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Everything posted by magico13
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Able to lock quicksaving
magico13 replied to Clockwork13's topic in KSP1 Suggestions & Development Discussion
Regex seems to have a mod that will enforce this sort of behavior, if you're not opposed to adding a small mod to avoid persistence editing. http://forum.kerbalspaceprogram.com/threads/78895-regex-s-Campaign-System-KSC-Switcher-6-4-1-Kerbin-and-whatever-else-WIP-thread -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Thanks As for things left to add, there's not a whole lot that I can think of, honestly. There are a couple small things I'd like to add (editing ships while they're under construction, a couple internal changes [ie. when build times get recalculated after a ship finishes, it doesn't take the parts used from the inventory into account, and I need to fix that]) but otherwise it's pretty much feature complete. I won't do a full release until 0.24 probably, since I am expecting some problems with that update. The way I rewrote the ship parser won't behave properly with the fact that fuel has a cost in 0.24. I'd like to try to support that (so that fuel cost will factor into total build time) but if fuel is a small fraction of the total cost then I may not spend the time to include it, assuming the current way of getting part costs is still valid. After 0.24 though, I don't anticipate there being much left to add, which is good since I'll be starting grad school soon and I don't know if I'll have too much time to do anything other than maintenance (aka, updating to new KSP versions and fixing bugs). -
Very nice! Any chance of getting it without the text? For some reason I'm not a big fan of the text, but this would be a nice addition to my KSP backgrounds
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KSP 64bits on Windows (this time, it's not a request)
magico13 replied to Lilleman's topic in KSP1 Discussion
I tested this last night with ATM removed. 5.8 gigs or so used (only 3 or so with ATM). No problems. Slightly higher framerate, but I wasn't recording at the time so that might be the bigger factor. But yeah, the only issue I had was with the astronaut complex screen flash thing. Very awesome find. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Uploaded a new version called PreRelease 6a. Didn't feel it deserved its own number and many of the changes are bug fixes. Among the new features there are: -Ability to reset spent upgrades (costs two upgrade points to activate. Just makes it as if you never spent any, you still have the total amount afterward) -You can opt out of using parts from the inventory in new builds. -In the editor GUI you can manually define the rate that should be used for displaying the estimated time. By default it is the highest appropriate rate you have. Later I will probably add a quick way to check what your rates are from the editor. -Names are pulled directly from the text field in the editor, instead of from the ShipConstruct, meaning you don't have to save the ship for the name to appear correctly. The big one: -You can disable ships taking time to build but still use simulations. New tech unlocks are instant, but any ships currently being built or tech being researched will continue as normal. This is essentially a "simulation only" mode, as discussed in the past few posts. This is turned on in the settings menu with "Disable Build Times?". Note: This is cheating if you temporarily turn it on to get a ship instantly built (say, for a rescue mission or for a launch window) and we will all judge you for that (it's like hyperediting a rescue ship into orbit). However, if you ALWAYS use it, then that's pretty legitimate, since you'd just be using it for simulations, which still have to be unlocked normally (unless you override the body tracker, in which case I might consider you a cheater). Hmm, maybe I should move some of the settings to a "cheat" window so that people are aware that they're kinda cheaty. Though, it is a single player game, so you can play however you want But, anyways, I hope you like the new features and the couple bug fixes I threw in (visible in the full changelog). I also updated the Getting Started Guide and am probably going to update the pictures on the OP since they're really old. The Crew Selection GUI has been giving me some troubles lately, so I may need to do some bug fixing with it. -
I have sort of unofficially tested this and LOD didn't work with it. I realize that's incredibly vague, but it gave an error on startup about failing to create NativeBridge. A truncated output log is below, if you really want the full one I can get it to you, but I just wanted to let you and others know that they don't work together, in my test at least. This was meant more as a "Hey it didn't work, fyi" instead of a "Fix it but I'm not going to give you any details to help". You said yourself it probably wouldn't work LoadOnDemand: Device: Direct3D 9.0c [nvd3dumx.dll 9.18.13.3788] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) LoadOnDemand: ERROR: Native load failed with error code 193. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AggregateException: Failed to create NativeBridge, even legacy mode!Contained exceptions: --------------------------------------- System.Exception: Failed to load native library: ---> System.Runtime.InteropServices.COMException (0x800700c1): at System.Runtime.InteropServices.Marshal.ThrowExceptionForHR (Int32 errorCode) [0x00000] in <filename unknown>:0 at LoadOnDemand.UnmanagedLibrary..ctor (System.String fileName) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at LoadOnDemand.UnmanagedLibrary..ctor (System.String fileName) [0x00000] in <filename unknown>:0 at LoadOnDemand.NativeBridge.SetupNativeBridge () [0x00000] in <filename unknown>:0 --------------------------------------- System.NotImplementedException: Legacy mode isn't even close to a working state! at LoadOnDemand.NativeBridge.SetupNativeBridge () [0x00000] in <filename unknown>:0 at LoadOnDemand.NativeBridge.SetupNativeBridge () [0x00000] in <filename unknown>:0 at LoadOnDemand.NativeBridge.Setup (System.String cache_directory) [0x00000] in <filename unknown>:0 at LoadOnDemand.Logic.Startup.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup)
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Able to lock quicksaving
magico13 replied to Clockwork13's topic in KSP1 Suggestions & Development Discussion
This would be somewhat convenient. I've been considering playing perma-death in the future, but to avoid quick saving I was planning on changing it in the persistence. Having the ability to turn it off in a nice GUI environment is always a plus. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
The issue with splitting the mod is that I either have to have two separate mods with the same features (and update both when bugs are discovered/new features added) or have KCT use the other mod for simulations (harder for me to do with my current programming knowledge). What if someone decides to add KCT in after trying the simulation mod? Then the data needs to be transferable too so they can seamlessly switch. It's doable, and may almost be preferable in some ways. Modifying the existing code is probably easier, I just need to disable some features when a certain boolean is set (that's how disabling per game is done). The convenient thing about it is that you could switch between the two settings without having to exit the game. Several times I wanted to use simulations but not deal with build times (I generally just set the overall time modifier to 0.0001 in that case). KCT is small enough (less than 100kb for the .dll) that I don't think splitting the functionality will save anything there (downloading the whole mod and disabling part isn't too hard). Though I can see an advantage to using the simulations with other mods (MCE for example) where having a separate .dll and opening it up to modders with an API (to do what exactly, I don't know) would be beneficial. Speaking of APIs, I have considered making one but haven't seen a need. I don't even know what I'd open up. If there are other modders who want to integrate with KCT in some way, or if anyone thinks of things that should be able to be controlled by other mods (build times, maybe) let me know. KCT is almost feature complete meaning a full release is relatively soon. An API may be one of the features that should be included. TL;DR: Splitting is probably harder, but may be better, but I probably won't do it. Instead I'll make simulation only mode an option in the settings. Should I make an API and what would it be useful for? -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
So I had a request on my YouTube channel to make the simulation mode of this into its own separate mod so that its features can be used without the rest of KCT and was wondering if there is any other interest in that? I imagine that most people using KCT don't really care either way, since it won't directly affect them, but if there's anyone from the community reading this and would like the simulation features without the construction time requirements, let me know. I also just got the idea to have an option to disable the build times but keep simulations active, which would serve the same purpose and would probably be easier to implement. Let me know if that would be a good enough implementation. Thanks -
Episodes 26 and on. The start of the Joolian 4 mission to visit each of Jool's other moons in one trip, opening the door for interplanetary adventures. Bringing in the Science - Episode 26 Joolian 4: Launch + Pol - Episode 27 Joolian 4: Pol 2, Mun 1 - Episode 28 Joolian 4: Mun 2 - Episode 29 Joolian 4: Laythe + Minmus - Episode 30
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Episodes 21+. A little more Mun, a bit with Laythe, and a set of returns to Kerbin. One Up, One Down - Episode 21 Gravity Abuse - Episode 22 Mun Care Package - Episode 23 Laythe Probe Return - Episode 24 Lab Module + Mun Explorer Return - Episode 25
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For a while I thought I'd only play stock, but then I decided to play with just a couple mods. Then it kept growing. There's a lot of mods that I'd like to add, but just don't want to have to go through the process of updating all the time (it already takes like an hour to check for updates for everything in my list). I'm in the mid 30s in number now. The game takes 2 minutes to load from my SSD, but I don't really get any lag. Scene changes are max 30 seconds. I should add some more plugins, like Editor Extensions and Select Root. I prefer plugins to part mods (B9 and KW are my only primarily part based mods). I like mods that fix things that I think are wrong with stock KSP (aerodynamics, reentry heating, instant building of rockets, etc) After you start writing mods yourself, you tend to appreciate mods more and fear them less, at least that's the case with me.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I have not, but there is nothing special (that I can think of) that would cause them to be incompatible. They should function entirely independent, so craft built by ELP will not count for the part tracking (but recovered parts would be added to the inventory). I believe ELP has it's own system of defining build times, which is totally independent of KCT's. Those ships wouldn't be visible in the Build List window, obviously. If you try it out, please report back with any incompatibilities you find, or even if it just works. Thanks -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Kalista's issue is definitely from creating a new save after loading an old one, since the mod data from the old save is still in memory (which is why I started resetting all of the lists when the persistence is loaded, since the issue used to also be present even if neither of the saves were new). Because a new save doesn't start with a read from the persistence, I need to reset everything on load no matter what, at least with the space center scene. Now that I'm not preemptively loading the ships that's much easier and safer to do. I'm still unable to figure out your bug Taki117. I can definitely tell that something is wrong, but not really what caused it. I'm unfortunately not that good at deciphering the debug logs when they're someone else's. Has your game been working properly since then? Since you said that you haven't been able to reproduce the issue. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
This likely was a weird bug that I occasionally have seen where for whatever reason it can't save the KCT data and so saving the game gets broken (visible in the log when trying to quicksave). I don;t know how or why it happens, and loading an old save seems to fix it. I may add a message that pops up when it happens that says that it can't save and then give the option to save but with data loss or revert to an older save. It seems to randomly happen though, so I don't yet know how to avoid it. Without yet looking at the log, this likely is a bug I've noticed when you create a new save after loading an older one. Since the persistence doesn't exist yet when starting the new game, the old build lists and storages from the first save get brought in, but the ships obviously don't exist. This results in a lot of issues. I meant to fix it, but since I did this last release while on vacation and had forgotten to bring along my list of things to fix I had forgotten about it. I will try to get it fixed for the next update. I believe there is another similar issue that I need to fix, but I'd have to check my list. I just got home today, so I can do some proper dev work soon. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
They let vessels in the second/third/fourth/etc slot progress, so you can build multiple ships at a time. For instance, with Build Rate 1 at 1 BP/s and Build Rate 2 at 0.5 BP/s if you have a ship worth 600 build points and a second ship worth 300 build points then they would complete at the same time 10 minutes later (600BP @ 1 BP/s = 10 minutes, 300BP @ 0.5 BP/s = 10 minutes). If you never upgrade the second rate then the first ship would have to be complete before the second ship would have any progression. In short, they let you build multiple ships at once. The reason later ones have larger increases is because multiple rates is less useful than one really fast rate (a 2 BP/s primary rate is functionally equivalent to two 1BP/s rates, but if you only have one ship building then the 2BP/s rate is more useful. With two ships they are equivalent). The SPH has it's own rates, btw, which are upgraded in the same manner. I'll take a look at why the GUI is disappearing and not coming back. Is it every GUI even when switching scenes to the editor or tracking station? Or just the build list in the Space Center scene? I would definitely try going to a different scene and seeing if that works. Edit: I seem to have figured out how to make that not happen. It'll be in the next bugfix update, which will probably be after I can figure out Taki117's problem. Thanks! I'll take a look and see what I can figure out. edit: I am seeing an error similar to the one that Kalista was seeing, which I thought I had fixed but perhaps there's another place it is messing up. That perhaps is the issue. Could you also try with a different or new save, just to see if it's perhaps an interaction issue. At the very least there's a null reference I need to fix, but it didn't appear to occur until late in your play session. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Yeah, the output log would help me figure out what is going on, since that's not an issue I've seen before. KCT doesn't directly affect kerbals or the astronaut complex, so I'm not sure what would be causing it. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Yeah, it probably would. Or loading up an old version of the mod and manually deleting them (you'll lose all inventory parts and part tracking if you remove the mod totally). I don't know if that will fix it or not, I'm totally guessing right now at what it could be. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Probably a null reference on load. If you have any in progress ships or ones in storage, it may be a good idea to let them finish and scrap them so the lists are clear. Unfortunately I'm away from my computer today so won't be able to do any bug fixing for several hours. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Yeah, I was trying to write everything fairly quickly before my laptop battery died, and the tech node unlocking is a little bit weird. It's fairly simple in practice though: unlock it like normal in the R&D center, then wait a few days for the parts to become available. And if people really don't like it, it's an optional feature I'm open to suggestions, but I'd prefer not to have to totally recode it -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Your wait is over! I am pleased to announce the release of Pre-release 6! Download link is in the OP. The changelog is pretty non-trivial (aka, the largest it has ever been for a single release, though the PR4 series had a lot of changes overall) so I'll try to break it down into smaller sections. New features: The primary focus of this update is enhancements to the build list, the biggest of which is the ability to upgrade build rates (now measured in Build Points per second, BP/s) to build ships faster and to unlock additional build rates. In career mode you unlock Upgrade Points every time you unlock a tech node or you can buy them for 250 science (the tech node option is cheaper until the very end, the separate purchase option is intended for after the tech tree is complete). In Sandbox you start with a default of 30 upgrades (the tech tree will give you 44 in stock, so it's mid to late game) but you can change this number in the Settings (there's two options, in the game settings section you can change the number for the current game, in the global settings you can change the default amount for new sandbox games) Upgrading is done through the Upgrades screen, accessible from the Build List while in the Space Center scene ONLY. This has three tabs: VAB, SPH, and R&D (or just VAB and SPH in sandbox mode). In VAB or SPH mode you will see all of the rates listed and if you can upgrade any of the rates a button will appear with the amount the rate will change when spending an upgrade point. This goes from 0.05BP/s per point and increases for later rates (0.1BP/s, 0.15BP/s, etc) because secondary rates are not as useful as a really fast primary rate. Secondary rates cannot be increased faster than the next highest rate (rate 2 can't be higher than rate 1, rate 3 can't be higher than rate 2, etc). Additional rates can be unlocked this way, allowing you to build multiple ships at once. By default the primary rate is 1 BP/s and the second rate is 0 BP/s. Upgrading the second rate to 0.10 BP/s will cause a new rate (Rate 3) to appear at 0 BP/s. Once Rate 2 is upgraded to 0.2 BP/s, Rate 3 can be upgraded to 0.15 BP/s (and thus three ships can be built at the same time). This sort of unlocking of additional rates can proceed onward to, essentially, forever. The R&D tab contains only two things that you can spend points on, Research (science earned from building ships) and Development (how quickly tech nodes are unlocked). By default, Research is at 0 science per 86400 build points (1 day at 1 BP/s) and increases by 0.5 science/86400 BP with each upgrade (linearly). This feature is OPTIONAL and can be not used by simply not upgrading it. Development starts out at 1 day per 2 science points the tech node is worth (for a fairly in depth description of how tech node unlocking works, please see the previous page of this thread). The rate is exponentially related to the number of upgrades (1 day per 2^(upgrades+1) science, aka 1 per 2, 1 per 4, 1 per 8, 1 per 16, and so on). This feature is also optional and can be disabled globally in the settings. Any in progress tech nodes can be viewed in the Tech section of the Build List and you can warp to complete with tech nodes. The build list itself has seen several improvements, visually and functionally, in order to work with the new build rates. Times are given for the current rate and estimated times at 1BP/s are given if ships aren't building. A new * button opens up a smaller window next to the build list which contains advanced functions, such as Scrap the current ship, Rename, and Duplicate. View is currently non-functional and will only change the scene to the correct editor. I'll get that working for next full release. A major change that may not become obvious is that the ghost ships have been removed as I have written my own loading code, so ships aren't preloaded in the space center. Supposedly this has made the mod run much smoother, according to one bug tester. That's a majority of the new features, check the changelog for a more comprehensive list of everything changed. Bugfixes: Fixed the bug that made the tracking station go haywire, thanks to Kalista. Fixed how parts were being tracked, so only once per vessel now like I had intended. Fixed bug with launching from tracking station not removing the vessel. Fixed bug with Warp to Complete and low orbits. I want to thank JeffreyCor and Kalista for doing bug testing throughout this release. It has been immensely helpful! -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Yeah, I can't think of a way of getting a higher node to unlock before a lesser one. My comment was more that I may make it so you can't put any progress into a later node without fully unlocking the previous ones. We'll see what people think after they've played with it some. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I haven't discussed how it works yet, so no worries Firstly, it's an optional feature that can be disabled in the settings, for those of you who don't want to use it. By default nodes take 1 day per 2 science that they are worth (I wanted it to take time, but still be somewhat short, since vessel build times are also pretty short). You can upgrade the rate like you can for normal build rates (I don't know if I've actually discussed that yet on here, but next update lets you upgrade build rates and buy additional rates to build more ships at once). The node unlock rate is exponential, following a 1 day per (2^(upgrades+1)) science pattern, meaning 2 with no upgrades, 4 with one, 8, 16, 32, 64, 128 etc. I will likely add some more control over the rate in later updates. Unlocking them is a little weird because of game limitations. When you unlock a node you get an upgrade point to spend and the amount of days it will take for the node to become available is displayed. The node itself will appear as if it is unlocked already and further nodes can be unlocked. When you reopen the R&D screen all of the in-progress nodes will appear locked again until KCT actually unlocks them. If you rebuy the node it will take the science and give a message saying that the node is already being researched and will return the science. Because the screen doesn't update, it won't appear as if the science was returned, but closing/reopening the screen or buying another node will make it evident that it was returned. You can use this to research nodes that are dependent on the node currently being researched though. Currently all in progress nodes research at the same time and same rate. It doesn't care about dependencies (but may in the future, requiring that all prerequisite nodes are fully researched before adding progress to further nodes). I think that pretty much fully explains how they work in the current implementation. Please feel free to ask if you have any further questions about this or any other features, either already released or in-progress -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Ok, that would be great! The more testers, the less broken it is for everyone else. This bug should be fixed for the next version, which should be out sometime this week once I fix at least one more bug. If you can hold off until then, a bunch of new features will be included with it and it should be mostly bug free. And supposedly it runs much smoother according to one of the testers. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I generally want to focus only on construction related changes, leaving changes to Kerbals to other mods, such as KeepFit or other similar mods. I'm considering this, as it's not totally out of scope, but it would be done much better with a proper backend with a fitness/training mod. Any implementation I would do would be rather "cheap". Though I did implement tech nodes requiring time to unlock for the next version.