then integrate them onto a launch vehicle at a later time. Sounds kinda like where you are headed or am I way off?

    That's roughly what I'm intending. I want to have it so if you build a "standard" design, ie one you've built before, then the design time is zero. Then with ScrapYard I can also detect that those parts were used often so I can cut time down even more due to that.

    So if you look at what I've got roughed out as the different build stages you can see that the design time would be zero, part acquisition might be reduced, testing would be greatly reduced, etc.  So if you reuse a booster design and reuse a payload design then you can cut back a lot of build time, then the merge process (which I'm definitely still doing planning on) would be super short with basically just the "Final Checks" phase.

    Ship Construction Phases:

    1. Design - 15% Based on total complexity, 0 if using existing design. Reduced if using parts that have been used frequently.
    2. Part Acquisition - 25% Based on the most complex part, 0 from inventory. Reduced if using frequently used parts. Cancel after this: add parts to inventory
    3. Construction - 45% Based on total complexity, reduced with frequently used parts.
    4. Testing - 10% Based on total complexity, especially new parts. Less for existing design.
    5. Final Checks -  5% Based on total complexity
  7. Just now, thunder175 said:

    How flexible will the non-configurable math be to the end user? Do you intend for a set of fixed formulas for this version?

    Again, not really set in stone yet. First versions will probably be pretty much hardcoded, but I may enable the formula system again but maybe only within config files. Personally I like making things configurable but it's a lot of extra work when 95% of people will probably just use the defaults or make minor changes. I know I definitely don't tweak the settings in every mod I use, I just sorta want things to work in a reasonable way.

  8. Just now, Spaceman.Spiff said:

    Would this allow separate production lines for launch vehicles and payloads?

    For example, could someone have a stockpile of Kerbal X rockets and then pay a storage fee while waiting for the payloads to finish?

    That's basically the plan. The current breakdown I have for how to split up the build stages for a vessel has reusable, standardized launchers taking about half the time compared to a new ship. Also related, I want to have merging of two already built items (ie launcher and payload) be super short, if not instant, to further incentivize that. It'll definitely take some playtesting and tweaking to get it right.

  9. 4 minutes ago, theJesuit said:

    I like the removal of essentially virtual launchpads

    That was one of the features of KCT I was particularly proud of getting working from a technical perspective but with the stock game having multiple launch sites in it now there's not much of a reason to keep that feature around. Plus with Kerbal Konstructs adding even more sites as an option, I'd rather just tie into those systems more and keep this mod a little simpler :)

  10. Kerbal Construction Time: Reconstructed (KCTR) is a complete rewrite of Kerbal Construction Time with some notable changes. The main goal of this project is to rewrite the mod with cleaner, more maintainable code, but also to rework features that I felt could use some TLC. That means some features of the original KCT may be removed, tweaked, or new features may be added. The original KCT will still be available if that's what you prefer to use, infinite thanks to @linuxgurugamer for maintaining that in my absence.

    Here is a rough set of ideas for this project, which are definitely subject to change.

    Keep:

    • Time for building ships, ksc upgrades, tech node unlocks
    • Time for rolling to/from pads, recovery, reconditioning (though revamped)
    • ScrapYard integration
    • Support for multiple launch sites
    • Alarm clock support (stock yes, KAC tbd)

    Remove:

    • Button to quick build a ship
    • Upgrade system (instead focus on ksc upgrades and/or spending science/funds)
    • High levels of configurability/presets (some will be retained)
    • Science for building ships
    • Multiple launchpads at the KSC (note, not launch sites/ KerbalKonstructs)

    New:

    • Higher integration with stock UIs
      • Try to reuse or emulate the ship picker. Allow queueing from the KSC scene. Do something with the awful crew select screen.
      • Drag and drop functionality to reorder ships in a queue
    • Increased focus on subassemblies instead of individual parts
    • Build done in discrete stages (eg design, part sourcing, integration, testing, final checks)
    • "Build Points" replaced with "Complexity", rates replaced with "Efficiency"

     

    Development builds will be available on my Jenkins build server, source code is available on GitHub.

     

    This thread is for discussion of these changes and for beta releases as features get implemented.

  11. 10 hours ago, linuxgurugamer said:

    The upgrade is pretty simple, only thing I was planning on doing was adding the new AlarmClock, should be done with that in a few days.  Other than that, I’d be happy to let you take it back. Even if just for an update.  Let me know how you want to proceed.

    If you're alright with it, if you want to handle that update and stay as maintainer over this, I might start up a new dev thread/repo for my idea. That way I can take some more creative liberties with less risk and if it never gets finished or it sucks then this fairly stable version is available unchanged. Sound good to you?

  12. Speaking of updates and weird situations, since KSP 1 is at its end I've been toying with the idea of coming back to this and making a more "finalized" version of KCT. Basically finally go in and break out the UI code from the processing code, rewrite some stuff to be more streamlined and less hacky, fix weird things, etc. Potentially a full rewrite from the ground up, though in the past that's been an overly optimistic goal. I haven't started anything with that idea, it's only an idea at the moment, and I honestly have only a vague idea of what's changed over the years since I've been gone so I definitely don't want to step on any toes/disrupt any plans if I did this. I have not fully decided whether this project would be "rebuild KCT as-is" or "make a new KCT with slightly different features, some new some removed".

    I guess consider this post a request for comments/thoughts on this idea.

    I also want to once again thank LGG for all of his excellent work on maintaining and upgrading this over the years. If you need any assistance with the upgrade to 1.12 let me know.

  13. 20 hours ago, vardicd said:

    Would anyone know, how to edit the formula for tech node unlocking to make it take longer for it to unlock? I'm pretty sure the config line responsible is: NodeFormula = 2^([N]+1) / 86400 but I don't understand it enough to know what part of this needs changed, or how, if say I wanted to make it take double the length of time for a node to unlock?

    That formula gives the rate of the research in science points per second. So with N being 0 (no upgrades) it's 2 / 86400 or 2 science per 24 hour day, with N = 5 it's 64 / 86400 or 64 science per day. Easiest way to make things take a flat 2x as long would be to just add a " / 2" to the end (formulas don't follow order of operations, just left to right) but you could also change 86400 to 172800 or change the "([N]+1)" to just "[N]". All of those are equivalent and are just dividing the rate by two. Edit to add that that's safe to do for any in-progress stuff since it affects the rate and will update right away. Changing formulas that control the "cost" of something, like the BP cost of a ship, won't update right away unless you force it to recalculate by editing a ship or completing another vessel.

  14. 28 minutes ago, siimav said:

    This is the formula you mentioned

    Yep, that sounds right. I would usually make it so that a negative value gets treated as "disabled" and treat 0 as positive in the sign function, so index 0 would have a positive rate and index 1 would be negative. You could do sign(1-I) to have two positive rates instead. So @Strych74if you modify that formula to multiply by sign(-I) then it should end up only allowing one node at a time. Note that the "I" should be in square brackets [] but the forum thinks I'm trying to italicize stuff.

  15. 5 minutes ago, Strych74 said:

    Feature request:  Would it be possible to implement a toggle / flag that would restrict the number of tech nodes that can be researched concurrently?  At the moment you could (theoretically) unlock x number of tech nodes and they will all commence research at the same time and run their research in parallel.  I'd like to "throttle" this so that only one tech node can be researched at a time, similar to how ship construction has a queue mechanism.  I currently do this manually by selecting a single tech node for research, then wait for it to finish before selecting the next node, but enabling an automated approach within the mod would be an awesome addition.

    There's a way to do it with the formulas but I don't remember it off the top of my head. I don't recall if there's a preset that uses that functionality. I think that RP-0 did. Once you force it to be limited I think it will give you buttons to change the order in the queue and other management stuff like that too but I gotta be honest it's probably been like 3 or more years since I used that functionality.

  16. 58 minutes ago, eberkain said:

    What does the other one do? 

    It is #/build points.  So is that giving you science points from building craft, or is it also applying to researching new tech?

    Yep, you got it. That one gives you science for building vehicles. If it's non-zero you'll see a small message in the top left (either that or top center) when a ship is done building that'll say how many science points you got for building it. You only get science for new builds not for editing existing builds.

  17. 23 minutes ago, baldamundo said:

    I've got the second rate unlocked already. It's the third one that's giving me trouble.

    It used to be tied to the upgrade level of the VAB iirc and that might still be the case. Each of the three tiers would add two slots, up to six at the highest level. A different preset would have different scaling rules, it'd be defined by one of the formulas but not in a way that's immediately clear, most likely a sign() function that causes the formula to go negative once the index of the build rate is too high.

  18. 1 minute ago, infinite_monkey said:

    So there's a menu where your recovered ship should go? Well, then it makes totally sense to take that into account for recovery time as well :D

    Not exactly. That other mod would physically move the KSC locations so it just whichever one you currently had selected. Launch sites are generally treated like launchpads, not a whole other KSC. Theoretically the support for other KSCs is still in there but I haven't perused the source in a few years at this point.

  19. 17 minutes ago, infinite_monkey said:

    For me personally, that would be fine. I don't know how else this could be managed - you'd need different inventories for different launch sites, plus some possibilities of transportation within them. Interesting idea, but that would need a completely new mod...

    Funny that you mention that because with KSCSwitcher installed KCT would treat each KSC almost completely separate. Different build queues, different ship inventories, different upgrades. Some stuff was shared though, like the tech tree.

  20. 4 minutes ago, linuxgurugamer said:

    NIMBY seems to have the code in it to determine how far away a vessel is from a recovery point.  I suppose I can tap into that and somehow create a variable which could be used in a formula 

    It's already in KCT, although only from the KSC and not other locations. https://github.com/linuxgurugamer/KCT/blob/master/Kerbal_Construction_Time/KCT_Recon_Rollout.cs#L135

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