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KSP2 Release Notes
Everything posted by magico13
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Alright, I've made some pre-release versions of the modlets available on GitHub (where I am now hosting the modlet code). I haven't gotten around to all of them yet, but FieldExperience, Sensible Screenshot, Dated Quicksaves, and Tree Toppler are all on there. I haven't actually tested any of them, just updated them to work with 1.1 and updated MagiCore for the ones that need it (which is now also used by KCT).
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
It was designed that way. If you're going to modify formulas then it is expected that you read the documentation on the wiki which has a section detailing that limitation. The reason it's like that is because of how the parser works. It reads the string in character by character from left to right and puts each one on a stack. When an operator is hit, the stack is parsed as a double, the operator is saved, and a new stack is started. When another operator is hit then the stack is parsed as a double and the last operation is applied between the old stack and the new stack. Functions are a bit special, when they're hit they're evaluated and are replaced with their value. Trying to get order of operations into that parser would be a nightmare since it is only aware of its immediate surroundings. It'd have to be totally rewritten so its unlikely to happen any time soon. Parenthesis use and careful ordering should be fine for most things. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I noticed some weirdness with RealChute in my testing. I'll look into that later. I've got another update for KCT. Nothing too major, but I've made it so simulations can be disabled (which I'll make the default in all the configs). Apparently I wrote all the code for it a while ago because I went to go write it and it all already existed and just needed activated! One semi-major change is that MagiCore is now required (and included). MagiCore is a .dll I use that contains code common to multiple mods of mine. KCT is using it for math and time parsing, Dated Quicksaves and Sensible Screenshot use it for string parsing, and some WIP things use it for the math parsing. Make sure you install it otherwise KCT won't work at all (it's included in the download). It just goes in GameData directly, like ModuleManager does. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Alright, should be fixed now. I didn't actually forget to upload the .zip, GitHub just didn't like the upload and wanted me to delete+reupload it and I hadn't noticed. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Oh ********* I thought I uploaded it. I'm seeing a movie and having dinner with the fiance so it'll be a few hours. Sorry about that. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Made a small update to StageRecovery to fix some issues with mods using the API (which includes KCT). I'd highly recommend updating since it might be the cause of some issues in KCT. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I did not see that behavior in my testing, it all worked the same as for 1.0.5. Are you running the 64 bit version and do you have other mods? I can really easily check just by looking at the log so I'll do that The second bug exists in 1.0.5 as well and is slated to get fixed soon. I had a CTD when launching so it might just be a 1.1 issue, but I'll look into it. The first thing is probably an easy fix, thanks. The second happens even with stock windows (like the Alt-F2) one. It's been present since the R&D screen was added. The last thing is normal. You probably are using RealChutes so parachutes are treated as procedural parts which get stored as 100x their cost. Thank you all for your reports! E: Looks like KCT isn't working with StageRecovery properly. I think that's due to changes made by the people doing the community updates and is likely what's breaking Kerbal Konstructs too. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Alright, updates to StageRecovery to get it working with RealChute and the first pre-release for KCT. I expect many bugs with KCT. I'll be doing numerous changes on KCT in the next few days so I don't suggest using it in a full save yet. StageRecovery might get some bug fixes too before the release, but it should be functional as-is. -
KRASH and Kerbal Krash System are two different mods with very different features but confusingly similar names. The one normally discussed in this thread is the first one, which is a simulation mod that will be replacing KCT's simulations. On a totally unrelated note, I'm making a pre-release available. Expect bugs. Expect saves to be broken. And expect things to change before the full release. This is literally an update to the 1.0.5 code to make it work in 1.1. No bugs have been fixed, just new ones added Get it from GitHub and please report any bugs you find over in this thread. Note that this is not meant for normal gameplay yet. I have several changes to make in the next few days and there are going to be lots of bugs with the pre-release. By Sunday I should have an update meant for real saves. Later updates should still be compatible with this pre-release if you really want to tempt it, but no promises.
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I submitted it yesterday to the department so they could check the formatting, but all the writing is done! I finally get a chance to relax without having it weighing down on me The even better news is that KCT is loading properly and most of the basic functions are working as expected. The simulation configuration GUI isn't working for some reason so that's next on the list (even though it's being phased out I still want to provide it as an option for at least the next version). Building+launching seems to be fine at least
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[WIP][Plugin][1.0.5] NIMBY - Restricted Recovery - Alpha1
magico13 replied to magico13's topic in KSP1 Mod Development
@Bit Fiddler I've been thinking about this mod again and that's the sort of route I have planned. This is supposed to encourage building vehicles to recover the landed pods and to try to provide incentive for precision landings. Setting up "beacons" will require non-trivial amounts of infrastructure (though it will always be Stock + any parts added in this mod). At minimum a science lab with antennae and a crew of engineer Kerbals for fairly short range (a few km) recoveries. Larger ranges will require larger bases, but the details haven't been worked out yet. Mobile recovery options might be provided, or they might be required to be in a fixed position for a period of time before they'll start working (ie, you can build a mobile base but it must spend a week in a location before it can be used for recovery). -
I'd agree with two weeks. With 1.1 it could be less because of the open pre-release, but not everybody had access to that and 1.1 has a metric crap ton of changes. I'd still figure two weeks since those two kind of cancel out.
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Yeah, RealChutes uses module manager to place its modules on Stock chutes, so in this case you'd have to uninstall RealChutes. I use RC myself almost exclusively, so it's a high priority to get it working. I'll likely have it done tomorrow evening (won't get a chance to work on it tonight because I have 100 tests to grade).
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Totally forgot about RealChutes, definitely not surprised. I'll have to take a look at that on Friday. No chance of doing it tomorrow, I have 100 or so tests to grade (thankfully only 1/4 of the test as there's 4 of us grading it, but still over a hundred of them ) -
I have posted an official pre-release for KSP 1.1. It will likely become the full release after a bit of testing. Tons of thanks to @rem0230 and @Cerebrate for the work they did which made it much simpler to do the update. It's just an update of the code from 1.0.5. I will attempt to add new features and bug fixes in the next few weeks after I update all of my other mods to 1.1.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
New pre-release of StageRecovery for 1.1. Get it here. Tested the main features myself without any issues noticed (other than things that existed before in 1.0.5)