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Everything posted by magico13
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I've added an issue on GitHub and will try to get it fixed next release. I don't think it will be too difficult to fix, but I won't know until I try. Worst case scenario I write something that iterates through the node and fixes all the positions in the save file. Yes, to both! You're still refunded like Stock, but there's also an inventory that keeps track of which parts you've recovered. It's a little counterintuitive but you still get the funds back for the parts in the inventory, they just affect build times. The inventory is one of the original features and pre-dates the existence of funds! (KCT was first written for 0.23, funds were added in 0.24 a few months later) Basically: when you recover a vessel it behaves exactly like the Stock game, except the parts also get copied into the inventory. When you build vessels using parts from the inventory, they take less time to build. You can also "scrap" vessels instead of recovering them which also refunds the cost and adds the parts to the inventory. That's basically it!
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Looks like you can find them with the link I provided and just copy+paste them into the new forum! (you probably will need to make a few manual tweaks. Also I don't know why this is bolded)
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You might try using the wayback machine to see if it was archived: https://web.archive.org/web/20151123012829/http://forum.kerbalspaceprogram.com/blog.php?s=dda1a4bc16d507a57b9760ba0d42e4c4
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If you don't leave the flight scene then the Kerbal prerecovery code should allow those to complete automatically. At the very least it prevents them from failing, which is an improvement over previous functionality. I'll try to improve it more so it completes properly. In the meantime I suggest turning off the recovery messages in the settings. You'll still be able to check recovery status through the SR GUI during flight. I'll try to get the recovery spam fixed this weekend.
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Yep! For at least a little while I'll keep the KCT simulations available, but will start phasing them out and promoting the use of this mod instead. I expect the simulations will finally get some features that they've been needing by relying on an external mod instead of using the very outdated code in KCT.
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I believe it normally gets auto-created when you launch from the editor (not positive that it does when you launch from the Space Center), so the best place would be when simulating or when building. When you build a vessel, you can always edit it and then save it prior to launch. And when launching there's a hidden temp.craft file that gets generated. I could easily rename and move that temp.craft file to be the autosaved craft. Where would people prefer an autosaved craft? 1) When simulating 2) When building 3) When launching 4) Somewhere else 5) A combo of the above 6) A combo of the above, but with different names (Auto-Simulate.craft, Auto-Build.craft, Auto-Launch.craft, etc) 7) It isn't needed, so nowhere
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Ah, I'll look into it when I get a chance. It seems Kerbal Konstructs is broken with both KCT and StageRecovery based on some reports. Since the mod hasn't been officially updated I haven't given it much priority. See above. Seems to be some sort of incompatibility, though I'm not sure what would cause it off the top of my head. If you've recovered them into Storage then scrap one (in this case scrap the side boosters), then "edit" the other one (the main core) and add the scrapped parts back on. You can also "normal recover" the side boosters and get the same effect without having to spend time to recover them. The parts get put in the inventory when you scrap or "normal" recover them which cuts down on the amount they contribute to the build time by quite a bit. If you "edit" the main stage you can then start with some of the build already completed. If the change of adding the side boosters is too much, though, then editing the main stage won't be any better than just scrapping/normal recovering and rebuilding all of them, in which case I would recommend doing that. StageRecovery also puts the parts directly in the inventory. In short: "Normal" recover side boosters (or KCT recover and scrap), KCT recover main booster, edit main booster to reattach the side tanks. OR "Normal" recover all three (or let StageRecovery recover them), reattach with Inventory build times (about 1/10 of normal) There isn't a downside to having them in there other than it being hard to navigate the list. Clearing it out does give you upgrade points as some sort of incentive. If I eventually make it so you don't get funds back upon recovery then clearing out the inventory will let you get back some funds. While the inventory remains in it's current state of not really meaning much physically, and there not being a downside to having parts in the inventory, it'll remain all or nothing. I do want to make it so once you purchase a part, you don't get any funds back upon recovery but instead only when you sell the part, in which case you'll need to be able to sell individual parts. Things that don't get cleaned out are because those parts either don't exist anymore (ie, you removed the mod they're associated with) or at the very least their costs couldn't be found. I wouldn't worry too much about it, since all that's tracked is the name and the number, so no chance of save corruption or anything like that. Thanks for the kind comments! I've been working on KCT slowly for a little over two years now (wow, it's been that long already?!). Unfortunately I haven't had a whole lot of time for the past year and a half to work on it due to graduate school, so development has slowed a lot. I'm hoping once I graduate this May I'll get more time to revamp a lot of things.
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Oh, it is. KSP isn't a big fan of converting a vessel back into a craft file. If you grab totally fresh parts it's not too bad, but I wanted to keep everything on the vessel as-is when you recover. That has some weird side effects sometimes. The biggest issue was when trying to recover things with broken symmetry (ie, a missing wing on a plane) as it would totally break the save file. Someone helped me track that down and I think the code actually works fairly well now. At the very least I added more checks so it shouldn't break the game anymore
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It ultimately boils down to the fact that I don't really even like the "Recover To Storage" option, but it was requested repeatedly enough (and funnily enough is still a feature that people request, despite the fact that it already exists) that I added it in. I like that you have to bring it into the editor at least once. I wanted to make it so parachutes and such didn't reset, but decided that would be even worse. Also, back when it was added the build times were dependent on the fueled cost, so refilling the tanks would add a bit of time to the build queue. I liked that too. Plus there are cost differences with refuelling: as of right now when you recover you pay funds equal to the difference between the value of the vessel and the value after the distance percentage (ie, if you'd get 87% recovery value, you have to pay 13% of the value to recover it) (at least, I'm 90% sure I wrote it this way because otherwise you could generate infinite money), if you refuelled too you'd have to pay for the fuel as well. Planes actually don't always need refuelled if you just take them for short trips. I've done that a few times actually just for dropping off science I'll file it under the "consider" tab. Even if I did it, I'd probably make it an option while recovering rather than the default (ie, upon recovery there's a popup that asks if you want to refuel for X funds).
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It's by design that it isn't automatically refueled. Recovering through the KCT menu is supposed to be a pain with a lot of manual steps, because you're trading off the automatic, bug free method of recovering + rebuilding for the faster manual recover and manual refurbish. Using normal recovery and then building a duplicate vessel from inventory parts is still very, very fast and has the benefit that you get fresh parts and nearly zero chance of bugs. By recovering to storage you're literally just moving the vessel into a hangar and when you relaunch you get the exact same craft. Refuelling and replacing parts is up to the player then. Also, I can't know a priori how full you want the tanks: for example, if you recover an SSTO you might want to only partially fill the oxidizer. Basically, I don't want to refill tanks automatically and I'm not sure it would really even help that much since you'll still need to tweak things manually. I will try to take a look into the issue with ModularFuelTanks, but Modular/Procedural anything is often rather difficult to work with (example: I despise tweakscale because it basically destroyed KCT's inventory system ). I tried to write up a fix for refilling procedural tanks but I've heard that it didn't work correctly. I don't use tanks like that so I haven't seen it myself. Thanks for the report/suggestion!
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
magico13 replied to Endersmens's topic in Kerbal Network
There is: http://forum.kerbalspaceprogram.com/index.php?/search/ Go to member search, then do a search and sort by reputation. Unfortunately you can't go to a second page until after a number of seconds so it's a bit slow (thankfully the updater doesn't have to obey that requirement for some reason).- 929 replies
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Any chutes should have reduced that velocity from 200m/s to something lower. The 200 is the value I assign when there aren't any chutes detected, powered landings then work off the remaining velocity. I'm still betting on a bug, but have no idea where to start looking for it without the logs. If you see it again, let me know and try to grab one of the logs (as long as you don't restart KSP, they'll still be there). Tip for powered landings (for anyone), adding any amount of chutes will drastically reduce the delta-v requirements (they're 1.5x the speed calculated AFTER chutes), though you might spend that much delta-v carrying the chutes up in the first place.
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Then I'd definitely need to see the log to see if an error was logged. If you're seeing anything other than 200 m/s in the editor then it's using a compatible parachute module. The way recovery works it checks parachutes first and if that isn't enough to recover, then it checks fuel, so I'm sure it's checking for chutes. It most likely was a one time bug. If you see it again, grab the logs, otherwise I can only guess at things and with the number of variables at play (which mods are installed, which parts are on the ship, where was the ship dropped from, etc). There also was a chance the stage burned up from going too fast, which is mentioned in the message, the SR GUI, and the log file, if that happened.
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
magico13 replied to Endersmens's topic in Kerbal Network
Definitely, which I think makes up for the fact that it's got roughly 1/5 of the power it used to have. The amount of rep I've gotten since the forum change would have nearly gotten me into the LGG from zero on the old forum. Now I just need 15 more to get onto here!- 929 replies
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It's based on the total BP value of the craft and only works for vessels that haven't finished building (ie, editing a build that is in storage nets no science). There's no log anywhere that tracks that, but you can estimate it from the Research rate and the BP total listed in the editor. If your rate is 3 science per 86400 BP and the vessel is worth 172800 BP then you'll get 6 science when it completes. The BP value can change during construction though if another build using some of the same parts completes first.