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Everything posted by magico13
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[quote name='nightingale'] [LIST] [*]Modify (increase/decrease) build times by a percentage [*]Modify (increase/decrease) research times by a percentage [*]Unlock a separate build queue that will disappear when the strategy is deactivated [*]Modify (increase/decrease) upgrade point cost [/LIST] [/QUOTE] I'll keep these in mind when I start working on that. I definitely was planning on having the ability to add/remove upgrade points (perhaps even directly to an upgradeable rather than to the available pool), but you make me realize that I should also have a way to tack things onto the existing formulas without permanently modifying them (and maybe also an event when a formula is parsed so you can just act on that value). These will take a while, but it sounds like that's later on down the line anyways. [quote name='nightingale'] And for BROKE : [LIST] [*]Add a customer funding modifier line [*]Increase/Decrease all/certain funding modifiers by a percentage [/LIST] If there's others that make sense, I'm certainly open.[/QUOTE] Custom funding modifiers you can already do, so that part's done on my end at least ;) I'll have to think about how to handle other mods adjusting other funding modifiers. I'm not a huge fan of the idea of someone overwriting someone else's FM (rather than just writing their own FM to have a similar effect) but perhaps I'll add a way to adjust an Invoice when they're created (aka, more events), since I don't think anyone would do anything stupid/malicious on purpose (which does make me think about the licensing issues that could be present with FMs. They should probably follow the official mod rules in that they need a license and otherwise are considered ARR). As for other thoughts, I don't have any at the moment. I think BROKE's flexible enough that you can easily do whatever you want with it after I add events for Invoices. KCT's a bit more of a hassle, but if you can modify the formulas then you can do just about anything. You could play around with the part inventory as well if you wanted people to use certain parts (that'd actually be great for contracts).
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[quote name='nightingale']At some point I was going to do KCT and BROKE integration. I haven't decided if it will be strategies tailored to each of those (eg. a standalone strategy that decreases KCT build time), or just module manager additions to other strategies (eg. you get decreased build times as part of the Moon Program).[/QUOTE] Let me know if you need anything on my end! I really need to get back to finishing BROKE and the KCT API, been too distracted with work+other games lately. Currently there aren't ways for other mods to modify the build times, but that can certainly be something I add in when I (eventually) get around to doing the API. I got a lot of work done around the holidays last year, so perhaps I'll crank out most of the API this year.
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[quote name='vardicd']One other interesting thing, I've noticed that when running a simulation and starting in Orbit, the craft seems to start the sim with a massive amount of heat. if you've got radiators on the craft they instantly go cherry red, and the temp gauges pop up dangerously close to over heating. Has anyone else seen this, or am I the only one getting it?[/QUOTE] It's probably due to the rapid movement from the teleportation. How I want to rewrite simulations to work should prevent that from occuring, but for now you might just have to plan around it. [quote name='Cetera']I suspect I'm going to have the ship corruption again very soon, Magico. I can't edit 4 ships in the VAB build process, but others are OK. The VAB screen itself is working right now, but I'm guessing will break soon. Let me know if you'd be willing to try to help me fix this in the save file. I'll try to get some screenshots.[/QUOTE] If you see an issue, get me the log as soon as you can. I'd definitely be willing to take a look at the save file and see if there's anything I can do. Upload the whole folder (as a zip file or other compressed file) to dropbox/drive/etc along with your ckan mod list (In the CKAN GUI go to "File->Export installed mods...") and let me know which ships are causing trouble. You can put everything into the one zip file to make it simpler.
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[quote name='WalterB'] Ok, I loaded the backup and edited the vehicle with no problems. Looks like it was just a momentary glitch. Thanks for the advice about the backup file, I will remember that in the future.[/QUOTE] Glad that worked! I'm not sure why it does, since the process is identical, but it's kind of like restarting your computer and suddenly having everything work again. [quote name='vardicd']I've noticed an interesting 'thing' I'm guessing it stems from the way squad changed the kerbal world first milestone 'missions' Simulating flights can achieve these, but they don't reset after the simulation, a specific example, I just simulated a test vehicle on the launch pad, and I got the recover first crew on kerbin milestone, from the sim, and it stuck. Just a minor thing, not a big deal to me, just didn't know if you'd seen it, would want to fix it, or even are going to care. :)[/QUOTE] That's really weird, but might be a side effect of recovering instead of exiting through another method. I believe the other records shouldn't be kept, but I'll have to double check. I'd advise against exiting the simulation by recovering. Thanks! [quote name='Cetera']I'm getting the exact same issue, Magico. I haven't added or removed any mods recently. I might have a corrupt ship, but I'm not sure which one it might be. Is there any way to tell?[/QUOTE] If you're getting that error popup then there's a decent chance it's happening due to a different problem (especially if you haven't switched around any mods). Upload the log and I'll see what I can find.
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I can't see the screenshot you posted, but based on the logs it seems the "recovery" didn't work properly. That's not surprising, as the method used to "recover" the vessel is somewhat error prone as it's not something KSP is really designed to do. A few options: if you haven't done much since the recovery then try to load the backup save file that KCT generates when you recover the vessel, then recover it again and try again. If that doesn't work, or you've done quite a bit since the recovery then I'd recommend just scrapping the vessel and building a new copy of it. It'll take a bit longer, but you'll get a fresh not-broken craft. If somehow that doesn't work then you might need to surgically remove the craft from the save file since you probably can't launch it either. If you'd like to upload your save file (or preferably the whole save folder) (and your ckan modlist file if you're using ckan) I can see if I can load it up and try it out on my end. I might be able to tweak things to get it to work properly. Semi-random side note: OMG the CKAN modlist file makes it stupidly easy for modders to test bugs with the same setup as someone else and I never thought about that until just now. That's kind of amazing.
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I'll take a look at the log and edit when I've got something. Using the Stock revert to launch doesn't reset KCT's simulation mode stuff because there's no simple way for it to know you've reverted to launch. I believe somewhere it even says you must use the KCT revert for orbital simulations, and if it doesn't say that somewhere then I'm saying it here. In order for orbital simulations to revert properly, and in order for the timer to reset correctly, you have to use KCT's reverts. Using the stock revert won't work for those two things, but shouldn't break anything else. Using the stock revert to editor is fine since KCT can recognize the scene chang, turn off all the simulation locks, and load the backup. Edit: You've got errors in your contracts system and R&D system that are triggering the message. But that's different from what your original bug report was about. Since you didn't run a simulation during the last session, I can't really help with the first report you gave me. As for R&D and Contracts being messed up, it's hard to say since the log doesn't say what caused the error. There are some errors nearby in the log with Custom Asteroids and CactEye, so it's possible one of them is causing those errors. Hard to say without testing though.
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CrewQueue. KCT has a feature like this for when you recover craft into storage, but I haven't added it for normal recovery. Setting it up so no recovery at all happens until after a time limit might be tricky to do without overriding the recovery button(s) so that they don't call the recovery functions (until the mod manually calls them later).
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Could you please upload the full log? Unfortunately that tidbit doesn't contain much info related to what you're describing. The way simulations should work is that when starting the simulation the cost of the simulation is deducted and then the backup is made. When you finish the simulation the backup is loaded and any funds that you spent on extra time or by pressing the "Build it" button are deducted. If you're losing the funds for the ship, then the simulation is likely not loading from the backup correctly (which should be noticeable because time will have passed and Kerbals will be dead that shouldn't be). There's a chance it's something else. Hopefully the full log contains an error or other message that indicates something's up. You might need to turn on the KCT debug messages in the KCT settings menu (where you choose a Preset).
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Honestly that's what it feels like in my head whenever there's a new release Lot's of frantic clicking and typing and recompiling and testing. And much cursing that Squad would release an update on X day when I have other things I'm distracted by, like 0.90 coming out the day of both of my finals during my first semester of grad school. That was an eventful day. I do try to get updates out as soon as I can. The primary reason is so people can't complain about it not working, because people frequently can't report that in a patient manner and don't check to see that it's been reported 14 times already Luckily I was working from home yesterday when 1.0.5 released and I could test things, but normally I would have been at work and wouldn't have gotten to it for (at least) several hours.
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Arguably even cooler: in the new mk1 cockpit double click the "docking mode" monitor and it will flip you to a station in the back of the pod with another nav ball and a window to use while docking spaceplanes.
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That's something that will definitely need a log to figure out. 64 bit isn't officially supported, but I'll still gladly take a look at any bug reports and see if I can help at all, but if the fix would only benefit 64 bit users then there's a decent chance I won't fix it depending on how much work is needed (until the official 64 bit comes out at least, then I'll definitely fix it since I'll be providing support then). There are a few places it could go wrong during recovery, the log should (hopefully) tell me where.
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Fair warning, I have not gotten a chance to test any of these with 1.0.5 yet. My other mods needed a recompile but were otherwise OK. If you notice any issues, let me know and I can put out a fix ASAP. I'll try to take a look at them tonight or tomorrow to make sure there's no obvious issues (if I don't hear from anyone else first). Thanks everybody! Edit: I just tested most of the modlets (all but Re3 and IgnoreFunding) and they all worked just fine in 1.0.5 without any changes Let me know if you find evidence to the contrary!
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You have a corrupt ship. Usually from removing a mod that has parts. Either add the mod back in and scrap the vessel, or we can do some save file surgery to remove the corrupt ship. I've got a planned fix, but nothing written yet for it, so the 1.0.5 update that I'm putting out won't fix that yet, sorry
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I have a modlet for doing this called Tree Toppler. You don't have to upgrade any buildings to use it (even to unlock the full tree), and you can remove it when you're done if you want.
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This question isn't about glide distance, it's about trying to land without engines or with minimal engines. It ultimately can come down to the glide slope, but there's still the whole "calculating the drag coefficient" problem, which opposes the "Keep It Simple, Stupid (KISS)" principle. I'd rather have a simple assumption than a detailed but complicated solution, at least at first. Many people are the opposite.
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It's covered in the getting started guide, which is linked in the OP, but otherwise isn't anywhere obvious. "Research" gives you science for completing vessels. It represents the hands-on experience of your engineers building the craft and getting some insight on how to build better parts in the future. It's also totally optional. "Development" represents the teams of dedicated researchers whose job it is to do nothing but come up with new parts, which translates in game as taking less time to unlock tech nodes. It's less optional, since normal gameplay will require you to put some points into it or else you'll have very, very long wait times. Unfortunately for you the backups are only kept as long as they're needed. They're deleted as soon as they're loaded up :/ I know you're planning on using S.A.V.E., but I'll also link you to the modlet I wrote called Dated QuickSaves, which makes a backup when you quicksave and puts the in-game date in the filename (or anything else you want, like the real date or the active craft's name).
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Planes usually can be recovered through the powered recovery process, but that requires a thrust to weight ratio of >1. I'm still thinking of how to best figure out if a vessel is a plane rather than a rocket, but several rockets are built with jet engine first stages (so can't just check for jets) and some planes use a tiny amount of wings (so can't just check wing area). I might just check for how the landing gear is set up, though I have seen planes (SSTOs) that have landing legs around the tail for airless bodies. Basically KSP allows too much freedom
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By my count there are 9 new parts: New radiator A gigantic plane engine A 0.625m intake, LF tank, and engine 2 crew mk1 cabin A new 1.25m jet engine, I think The cargo bay with a ramp And the shuttle engines Not saying that's a lot or a little, just a list of the new parts
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I agree that adding several new parts for 1.0.5 while we're stuck with 32 bit on most systems is not desireable, but I don't think it will be that bad. Just remove the parts if you really want, but keep the (much needed) bug fixes. I don't think 1.0.5 will affect too many mods. Most part mods shouldn't need updates unless they want to use the new "core" heat system, and plugins that don't interact with the heat system will probably work without changes. 1.1 on the other hand will likely break most plugins and will probably require some additional tweaks for several part mods. Plus most modders will have to do testing in the 64 bit build to see if any bugs are present there. And depending on how much Squad has changed internally (it sounds like a lot), some mods might have to have major sections of code rewritten. In short: 1.0.5: not a big deal for modders; 1.1: a huge deal for modders. Personally I'm happy for 1.0.5. The bug fixes and other optimizations that NathanKell has been working on will be a very welcome addition, and the update burden on my mods will probably be minimal.
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Cannot track "drop probes" in tracking station?
magico13 replied to SpryFox's topic in KSP1 Gameplay Questions and Tutorials
Small correction: the limit used to be ~2.5km and now it's 22.5km while in atmosphere (and 2.5km in space). As per your edit, if you fly your jet slowly and close to the ground you should be able to let the probe touch down before exiting physics range. I used to do that back when it was only 2.5km (it involved an annoying amount of circling) so it should be much easier now with the range 10x higher. Btw, you can switch vessels in atmosphere when they are very close to each other. You can conceivably switch to the probe right as you release it, watch it go all the way down and land, and then switch back to the plane. There's a chance your plane will have crashed by then though, so make use of SAS and trim to keep it flying straight. If the plane goes more than 22.5km away though, it will despawn (and kill any crew on board)