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Everything posted by magico13
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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
Correction: three Currently there's jkortech, johnqevil, and me working on various things when we get the chance. Johnqevil is going to port over some of the previous features of the original Kerbanomics, jkortech is writing up loans and doing some work on the core plugin, and I'm working on the core plugin and developing some of the other modules that I want to include. Great! There's no rush at all, so don't worry too much about that. Assuming I've set the build server up properly, as soon as there's a push to the Default Modifiers repo it should build those, and as soon as there's a push to the main BROKE repo it should build both BROKE and the Default Modifiers. I might try to write up the code for handling mission control and/or building maintenance in the next few days. EDIT: I haven't gotten a chance to look at those too much, but it sounds like it'd be really easy to set it up so a Kerbal will quit if they're not paid after a quarter. Invoice comes in for each kerbal, you decide not to pay some of them, next quarter rolls around and they've got an unpaid invoice, they quit and have to be rehired. Not sure how that would work for kerbals who are out in the field. Could set them to be tourists, then they refuse to do work. I'm not sure how you'd rehire them though, perhaps something could be added in the Astronaut Complex GUI, but that might require a plugin in addition to the IFundingModifier (although you can subscribe to events within an IFundingModifier so you could do it without a full MonoBehaviour) -
This post from the support forum lists the locations of each log file toward the bottom. If you're on Windows, the one I need is KSPFOLDER\KSP_Data\output_log.txt. Unfortunately it seems like I'll need to see the log to have any idea what's going wrong, as nothing is coming to mind that would explain what's happening. The "Incompatible Mods Detected" message is just saying that the version of Toolbar you have installed is for 1.0.2, because it was never actually updated to 1.0.4 since it still worked fine (but the mod doesn't know that). You can safely ignore that message.
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I must have accidentally not update the source in the rush to get that uploaded before the CKAN bot went through and indexed things :/ You actually didn't need to look into the source to find your answer though, it's listed right in the OP (relevant part bolded): I'll consider this, but it seems like this could be done easier/better using symbolic links to have each save's craft folder just link to one main folder. Then everything would be nicely shared. You could even set the main folder up as a dropbox folder and share the same craft files across computers. I was going to suggest DMagic's Portrait Stats modlet as well. No sense reinventing the wheel, especially when DMagic has done such a good job on it.
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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
Yep, you know those systems better than I do and I was just planning on taking what Kerbanomics had and modifying it for this, so I figured those would be easy for you to do. I'll get that repo set up tonight and maybe set up the projects but leave them mostly blank. The funds from rep module should take advantage of the Settings GUI to allow the user to adjust the funds to reputation ratio, and the payroll module should use the Settings GUI to define payroll rates and the Main GUI to display the Kerbal and how much they were paid that quarter. The settings themselves for both can either be saved to the persistence through the SaveData/LoadData functions, or can be saved to a separate file, or both (save the defaults to a separate file, but still allow it to be changed per save-game). Obviously, if you have questions let me know. If you find you need something added to the core code to get it to work (you shouldn't though), either add it and submit a pull request or tell me and I can add it. I haven't gotten a chance to seriously review the recent addition of Invoices, so I don't know exactly how they work yet. jkortech added the Invoices, so he would know more about them than I do at the moment. -
So I've mostly read over all of these posts and am trying to figure out what I'd need to do to KCT's simulations to make them meet what everyone is looking for here, so if someone can give me a quick list of desired features I can see if I can get them implemented. What KCT's simulations already do: - Once a simulation is started, exiting the simulation in any way reverts time to before the simulation started. - Simulations have a strict time limit, but additional time can be purchased at the end if needed. Restarts are free. - Can be started on Kerbin or in orbit around any planet/moon you've entered the SOI of (can turn off the "visit" requirement). Planning on adding the ability to start landed on another planet as well. - Can be made to start at any UT, to make it easy to try out transfer windows and such. - Have a cost based on vessel mass, planet mass, amount of time, etc. (extremely configurable and can be easily disabled) - Can disable part failures when used with the Test Flight mod. - WIP: Can disable RemoteTech on the simulated vessel (doesn't work properly if there are antenna at the moment, but works if there are none) - Con: Have to be started from the editor. - Con: Quicksaves/quickloads are disabled during simulations. - It only takes 4 clicks to disable all of KCT's other features and only use simulations (1: Choose a Preset, 2: Select SimOnly Preset, 3: Save Preset choice, 4: Close Window) I plan on adding the ability to change the orbital parameters for orbital simulations without returning to the editor, but currently you can only select altitude and inclination and have to revert to the editor to change them (thus being charged funds again) What it looks like people want added: - Visually change the game to represent the simulation (wireframe/reduced graphics) - Physically change the game based on science data (not sure how easy it would be to do, but I have considered making it so you can't land on a planet you haven't landed on, or can't enter the atmosphere, or can't change SOIs) So if anyone can provide a quick list of the thread's desired features, I can see what I can do to make them happen. Edit: As other people have hinted at, KCT's simulations arose from the fact that taking several weeks to build a rocket and then finding out you forgot a battery really sucks, so they were designed around that need, but I'd love to make them meet the desires of this thread as well. When/if enneract ever finds the time to work on HoloDeck again, KCT will be switching to that and strongly pushing for the current (and future) KCT simulation features to be included in it, but he's been mostly MIA for awhile and I'm not sure if he really wants me to try to work on it as well.
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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
Well, currently there are no modules written at all, so any of them are up for grabs. The two that I think should be done first, which might even be the simplest, would be the funding based on reputation and the kerbal payroll modules (each should be a separate .dll). I'm trying to think of the best way to set up the repository for those, since the KerbalStuff download will have the BROKE core + the default modules, but on CKAN they'll be separate. I think the easiest way to do it would be to have the default modules be one github repo (with one visual studio solution but separate projects for each .dll) while the core stays a separate repo. I can very easily integrate that with my build server then, which will make doing releases pretty straightforward. I'm at work for the next 7-8 hours, but I can set that up tonight. I'll probably just make it so you can commit to it directly rather than requiring pull requests. If you happen to start working on things before then, note that there's a rather large change between the pre-release and the current build because of some excellent additions by the Extensive Engineer Report developer, who is working on loans. You can always grab a build of the absolute latest code from my build server: here. -
Ideal orbit for refueling station
magico13 replied to michal.don's topic in KSP1 Gameplay Questions and Tutorials
Gigantors are retractable... I'm doing something similar to you, but stupidly forgot about aerobraking and used the wrong solar panels (might swap them out with KIS). I can drop down to about 50km for aerobraking and supplement that with burns at periapsis to drop the speed even further. Once I swap out the panels I can drop that lower probably. My station is around 85km. I've been using 80-100km for nearly every launch this play through. -
The RP-0 Preset is provided by the RP-0 developers (it's not even in the KerbalConstructionTime folder in GameData). RP-0 itself is a mod developed to be the official way to play with Realism Overhaul in career mode. What RP-0 does is fix all the part prices to be realistic and redoes the entire tech tree to provide a realistic progression (the mod is actually called "Realistic Progression Zero"). Neither it, nor the Preset are really supposed to be used in Sandbox mode, but nobody has made a KCT Preset (that I know of) for traditional Realism Overhaul. When used in Career mode, the RP-0 Preset gives realistic build times and tech unlock times. It takes easily 5 in-game years before you can reliably make orbit with a manned capsule. You might ask in the RO thread if there's anyone who uses KCT and what they've got their settings set to. I'd love to include one with KCT.
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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
The development of BROKE is very Kerbanomics inspired, but is more of a "spiritual successor" than a continuation. Once 1.1 comes out I probably won't update the current fix, so sadly Kerbanomics will likely be no more at that point But, if you find the time, I'd absolutely love to have you write part of BROKE. It's designed to be modular, so you could write one (or more) of the default modules if you wanted. If not, that's totally OK too, but I figured I'd extend the invitation in case you still wanted to be involved -
Open up the main KCT window, then press "Settings" to get to the Presets window. Look for "Starting Upgrades" under "Features", change the last number from 45 to any other number, then press Save. If you want to reward yourself with little bits at a time, just open that up, add a few points, then save it. If you just want to set it to something fairly large and leave it at that, then just do that Changing that number, or any other setting, will change the Preset from RP-0 to Custom, meaning any tweaks to the RP-0 Preset won't be automatically applied. I don't think there are any plans to change it that will affect you, but if you want to "resync" later let me know. It's a fairly simple process to do, depending on how many tweaks you've made.
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The RP-0 Preset is designed by the RP-0 developers, so it'd be best to ask there. It's definitely designed for having progression and requires Career mode for proper play. With that said, the joy of Sandbox is that you can do whatever you like, so what you could do is give yourself more upgrade points whenever you feel it would be appropriate. Just change the Starting Upgrades from "15,15,45" to something like "15,15,100" (the last number is the number of upgrades for Sandbox mode). If you wanted a sense of progression you could award yourself points when you complete tasks (first pass the Karman line, first orbit, Mun impactor, etc), or you could just set it to a number that gives you build times that you find reasonable and leave it at that. Just don't forget to actually spend the new points. A final option would be to tweak the formulas themselves, but that's a bit more involved. If you want to do that, I can do my best to help come up with some settings that meet your needs
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I already did Dated QuickSaves forum thread (scroll down a bit, all my modlets are on that page) Dated QuickSaves KerbalStuff page (text is outdated) Dated QuickSaves does more than autosaves, it also renames your quicksaves to include information like the in-game date so you know how far back you'll go when you load it (with options for a few handfuls of other info), that way you don't lose the quicksaves as soon as you make a new one. The autosaves also have all the same options for naming conventions and can be set to save any number of minutes apart (default is 15). You also can set a limit on how many quicksaves and autosaves to keep. Load them with Alt-F9. Let me know if you have any questions about it!
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As 5thHorseman pointed out, it's a .dll I wrote so that Sensible Screenshot and Dated QuickSaves can share code primarily for the string translation features I wrote originally for Sensible Screenshot. It's what enables both mods to have the same variables for filenames without requiring duplicate code. Since I wrote and licensed it I definitely have the right to distribute it If you look immediately below the Sensible Screenshot and Dated QuickSaves headers in the first post, it includes a link to the repository where it's hosted, which is pretty obviously authored by me. Additionally, all of this information is also found at the bottom of the first post in a section about the dll, which 5thHorseman has quoted. Now that I think of it though, I should change the license from GPLv3 to MIT in case anyone else ever uses it for their mods.
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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
I got a chance to do some work on this again today and got the GUI to a working state, along with persistence saving and loading. The great news is that I think BROKE core is developed enough that the only real thing to do to get this to a playable state is writing up some Funding Modifiers! BROKE has been set up to make it easy to write new "Funding Modifiers" (things that modify the funds level, like funding from the government [a positive modification] or Kerbal salaries [a negative modification], on a regular interval). I've written an example Funding Modifier that should hopefully make it pretty clear what you have to do. Just compile it as a .dll and place the .dll next to the BROKE.dll in the GameData/BROKE folder, and BROKE will handle loading it and calling all the methods at the right times. I'll probably write up a tutorial for it some time, to make it even clearer, but until then please ask questions if you have them! So if you can think of something that should adjust a player's funds on a quarterly or yearly basis, either write up a Funding Modifier, or at least mention it here and maybe I or someone else will write it up. I have several "default" ones I'm planning on writing (income based on rep, kerbal salaries, building maintenance, active mission expenses). Get the pre-release from GitHub, which comes with a very simple example Funding Modifier. License is MIT for BROKE, to make it nice and clean for people to build mods that work with it -
Kerbal Stuff, an open-source Space Port replacement
magico13 replied to SirCmpwn's topic in KSP1 Mods Discussions
Are you actually logged in? I have an option to delete my mods if I visit them while logged in under the account I uploaded them as. -
Contract / Sandbox mode?
magico13 replied to Friend Bear's topic in KSP1 Gameplay Questions and Tutorials
There's nothing dirty about setting up the game the way you'd like to play it, especially when it's a singleplayer sandbox game! The only way it could be "dirty" is if you claimed you legitimately got millions of funds and tons of science and didn't reveal that you cheated it in. KSP is a game about having fun and personal accomplishments. If the game isn't set up in a way that let's you have fun how you like, change it! -
Contract / Sandbox mode?
magico13 replied to Friend Bear's topic in KSP1 Gameplay Questions and Tutorials
Short answer, no. But you can always start a career game and cheat in a bunch of science/funds (or use Tree Toppler) to get what would essentially be "Sandbox plus Contracts" -
The absolute easiest and most foolproof way is to keep everything inside the persistence file. Anything that might be affected by reverting the flight needs to be kept in the persistence and it's generally way more trouble than it's worth to try to roll your own external persistence sync, since it's really easy to save things in the persistence file (and it's actually rather hard to break the save). Best way is to add a new Scenario (there is actually a much easier way to do it than how I do. Just ask in the plugin development forum). An alternative way is to add hooks onto the GameEvents.OnPersistenceLoad and GameEvents.OnPersistenceSave (Note: I don't recall off hand the exact names of those events, but that should get you close), and then manually adding a new ConfigNode with your settings saved in it on Save and manually getting that ConfigNode (node.GetNode("MyNode")) and then getting the settings out of it on Load. Super easy and now you never need to worry about anything ever being out of sync. If you have questions, I'm absolutely always available for discussion through PMs or in any of my mod threads. KCT is supposed to be used with other mods, so I try my best to support as many as I can, when asked. (Most of this was aimed toward iamchairs, I was just piggybacking off of your comment Jey123456)
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Well thank you, but I don't always know for sure if KCT's at fault or not, I can only guess based on what the logs say. And many times the logs don't say anything useful at all I don't mind looking at logs and trying to figure out what's going on, since usually there's a big error sticking out, and reading through them is much easier with the program I wrote to clean them up and split them by scene (which is linked in my signature). It makes it much, much easier to find exactly where things are going wrong I just hope that when I say another mod caused the issue, it's actually that another mod caused the issue and not me just not catching something in the logs. Lately it seems like it's actually been other mods, with KCT behaving well for once, but I'm really not sure what's going on with a few of the reports I've seen. Hopefully with NathanKell trying to clean up the Stock code we'll see fewer bugs all around, since they'll hopefully be caught "upstream".
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Dated QuickSaves and Sensible Screenshot have been updated. A mostly minor update for Sensible Screenshot to now require MagiCore.dll, a mod I wrote to unify the String translator code so that this can happen: Major update to Dated QuickSaves to now depend on MagiCore.dll so you can name the quicksaves with whatever silly combination of date/time/vessel name/KSP version/etc you want (same ones as Sensible Screenshot). Additionally, Dated QuickSaves now does autosaves at a configurable interval (in minutes, integers only please) with the same ability to name the save. FINALLY, you can also set the number of quicksaves and autosaves to retain. Any extras will get automatically purged. It doesn't recognize quicksaves from older versions though, so you'll have to purge those manually. Let me know if you find any issues, but hopefully this update is worth the wait!
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Dated QuickSaves has been updated to include the ability to define the filename as whatever you want (using real time, in-game time, vessel name, biome, ksp version, etc), adds separate autosaves at a configurable time interval, and has a configurable number of files to keep. The normal behavior of copying+renaming the quicksave file whenever you press F5 works just the same as before. Check out the forum page, or the KerbalStuff page, or install via CKAN by searching for "Dated QuickSaves".