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Everything posted by magico13
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Came home to a dying server, so that might delay things some. Backed up everything I can think of, but setting everything up from scratch again always takes a while. Might just try to get the 1.1 stuff up and running since that's more time sensitive (I can live without the server for a week or two), but unfortunately we won't have the build server at our disposal to make things easier. Alas -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Hoping to get to it this weekend. Might do StageRecovery first since there have been a few community recompiles for it so it should be easy to adapt those for an official update. KCT's gonna take a while of working through the dependencies but I'll hopefully have something ready to release by the end of the weekend (hopefully some initial tests by Saturday night). -
Well, the deadline for the thesis is this Friday, so I'll probably get to fire everything up this weekend and hope to get at least a basic version up and running by Monday morning. Bug fixes will likely have to wait an extra week or two, but at the very least hopefully something will be working this weekend @nosscire if you want to get into modding, I've got a mod that I've just done the proof of concept work on but haven't gotten a chance to go back to called NIMBY. If it's something you're interested in, you are more than welcome to it and I'll even help out if you need it (after this week). If it's not something that interests you then I'd suggest working on something else instead
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So you pay to upgrade it to level 2, then wait through the whole upgrade time (at level 1, since it's still being upgraded), and when the time has passed and it upgrades to level 2 it still remains at level 1? Or are you saying that when you pay to upgrade it doesn't immediately upgrade? Because that's normal with KCT, the upgrades take time to complete and you have to wait until that time has passed before it will be upgraded (same idea as building vessels or unlocking tech nodes). You can disable that in the settings if it's something you don't want. The text when you try to upgrade informs you that an upgrade has been requested and then there's a new upgrade in the Tech tab being worked on. After the time is up it'll automatically upgrade the building.
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There already is a (limited) way to rush a build at high cost. Select the "*" button on a craft that is building and choose the rush option. It has been a while since I used it, but I believe it instantly completes 10% of the remaining build time at 20% of the vessel cost. It's best to use it at the very start. Other options that already exist: purchase upgrades and use them to speed up builds, or reset your upgrades and put more in a particular build queue. Both can be done in an emergency but are more permanent than the 10% rush build option.
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With CKAN it's quite easy to keep everything updated, plus everything will be AVC compatible so you'll have two methods of version checking then. It's a long-term goal so don't worry too much about it happening any time soon. The 1.1 update will likely package MagiCore in it as well which will eliminate some code duplication across my mods, but that is always shipped with the mod.
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Just a troll and/or confused person who hadn't tried the mod but was comparing it to the "freemium" pay-to-skip model of phone games. I'd rather not have the thread return to that discussion. I'm likely not going to get a chance to try to update again this weekend. There's a chance I might not get updated in time for the 1.1 release either. I apologize for that, but the timing is just really bad right now. If anyone wants to try to do the update themselves then they have my blessing, and if they do a pull request on github I can make it the official release. Otherwise you all might have to wait until after the 22nd
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I'm outsourcing simulations to another mod, KRASH, for a few reasons: KCT's simulation code is one of the oldest pieces of code and desperately needs rewritten I've wanted to split KCT up into "modules" so that each piece can be used separately for a while now (simulations, part inventory, and main KCT would each be its own mod). Some people only want to use one aspect of the mod, so why install the whole thing for one part? It also allows me to have more cross-features between any future mods (eg, with the part inventory split off I could write a mod that makes it so when you buy parts they aren't recovered for funds, but instead that specific part is tracked, without also requiring build times and other KCT specific features) I haven't had a whole lot of time lately to work on development and I'm not sure how much time I will have in the future, by letting someone else take control of one functionality then I have less I need to do (meaning I can focus on other parts of the mod) and the players will probably see more frequent and/or higher quality updates. At this point it's an experiment. If people are unsatisfied with the arrangement for legitimate reasons, I can always add simulations back in.
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When I get a chance to do a feature release I'll see about using excess fuel for reducing the speed. The (approximate) calculations aren't hard to do, just need to think about which to prioritize. Probably easiest/best to prioritize reducing speed over landing, since burning up would prevent the landing anyway.
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Reentry heating is a Stock feature now, so Deadly Reentry isn't required for StageRecovery to cause stages to burn up. As soon as the speed goes above 2km/s at recovery then there's a chance of the stage burning up. The chance goes up to 100% at 3km/s, 200% at 4km/s, etc. You can either add a heatshield (doesn't have to actually be in a useful place) which will reduce the chance by 100% or you can change the DR Velocity setting. If you set it to -1 then StageRecovery will never destroy things from overheating, or you can up it to 2500 to even further reduce the chance of burning up. Personally I just don't expect anything that's nearly suborbital to survive reentry, but you are free to reconfigure things as you find appropriate for your play style.
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My first goal for 1.1 is just to get the current code working with it. The first feature release after 1.1 will begin the deprecation of KCT's simulations. I haven't decided if I'll remove them entirely right away or if I'll just disable them for one release and remove them for the next. I suggest using KRASH with 1.1 anyway since then you guys can provide feedback to LGG and I before the full simulation removal, to make the transition more seamless.
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The comparison to the crappy mobile game mechanics always hits a nerve with me because KCT is nothing like that. Those games make you have to wait real time or pay them money, while KCT just takes game time (which can pass at 100,000x real life) in an effort to provide more value to your experience, not to try to extort you. I'm normally rather friendly, but I'm not sure why anyone would come onto this thread just to say negative things about an optional mod that's being made for free. I do apologize if I was a bit harsh, though, especially if the post was made in jest (communication through text often gets misinterpreted as more serious or harsh than intended).
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The logo is based off the KSP logo, yes, entirely on purpose (the logo is turned into the hands on a clock, where the clock face is a gear). They haven't told me to change it and until they do I'm keeping it that way. If I have to change it I'll go back to the previous artwork which you can see in-game when using the mod (for the buttons). I don't make any money from this (except the rare donation every couple months) so I don't think they care much. I'm not sure what the point of your edits are. I'm inclined to think you haven't ever used the mod and are just making comments about what you think the mod is about. Kerbal Construction Time first off is an optional mod that I've been working on for over two years, completely free of charge. Its purpose in a particular person's game depends on who you ask (go ahead and ask any of the over 7000 people who have downloaded it in the past two months), but it's generally either to provide a sense of history to their game (so you don't land on Mun on Day 3 for instance), to add realism (ie, real rockets don't magically appear on the launchpad so why should ours?), to add the challenge of managing time as a resource along with funds, science, and reputation, or simply to use some of the features like simulations. Nobody is forced to use it, and I've gone out of my way to ensure that you can disable any and all features you don't enjoy using (you won't find a mod that has more customization options). You can timewarp through any time restriction at no penalty other than not fully utilizing the time you warp through. Some people still play one mission at a time. Other people try to maximize the value of their time and run a handful of missions and have every build queue utilized. I despise the "pay to win" and "pay to skip" mindset of games, especially mobile games. It's effective for making money, but I don't do this for money. I do this entirely for fun, to make KSP more fun for myself and for the hundreds to thousands of players who use this mod. Squad doesn't want to implement construction times. I don't want them to either. They think time is meaningless in a game where you can just warp through any limits. KCT has proven that to be a completely false idea. Thankfully there appears to be a movement starting to utilize time as a resource, mining is an example of that and so is the research lab. With both you trade time for something else of value. Timewarp is, and will always, be an option. KSP is about freedom, not restriction, and I have argued that point with regards to time and other features in the past. Every new feature should provide more options for players and not remove them. So if you want to compare KCT to one of those horrible games again, we'll all know you're just pulling crap out of thin air. If you really want to see just what KCT would be like if it was as you described, just download KCT v1.1.5 for KSP v0.90 and set the date on your computer to April 1st.
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[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
magico13 replied to magico13's topic in KSP1 Mod Development
It's not yet and I likely won't get it updated to 1.1 until the end of April (at which point I'll be able to finish it). There's a chance that @jkortech will update the existing code to 1.1 before then but that's up to him. All my big deadlines are toward the end of April and after them I should have considerably more time for hobbies. -
@Loren Pechtel I'd need to see the vessel itself to have any idea if there's even a problem. I think the PEBKAC and there's just a misunderstanding of how StageRecovery defines stages (which is different from how KSP defines stages, which I think is what MechJeb uses). I highly suggest using the highlight buttons to see exactly what parts StageRecovery is saying belong to the stage, it'll no doubt be different from what you're expecting. StageRecovery defines a stage as all the parts between decouplers (or the start/end of the stack where appropriate), with identical "stages" grouped into one (I can't remember if each gets it's own stage number though, which would explain the jump from 2 to 6). It provides estimates for every stage it finds since it doesn't know what's a booster and what's payload, plus you might want to know an estimate for how fast your command pod will land. Take a picture of the whole craft with and without the whole vessel highlighting active and we can start to figure out if anything is actually wrong.
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All the formulas are supposed to recalculate when you save the Preset and also when you load a game. It's possible one slipped through the cracks however. I'll try to remember to double check that when I get back into development. Regarding development: I'll try to see if I can update this and StageRecovery to 1.1 tonight. This month is going to be busy for me, but I promise to at least get the current code updated for the full 1.1 release if not also get some bug fixes in as well. New features will have to wait until end of April/May after I deposit my thesis and the semester starts winding down. I'm 20 pages in and way behind schedule
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Awesome! I fully expect everything is broken. I'll try to find some time this weekend to get at least a basic update running. With thesis writing I can't give up a full day for KSP, but maybe I can do a few shorter breaks just to get things working in 1.1. -
Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
magico13 replied to Endersmens's topic in Kerbal Network
You can definitely opt out of being on the list if you want. The updater program already has an ignore list so all it would take is to add you to that.- 929 replies
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Simultaneous research of nodes, including later nodes, is intended. The R&D center is a large facility with many different research groups, and so multiple things can be researched at once. Later tech nodes cost more and would always take longer to unlock, so the prereq nodes will always unlock first. (Exception mentioned below) If you don't like that behavior, you can change it by modifying the formulas. There's a post a while back that goes into detail about that which you can probably find by searching the thread, if not just ask and I can try to remember what exactly needs changed. I should probably not let you finish a node that has unmet prerequisites, which only became a possibility when I added the ability to cancel researching a node or reorder the research queue for limited rates. Adding that restriction in won't be hard.
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
magico13 replied to Endersmens's topic in Kerbal Network
If you just send it to me I can probably debug it rather quickly- 929 replies
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They use the same formula so that's a bit surprising. Could be that it had the wrong rate the GUI in when estimating? Editing sometimes has issues as well where it doesn't recalculate the BP properly, but you should still see the same thing inside and outside the editor in that case. If you can reproduce it or you notice it again, take some screenshots and let me know (maybe backup the save too so I can try to reproduce it on my end).
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Glad it's mostly working right! I did forget to mention that rollout and reconditioning use the same formula (they're two sides of the same coin actually. That's what the recon/rollout split is about with the Default preset). The [RE] variable is 1 if it's processing reconditioning or 0 if it's processing rollout/rollback. You can have just reconditioning by adding "*[RE]" or just rollout by adding "*(1-[RE])". You could hide two formulas in one with "((formula for recon)*[RE]) + ((formula for rollout)*(1-[RE]))" 1. Yes. I tried to fix it once but hadn't tested it, turns out it didn't work. Just haven't had it as a priority item, but the editing process needs cleaned up so I'll try to take care if it and 3. at the same time. Part/module specific modifiers are planned, I just haven't gotten a chance to add them in yet. I plan on totally overhauling the KAC alarms so you can choose what autogenerates alarms and whether it stops warp or gives a message or whatnot. I personally turn all the alarms off because they're more of a nuisance for me at the moment. You can rollout but not launch when there's reconditioning. I can certainly add an option for not even allowing rollout. I imagine rollout also encompasses all of the final checks and such that could happen prior to the pad being fully ready, though it doesn't make sense for the rocket to be ready to launch with the pad still being fixed up. When I get back to modding I'll try to remember to add that in.