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magico13

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Everything posted by magico13

  1. I'm looking for a way to tell if any vessels are going to change SOI while in the SpaceCenter and other non-flight scenes as I'm going to be jumping the game time by several hours or days and want to disallow that when there will be an SOI change during that time. The options available in the vessel.orbit are somewhat confusing and the ones I've tested don't give me a time or even a "yes, there will be an SOI change eventually", so if anyone knows of a way of performing this check it would help me out a bunch. Thanks in advance Edit: I took a look at Kerbal Alarm Clock and figured out how they check for SOI transitions, but thanks anyway! Edit 2: Apparently in the space center scene they don't keep track of vessel.orbit.patchEndTransition, so while transitions will still occur they aren't exactly predictable. Anyone have any ideas that could help? Also, you can't timewarp either, but can change the Universal Time. I could write my own timewarp code that changes the UT, but that may cause issues.
  2. The method I'm gonna use for the first incarnation of the build list (it's coming along nicely now btw, but is still very primitive and not totally functional. It may take until next weekend to get something that doesn't completely suck) only adds progress to the first ship in the respective build list (VAB and SPH each have their own), but you can cancel any ship and you can move any ship to the top of the list, thereby pushing the others down one slot. Any progress is kept when ships get moved around. You can completely reorganize the list with some clever usage of the "TOP" button. Later incarnations (possibly in the next release) will let you move things up and down more precisely (up/down buttons instead of just going to the top, possibly keeping the top button though). When tech tree implementation is added, I want to allow the second or third ships in the list to also gain progress at a lower rate (with the rate increasing from 0 with more tech tree nodes. The VAB list would be dependent on the rocket construction nodes, while the SPH list would be dependent on plane part nodes) This makes a lot of sense. Perhaps a window that pops up when the flight begins letting you choose conditions. Although I don't know what the incentive for not choosing "Infinite Time" would be, or when testing a plane to put an Apoapsis restriction of 250km. I kind of like the idea of if you run a (relevant) simulation, the ship can be built a little faster. Since simulations are supposed to not take any real time in world, I can't have the time be one to one. But perhaps completing a simulation (with certain conditions) would give you a 5% reduction in build time or something like that. That's something for later down the road I think though and may tie in well with letting the user choose restrictions (the more restrictive the bigger the bonus?). Alternatively, simulations may actually take MORE time since you won't be blindly flying a ship for the first time, unaware of its flaws. For now, simulations are there to give back the stock ability to test fly a craft and revert to fix it, since this mod eliminates that ability. A sneak peak at what I'm working on. It works, it just doesn't look pretty and is missing features.
  3. Well, something similar is already implemented (and demonstrated in the pictures on the OP) where when you recover a vessel, such as an SSTO or a plane, the next "build" of that vessel takes 1/10 of the time to build. So a 5 day SSTO will take 12 hours to build. This is to simulate refuelling and refurbishing of the vessel. Also, when you recover any part of a vessel (even just a command pod) those parts are added to the part inventory and have an almost negligible effect on the total build time of the vessels they're used in. The more parts you can recover, the faster new ships can be built. Well, with the 2 hour time limit currently imposed pretty much limits you to remaining in Kerbin's SOI. I have gotten to the Mun in less than 2 hours though, but it requires a lot of deliberation. The way simulations were implemented in Pre-Release 1 had it end when apoapsis > 250km or periapsis > 70km but that didn't let you test things in orbit. I don't think it's possible to leave Kerbin's SOI in less than 2 hours without cheats or a ridiculous space craft. I will probably make the simulation time limit a configurable value, with a value of 0 meaning indefinite and 7200 being 2 hours. Then if you really wanted them to work one way or the other, you could make a small change to the time limit. 15 minutes would probably work just fine for getting into orbit/small amounts of testing. 2 hours (maybe 1 hour) would be the default. Good for a couple of orbits/seeing if you've got enough dV for that transfer window to Jool/etc. That should be a sufficient solution for willow Edit: I don't, at the moment at least, want to implement any sort of money system into this. That is already covered by other mods, such as Mission Controller. My major concern with contracts is that they'll have time limits like 3 hours (from now) to send a satellite into orbit or land on the Mun in 2 days, where the time limits this mod imposes makes it impossible to satisfy those conditions. 5 years to Jool would still be doable when your ship takes 10 days, but I may have to try to rework the time limits of the early game contracts.
  4. Uploaded pre-release 2. Major changes include simulations being based on game time after launch and recovery of spent boosters. It's late and I'm tired, so I'll start work on the build list tomorrow. Let me know if you find any bugs. I'm curious as to what docking will do during simulations, it may not revert properly. For the booster recovery, if there's enough parachutes to drop the terminal velocity to below 10 m/s at sea level, then they'll be added to the part inventory. I also possibly fixed/reduced an issue with build times less than about an hour causing time warp to be stuck at above 1x. Keep in mind this is still a pre-release, so there will be bugs. Thanks everyone! Edit: Also I added a gallery with some pictures taken in pre release 2.
  5. Well, apparently only 5 videos are allowed per post. As such, here's episode 6+ Space Plants and Planes Crash - Episode 6 Bop Mapper and Crew Exchange - Episode 7 Low Kerbin Operations - Episode 8 Bop Science and Gas Station, Part 1 - Episode 9 Bop Science and Gas Station, Part 2 - Episode 10
  6. As of right now, no. If I get a chance to do some development tonight then I'll take some. Speaking of development, I hopefully will get a chance to do some work tonight (it's Valentine's day and we're hosting a birthday party for my friend, so somewhat unlikely) and if I do then I'll upload a new pre-release with booster recovery (parachutes only, no estimates for powered landing) and some tweaks to the simulations (timed, not automatically reverting (except in the case of crashes), possibly try backing up the persistence.sfs myself) before I delve into trying to get a build list working this weekend.
  7. I was considering making simulations timed, as the original purpose of them was to make sure you could get to orbit/test a few things, but there was still a possibility for failure in the final mission. They weren't supposed to be a full test run of the mission, because that should itself be a mission. If you know that you're going to run out of fuel right after capturing at the Mun, then where's the fun in building a rescue mission?! I'll think about it, but I'd rather not let you simulate an ENTIRE mission. An hour of game time (starting after launch, not when its put on the pad, so you can still timewarp for weeks) is enough to get into orbit and test things, even setup a transfer to another planet but not actually execute the encounter. Without manually making a backup of the save, I can't allow switching to another vessel as the "Revert to Vehicle Assembly" function no longer works when you do. I may have to go this route anyway if I make it timed, because I have no idea what docking would do. As for launches starting on the pad, this is something I was thinking about, but I decided that the functionality of moving the ship to another location was outside the scope of this mod. Should simulations go to a timed method, using HyperEdit to transfer into orbit around another body would work just fine without any issues. Then you could test landers/transfer vehicles/aerobraking/etc. The shader idea is interesting. I have no idea how to actually implement it though. Currently a window pops up when you start a simulation stating the end conditions. If I move to a timed method then I will put a clock with the amount of remaining time on the screen. That should be more than enough to remind you that its a simulation. As for the build list, both of those ideas are things I'm planning on implementing. I want to make it so you can change the order in which vessels are built, so if you're half way through one ship and then REALLY need a new ship finished you can just put it at the top of the list and the old ship will stop building but keep its progress. When vessels are finished they'll be placed in a "Warehouse" where they will stay until you launch them. That way you can always have things in the build list even if you won't need them for a while. The warehouse will have a limited size (which will increase as you progress through the tech tree), so you can't just fill it with a bunch of ships you'll never use. You'll be able to remove ships from the build list and warehouse and if you remove them from the warehouse their parts will be added to the part inventory. Sorry if it sounds like I'm shooting down your ideas :/ They're all pretty good, so thank you for the suggestions! At the very least, test flights really need reworked. I am displeased with how I implemented them for this first release. To everyone: Let me know if you prefer the idea of being able to simulate an ENTIRE mission, or if you would prefer having a timer, or if you've got some other idea. Remember that simulations aren't supposed to replace the actual mission though!
  8. No worries Anybody who can offer suggestions/find bugs/just test things has my eternal gratitude. I can't and don't want to think of everything/find every bug on my own. If I make a plugin that only I enjoy, then that's no fun for everyone else
  9. If I decide to go that direction then I will certainly let you know. I am absolutely terrible at anything requiring the faintest bit of artistic skill. If I can't get it to work by intercepting the change from Editor to Flight scenes I may have to go that way, I definitely do not want to keep it the way it is now. I originally (back when I first posted on the original thread) suggested something like that, a separate button to add the craft to the build list and keeping the launch button for simulations, because I was concerned that it would be difficult to intercept the scene change. As for the coding, I'm sure a lot of things will need changed/fixed, which is why I decided to open this up for playtesting now before I make an official release. Once I've got most of the primary features implemented and the major bugs squashed then I'll feel comfortable with a full release, even if things aren't as smooth as they could be if done by someone more proficient.
  10. His method is very similar to what I was trying to do (calculating the mass and drag of each part when it gets packed at the 2.5 km border and seeing if it has a terminal velocity that is below ~10m/s at sea level). My original method was running into issues that he appears to have fixed, so I can likely do it that way. I'd rather not keep them loaded the whole time, for fear of what side effects that may have (probably not much, but you never know). For now I'm simply disabling the VAB button and have a separate one on my own GUI. Hopefully that doesn't interfere with any other mods, but the loading should be identical. I actually haven't gotten a chance to test if this works with the rest of the mods I use. Ideally a window will pop up when the user presses the launch button (probably the one I have popup now) which will give you the "Add to List" or "Simulate" options. I don't know of a way to stop KSP from switching to the flight scene right away though. The build list is my next priority and I hope to have a preliminary version of it done by the end of this weekend. I need to know how people want it implemented though, sequentially or parallel. I'm very new to KSP modding and have pretty much never used C# before working on this, so I don't know all the nuances and tricks that others probably do. With that said, I can usually find a way to get things to work, just not always in the most elegant of ways
  11. If you've got ships building currently from my last build, let them finish first. This one uses a new system (it saves to the persistence file instead of a separate file) which is incompatible. Recovery of ships built before this version may not work right (but I think it should) so if you recover a ship and the parts aren't added to your inventory, let me know.
  12. This thread (now that KCT has been released) is going to be dedicated to the open betas that will occur between official releases. Please see the KCT release thread for the latest stable version of Kerbal Construction Time. Please see the StageRecovery release thread for the latest stable version of StageRecovery. What is this thread? This thread is for discussion and downloads of the beta versions of Kerbal Construction Time and StageRecovery. If you don't know those are, then check the links provided above. This thread will be the place for downloading the betas as they release, posting bug reports (with log files!), and discussing the new features and changes that should be made before the official release (ie, for balance reasons or because a feature has exploits). How can I get involved? First step is getting to know KCT/SR as they are now, so check out the links at the top of the post, play around with the mods, then come back here when you've got a sense for what's going on. Download the latest successful build from the build server and the last official release and merge the two. The development builds do not include all the files needed to run the mod (or the directory structure) so you need to download the last official release from the thread linked at the top of this post, then overwrite the .dll with the new one. Play around (preferably with a focus on the testing goals outlined below) and if you encounter a bug report it on this thread or the KCT github issue tracker or StageRecovery github issue tracker (after checking if anyone else has reported it already) AND INCLUDE THE BUILD NUMBER (the last number in the version [checkable by viewing the properties of the .dll or in-game for KCT], or by remembering what build you actually downloaded [chances are it was the latest one with a blue icon]). You MUST read these link(s) before participating! How to make a proper bug report JeffreyCor is the official lead KCT tester, so treat him with respect! KCT These builds WILL be unstable! There is a good chance that they will break saves, lose data, and crash your game. THEY SHOULD NOT BE USED FOR NORMAL PLAY. BACK UP YOUR SAVES! Now that we've reached an understanding, I'll gladly provide you the link to the build server. I Agree that these builds are unstable and won't complain when they break things Last updated: 2017-06-27 StageRecovery Current testing targets: Nothing in progress at the moment Things I still need to do before release: Everything These builds WILL be unstable! There is a good chance that they will break saves, lose data, and crash your game. THEY SHOULD NOT BE USED FOR NORMAL PLAY. BACK UP YOUR SAVES! Now that we've reached an understanding, I'll gladly provide you the link to the build server. I Agree that these builds are unstable and won't complain when they break things Note: Most of the text on this page is scary "this will break things" text. Well, at the time of writing that was 100% true. At the time of writing this, it's pretty unlikely. But if you're gonna use a development build of something, don't be surprised if things unexpectedly break. Just use common sense ScrapYard A common part inventory. View progress on the Trello board. Current testing targets: Not ready for testing These builds WILL be unstable! There is a good chance that they will break saves, lose data, and crash your game. THEY SHOULD NOT BE USED FOR NORMAL PLAY. BACK UP YOUR SAVES! Now that we've reached an understanding, I'll gladly provide you the link to the build server. I Agree that these builds are unstable and won't complain when they break things
  13. Unfortunately when I tried to launch it it just fired off a null pointer error and forced me to stay in the VAB. Forever. I no longer could exit the game. Had to Alt-F4 out :/
  14. While working on a plugin I'm developing, Kerbal Construction Time, I managed to accidentally bring all of the KSC into the VAB. Needless to say, this will not be included in the final version
  15. @Faark Thanks, that works great! I was typing in a bunch of random things to hopefully come across something like that with the autocomplete. Looks like I need to figure out how to use the object browser.
  16. So the whole saving to the persistence is going great for me, so thank you all for the help with that! Does anyone know if there's an easy way of reverting a flight back to the editor the same way the game does in the pause menu? I'm trying to setup the ability to do "simulations" which will revert back to the editor when the vessel is destroyed or the apoapsis > 250km or the periapsis > 70km. I can do the conditions no problem, just need a way to revert (and not have the time spent "simulating" be counted for anything). Thanks again!
  17. I do believe you could do it by examining the ksp.log file. Everything is timestamped. A script could be written to extract the first and last or something like that.
  18. I'm really sorry, but did you make sure to import the GameData folder when creating the instance? Either that or copy the GameData folder from the game into the one located in the DataSwitcher/{Instance Name} folder? Both methods should work just fine and are mentioned in the "How Do I Use This?" question. Did you receive an error popup when trying to activate the instance? If so, was it the Fallback mode popup and did you choose to enable it or exit? If you exit, I think it still deletes the folders (the error comes in during the symbolic link generation which comes after folder removal). If you got the fallback mode popup and clicked exit, but imported your GameData folder then a perfectly good copy of your GameData folder will be located in DataSwitcher/{Instance Name}/GameData which you can copy back to your game directory. Other info, such as operating system, filesystem of hard drive that the game/dataswitcher program are on (if windows and in the C:/ drive then it's ntfs, if Linux then most likely ext3 or ext4, if Mac then HFS. Secondary hard drives may be FAT32, which doesn't support symbolic links, all the others do though), and anything else you deem relevant would be of great use to me in trying to see what the issue is. A word of warning for anyone trying this, which I have stated in the OP (hmm, maybe I removed that message for some reason, I'll be adding that back in). Backup your files before testing this. Under normal operation there shouldn't be any issues, I literally use this every time I play (I'm using it right now to test a plugin I'm developing) so I trust it that much, but I still have a couple back ups just in case.
  19. Well, it's not technically a grand tour until they go to Eeloo! I don't think they, the ship, or I could survive them going to Eeloo...
  20. Good catch! If you look at TacLifeSupport.cs on their github you can see them using a ScenarioModule and then in the save it does this: SCENARIO { name = TacLifeSupport scene = 5, 7, 6, 9 SavedGameSettings { ... Plus more stuff... So I reckon by looking through the code for that I'll be able to figure something out. Thanks Headhunter09! Edit: ninja'd kinda. Thanks xEvilReeperx, I'll check that out too! Like I said I don't have time to work on it now, but I should be able to get it working this weekend. Thanks again you guys
  21. So I recently got into writing KSP plugins and don't have a whole lot of knowledge on the subject but have recently taken over development of a little plugin (that was still in alpha anyway) called Kerbal Construction Time. I want to be able to read and write a custom (well, eventually several) thing(s) to the persistence file instead of a separate file. I already have my code working using a separate file (thanks to Trigger Au's tutorials) but is there an easy way of reading/writing to the persistence.sfs file? The reason I want to do this is because otherwise dealing with time "going backwards" due to reverts and quicksaves will be a big pain later and if I can avoid it that would be awesome. I won't get time to work on it until tomorrow night but figured I'd see if you guys have any thoughts. Basically, I want to save a List of my object to the persistence.sfs and read it back in when a flight is loaded. Basically (for now at least) I need to save the time that the ship will finish being built along with some other data. I can already save a [Persistent] List<myObject> to a separate file and read it back in without issue. Thanks
  22. This is located in the overview of that mod and may fix this issue: "- When switching between underwater vessels the special underwater camera may not activate. The camera will appear stuck above. Right click a vessel’s part and choose “Toggle Underwater Camera†to fix this." Also, it looks like someone has already taken over for Hooligan Labs in keeping his mods up to date: http://forum.kerbalspaceprogram.com/threads/53961-0-22-Hooligan-Labs-%28now-under-new-managment%29-Featuring-Airships-Subs-and-more PS: That's really frikin cool!
  23. Just uploaded a new release, 0.2.16, which has a couple new features. A summary of them follows: * Added ability to autostart game after activating an instance. Wait until the main buttons come back before choosing "yes" or "always"! (If installed through steam, it runs through steam, otherwise it runs with the KSP.exe) * Enabled support for any file/folder to be copied/linked to. If symlinks are working correctly, then you can have different saves folders for each instance! * Added ability to import any files or folders from the game. Select using the "Select Items to Import" button. Use shift or control to select multiples. If you hover over it, you can see what items are currently selected. Seems to have issue with the KSP.exe and Launcher.exe. * Added progress bar that indicates the progress of copy and delete actions. No longer will you be left wondering what's going on! * Split settings and instances into separate files (I want to add more settings in the future, without conflicting with the instances) * Removed Instance Activated popup because of concurrency issues (it would popup before completion, just look for "Ready" in status indicator/buttons being usable again) * Added Fallback Mode for if the user has insufficient privileges to make symbolic links. Falls back to copying the directory. Fixed by running as administrator. Fallback Mode: Fallback mode is my attempt at making this still useful when you can't use symbolic links. I haven't developed it much yet, but in general it sucks and you shouldn't use it. The symlink method is faster, takes less space, and any changes the game makes to the folders will be reflected automatically in the instance. Fallback mode should only be used when necessary (and a popup will let you know if you may have to enable it because of permissions) and I will try to make it better in future versions. If you have any questions/comments/concerns, just let me know. This will probably be put on the back burner for a little while as I've just taken over development of a mod (Kerbal Construction Time) and am also balancing college and a youtube channel. (And want to have some time to actually play KSP!)
  24. Hey everyone, just wanted to let you all know what my plans are now that I'm taking over development. I'm going to try to get some work done this weekend and then I'll start a new thread (and put the link here). In the meantime, continue using this thread for any discussion. What I'd like to get done before the next release: * Saving ships directly to the persistent.sfs file. This will make things a lot easier in the future because of KSP's non-linear time (quicksaves and reverts are annoying when using external files for tracking things) * A method for reducing the time it takes to build a ship if you build it often/recover parts. This would be based on the method I mentioned a page or two back where its part based and using the same part on a lot of builds will reduce that part's impact on the overall build time. If you recover a ship, the parts of that ship are added to an "inventory" and those items get used up first with minimal effects on the time. That would make SSTOs have a fast turn around (most of the time would be spent on a new payload) and promotes reusable spacecraft, obviously limited by the 2.4km distance limit (boosters probably won't get reused, sadly). I'm thinking it would take maybe twice as long as normal for a ship with brand new parts, then after 4 launches it takes normal time, then after 16 it takes half the time, etc. Maybe something else, let me know your ideas. * "Simulations" of launches. You don't have to wait for it to build, but you can't save/switch craft/EVA/etc. and it ends when Apoapsis goes over 250km or Periapsis goes over 70km or the vessel is destroyed. Then it reverts to before the launch, with no effect on the save. This could wait until after the build list, but when you change focus away from the building ship to focus on another mission you can no longer revert to VAB/SPH. So you can lose a couple days worth of time without even knowing if the craft can make it to orbit (I had that happen to me when I had about 10 days to rescue a guy and build+transfer time was going to be like 8 days. Luckily I backed up the save before putting the ship on the pad). Longer term goals: * The infamous Build List. Ships don't sit on the pad, they get added to a build list and can be launched once time has passed. There are several logistical issues to work out (crew, time warp in space center) but I have several ideas of how to handle things (and being able to save to the persistent.sfs file would make this way easier). Eventually being able to make progress on multiple ships would be nice (at a reduced rate) but at first it will be "first come, first served" and will build linearly. * Toolbar support. * Kerbal Alarm Clock support (not a high priority, you can always set alarms yourself, but the ability to create alarms directly would be handy and so would warping down correctly for alarms) * Anything else you guys think should be implemented I want everyone to be able to offer suggestions for how to handle things, but please don't get mad if I don't always do things the way you want. If I'm already mostly done with a feature and then you want me to change it completely, there's a good chance it won't get changed (at first at least). I'm very excited to be given this opportunity! Please, offer your suggestions (in this thread for now) and I'll look over them before I get started working on the above items this weekend. EDIT: The new thread is located here: http://forum.kerbalspaceprogram.com/threads/69310-WIP-Kerbal-Construction-Time-PreRelease-1 Please move any discussion to this thread! After a proper release (aka the build list and bug fixes) I'll make an official thread in the Addon Releases sub-forum. This first release primarily implements the things I mentioned above. The build time isn't doubled though. I may still add that in later if people think it would be good.
  25. Kerbin and Jool peaking over some hills on Bop near the Bop Science and Gas Station. Laythe is visible in the top left. I really love Alternis Kerbol.
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