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KSP2 Release Notes
Everything posted by magico13
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I actually implemented something like this in a mod a long time ago called Dated QuickSaves. By default the quicksaves are created using the in-game date, but you can change that to use a bunch of different options. There's a similar mod for screenshots. Here's the list of "variables" that can be used in the file names for both mods:
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I knew I was forgetting to look at someone's logs and I just found these again, so sorry about the wait. You need to download KCT build 44 since KCT is looking for a missing method since the ScrapYard version is a little too new. If http://magico13.net:8080 isn't working then use http://71.72.9.204:8080/. I'm definitely going to need to backport KCT and ScrapYard back to KSP 1.3.1 I guess There's not much in the way of documentation yet, but it's fairly straightforward if you look at the examples in the ModuleTemplates.cfg. The name can be matched using Regex and there are a few additional things that can be used to add requirements or prevent recovery of a part. Although in this case it might be that something is matching that shouldn't be, if you're not able to get them to match in the editor. In that case you'd want to save the craft and compare it to the modules in the part in the inventory and look at what doesn't match.
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Just merge the GameData folders, everything else is extra info that isn't needed for the mod to run but is instead for writing the code for it.
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It sort of depends. If it's a module not being detected then that is a config change, but if it needs special handling (like TweakScale did) then it's a code change. I might end up needing to backport KCT for RP-0 so I can maybe do the same with ScrapYard for the same reason. Otherwise you all are gonna keep pestering me
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Build 38 is going to be missing a bunch of features that the RP-0 devs had added in so if you can get build 39 working then that would be preferable over build 38. If not, then let me know. There's a chance I can backport the current release to 1.3.1 if people are going to be using 1.3.1 for RP-0 for the foreseeable future.
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I don't know how, but it's saying there's an invalid binding redirect from KCT 1.3.5.91 to 1.3.0.44. Try completely removing the KCT folder and then installing it again. If that doesn't work, copy your KSP and remove everything except KCT and start a new save with it, just to see if it will work correctly at all on your machine.
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The eventual intent is to allow configuring it based on a formula like KCT uses, which could account for the number of times it was used and such. But the stock settings page only allows for very basic configuration options. I can add a slider that at least lets you pick a constant percentage pretty easily.
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Are you using the normal recover button? So you have auto apply turned on? If not then all parts will be new by default and you'll have to manually apply inventory parts to the craft. If you're really not sure if it's working correctly you can send me the save file and the log file and I can look into it.
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That exception has to do with overriding the launch button in the editor. Not sure why it's failing but it shouldn't affect VAB reorienter. Easy way to check would be to disable overriding the editor button in the KCT settings, which should avert that exception. KCT doesn't do anything with the orientation in the VAB, though using the recover to storage option might make an assumption about vessel orientation when it converts to a craft file.
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The "stock module used" is for parachutes and just indicates whether it was using RealChute's calculations or stock ones. With no parachutes it'll use the stock one. So it looks like it found the probe core but may not have found the engine. Can you upload the craft file? I'm guessing it's using a currently unsupported engine module. Alternatively if you can tell me what mod the engine is from and what the engine is called I can try it out myself (or both).
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I can't look at the log until I get home, but the requirements for powered recovery are an activated engine (throttled down though), a probe core with SAS capability or a pilot kerbal, and enough fuel for the landing (about 300m/s at surface level Isp). The more detailed StageRecovery UI should contain some extra info about powered recovery, stating that it was attempted and either no suitable probe core was found or it ran out of fuel. The log will also show more info when I get a chance to look at it later.
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It's primarily a framework for other mods to build off of right now. You can enable the cost overrides in the normal settings window for a save. It doesn't work correctly in all cases, particularly with KCT which uses this mod in kind of weird ways. No other mods are required. I'd need to see a log file to see what's happening. It's possible you have a module on the command pod that is being stored one way and is used differently in the editor. In stock the fairings do that and an example of a mod with that issue is RealChute. I'm working on stuff to make those work but it won't work automatically for other troublesome modules.
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I'm betting it's that. It's been mentioned before that Oh Scrap! requires the vessel to be moved out of the pre-launch status in order to recover parts, which definitely happens with staging and might happen if you start driving the rover around. I believe if the MET timer moves off of zero then it should count.
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Regarding saving edits, the Save button is actually still available when editing, but the load button isn't. Specifically for the cases where you forget an antenna or something, edit it on, and don't want to forget about that in the future. Are vessels still getting stuck in the ceiling in the SPH? I thought I had set it low enough that when that happens some of the parts would still be sticking out and you can use Shift to grab the whole vessel. If not then I need to adjust the cutoff again. I still haven't gotten around to testing Take Command, sorry about that.
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The experimental parts issue is something I tried to fix once a long time ago and couldn't quite get working correctly. I think a solution to both of these would be similar to how KSC upgrades work now where the button press is intercepted so that the upgrade doesn't occur until KCT requests it. For nodes I could intercept the button press so the node isn't actually unlocked and then the contracts and experimental parts shouldn't be affected. I'd have to either update the UI or not allow you to start researching nodes after the current ones you can see (which is possibly a fair change). I don't think I'll do that in KCT, but when I start working on KCT2 I'll likely try to implement it this way. Oh, one thing about the experimental parts. KCT will let you launch vessels with parts you don't have unlocked specifically because of that issue. If you remember to put one of the experimental parts on a craft then you should be able to copy it around as needed and still launch it. Or start up a sandbox game, make a vessel with that part, then copy that craft file into your save.
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Well that log snippet says that there was an error when trying to save the craft. That can happen when the conversion from Vessel to craft file fails and there isn't usually much that can be done about it. If the craft is stock parts (or only one or two mods) I can try to modify the recovery code to support it, but sometimes there are things that can't be converted back to a craft file automatically. That's within Oh Scrap! and ScrapYard. Oh Scrap doesn't recover parts into the ScrapYard inventory if you haven't staged them. It gets tossed into the formula below (pulled from the wiki, which is slightly out of date) as "E" and by default defines the BP per ton (rates are in BP/s). So at a rate of 1 BP/s it's the total number of seconds per ton of craft being launched. At 2 BP/s it'd be half that. Note that the current launchpad level plays into that as well, with lower level launchpads requiring less refurbishment time. This also affects the rollout time since the total for the formula below is divided among reconditioning and rollout per the slider in the settings (formula is computed, then 25% of that is rollout and 75% is reconditioning, for instance). Hopefully that makes sense, but let me know if you need a better explanation ReconditioningFormula = "min([M]*[O]*[E], [X])*abs([RE]-[S]) / (3-[L])" Purpose: Defines the BP value of reconditioning, rollout, and recovery items. Variables: O=overall multiplier, E=reconditioning effect setting, X=maximum reconditioning setting, M=loaded vessel mass, m=empty vessel mass, C=loaded vessel cost, c=empty vessel cost, VAB=1 if a VAB vessel (useless currently), BP=total vessel BP, L=launch facility upgrade level, EL=Editor upgrade level, RE=1 if reconditioning or 0 if rollout/rollback/recovery, S=Rollout/Recon split (between 0 and 1), All "Crew Variables"