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Everything posted by magico13
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Yeah, I don't know. I just knew that USI life support operated in a similar manner. I unfortunately don't know of any other mods that might have that "feature", but hopefully someone else can shed some light on the situation for you. Btw, if you revert to the VAB then it'll set the save state back to the point where the craft is still sitting on the pad, so you don't have to manually make saves before launching. I'm not sure if people are aware of that, but it's intentionally set up that way
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If you exit to the space center during a simulation then it'll revert just as if you used the revert to editor button in a normal game (except, you'll be in the space center scene and not the editor). It's very rare for a simulation to not revert correctly, but it has happened before. If you switch from flight to the space center scene with the button above the altimeter nothing special happens, you just go to the space center. You can advance time in any scene you like (space center, flight, tracking station, even the editor if you have Editor Time installed) and it'll work just fine. Hopefully that answers your question. If it didn't, or if you have more questions, let me know
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It's a WIP feature that I didn't have time to finish before release. RemoteTech doesn't provide an easy way to disable itself, especially for a single ship, so I have to trick RemoteTech into thinking the ship doesn't exist, which isn't all that easy. The re-enable button doesn't actually do anything right now. The only instance where I've gotten it to work properly is if there are zero antenna on the craft. I've been able to disable the SPU in probes without too much trouble, but also disabling the SPU in antenna isn't working correctly (despite me manually destroying the module and unregistering the SPU from the network) so if you have ANY antenna it won't work correctly. In testing I could still rotate the vessel, but couldn't lock SAS or do much of anything else. With just a probe core it released control to the user completely. The current delay was set up to fix a bug with Kerbal Joint Reinforcement (which has subsequently been fixed in KJR) and was never intended to be used for anything else. I am planning on changing how orbital simulations work to a method where you never spend any time on the launchpad, so changing the delay option doesn't make sense when it's about to be removed. I'd also like a fix for antennas breaking, but that's more of a RemoteTech issue with them not checking if the vessel is packed when it's moved to orbit. When I implement the new simulation method then that should be fixed since there won't be a move at all.
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I explicitly made it follow what the game settings are. So if you have the "part unlocks cost funds" setting on, you still have to purchase the parts with funds. If you have that off, then you'll just get the parts for free. The way I use it is with part unlock costs and only unlocking what I could get based on the R&D level (all higher nodes then are locked, which is one of the options of Tree Toppler). Basically, I turned off the entire science aspect of my game and only use funds+reputation. I roleplay it as a private corporation who doesn't develop the parts themselves, but instead sources them from other manufacturers. The R&D center acts as a test facility, so manufacturers won't sell me parts when I have no means to properly test them (hence requiring R&D upgrades), and I have to pay an initial premium before they'll let me buy each individual part (perhaps for the initial setup of the assembly lines they'll need specifically for my company). Then I just focus on completing contracts to pay for the things I want to do and don't worry about trying to grind out the tech tree at the same time.
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linuxgurugamer and I were discussing the creation of a common mod that our mods use for "variable replacement", which I then would use for Dated Quicksaves as soon as it was available. It looks like he's rather busy lately, so that hasn't happened yet, so I might write it up myself and then will switch Dated Quicksaves to use that. When that happens, you'll have the ability to use any of Sensible Screenshots' options, which includes zero padded dates If you unlock all the parts, then you won't really have a tech tree to unlock, so tech unlock times won't really matter If you need any help setting things up how you'd like, just let me know. I can suggest configs and/or make some tweaks to any mods/modlets under my control.
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I don't know what you mean by "Reset to Space Center function". The only way to disable the chance that a part won't be added to the inventory if it recovers at a speed percent less than 100% is to alter the StageRecovery settings to remove the "soft" region between the low and high cutoff velocities (or just switch to the flat rate model, which is the same thing). It's only a random chance between the low cutoff and the high cutoff velocities, so as long as you make sure the stage will land at a velocity lower than the low cut off (which you can check in the editor with StageRecovery) then you're guaranteed that the part will still be added to the inventory. That's a function of planning rather than random number, the random number just acts to fill the void left by the fact that the part inventory is quantized and you can't add half a part and you can't track damage on a part. Disabling the time requirements for tech is very easy. When you start up the game and choose a Preset (or if you've already chosen one just go into the Settings from the Space Center scene) just click the "Tech Unlock Times" button and then you won't have tech unlock times There are several other options there that you might want to disable as well. You can also enable/disable any of those features at any point later on in an active save without any issues (if you decide you don't want reconditioning or rollout, for instance).
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I use it all the time with KCT. If you're playing with KCT's upgrades, you should get all the upgrade points that you're supposed to get. You might need to turn off tech unlock times for it to unlock instantly, I can't remember. I don't recall off the top of my head if having tech unlock times active will make it take time to unlock the nodes. If you did want it to take time to unlock the nodes (assuming toppling the tree doesn't trigger the time constraints) while not having to pay science costs, you can use the "Disable Costs" option to unlock nodes without paying for them. The nodes that works with is limited by the R&D level though. I might be able to get around the R&D level restrictions if you want/need that.
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Squadcast Summary 2015/09/11 - Max's Coccyx
magico13 replied to Superfluous J's topic in KSP1 Discussion
I'd rather have one big release than two smaller ones. Partly that's selfishness because two updates means more work on modders (usually), and the other part is that means the Unity upgrades will get more internal testing time. -
Yours was very nice as well! Somewhat ironically I heard back from the person I had originally contacted the same day as you sending me yours. She does a great job, but it takes a while for her to get around to working on it (just waiting for the final pngs, for the past week ) That was going to be the first thing I would suggest looking at. It just sounded like you'd accidentally switched to Kerbal time, which would multiply everything by four. Glad it's as simple as that If people couldn't tell, I've sorta been taking a small break from KSP the past two weeks or so. I'll probably work on some things this week/weekend though. I need to finalize the launchpads update and see if there's anything else I want to put in that. I think there might be an issue with upgrading from existing saves, so I need to double check that and fix that before releasing that update. - - - Updated - - - I've seen others report the error message popping up with the 64 bit client. There's nothing in KCT that checks for 64 bit specifically, so I'm not sure why it happens, but it seems to be "cosmetic" in that there's not actually an error. If it still happens when 1.1 and the official 64 bit version comes out, then I'll definitely try to fix it. I'll probably build KCT against the 64 bit version and do most of my testing in that once it comes out, so any issues will be found pretty fast.
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Hmm, weird. Can you go into the KCT settings and turn on Debug Messages, then next time you see this happen grab the log file, upload it to dropbox/google drive/etc. and post it here? Then I can take a look and see if anything is being logged. I believe KSC switcher is a recommended mod for RSS, but not actually required. But once you set a launch site once you shouldn't be having any issues :/ Do check the messages that indicate a vessel has been completed and see what launch site they say. If any of them say "Stock" then that's bad. Still waiting for the final revision on it, but that's one of the first revision ones. I'm rather excited for it! Once I get the final revision (hopefully this weekend) I'll make a post on here with it Ideally, no, you shouldn't have to start over. You'll have way more upgrades than you know what to do with if you're somewhat far along the tech tree (you'll have 15 + the total number of tech tree nodes you've unlocked). Depending on how much of a change you want to have, you might want to disable some features like tech node unlock times. Let me know if you've got any questions or if you notice anything particularly weird. And don't forget about the Getting Started Guide which covers most of the basic aspects of the mod (the video I did a year ago is a bit out of date, but the guide was just updated fairly recently)
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It's been a little while since I installed RP-0, but I would suggest first selecting RO, then going through the install process, and then selecting RP-0 and going through the install process again. That will show all the recommends for RO and RP-0, while still installing everything fully, and shouldn't take any longer.
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FYI: Same issue on Mac (10.9.5) with chrome Version 45.0.2454.85 (64-bit). Noticed potentially related issues in other places with Reddit Enhancement Suite after using it to view images (in that case, text would be weirdly positioned after closing the image). On the forums, I do see the bold text disappearing after closing the spoilers and on Slam_Jones' post I see the first spoiler disappear when closing the second one (with the first one closed).
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[11/26/15 Update] Say Hello to the Light-Green Group!
magico13 replied to Endersmens's topic in Kerbal Network
Quick correction: Frozen_Heart is incorrectly listed in the White Bar Group because the name in the descriptions file was "FrozenHeart" without an underscore. Just correct that in the descriptions file and it'll be correct for future updates -
[11/26/15 Update] Say Hello to the Light-Green Group!
magico13 replied to Endersmens's topic in Kerbal Network
Posts would be very easy to count. Anything that's a sort option on the search page would just require a few modifications. I should also come up with a fix for users with special characters in their names, like KerMü, at some point, otherwise that'd be annoying to fix manually each time. Personally, I think cheating the post count system is too easy. With rep, you have to be given it by other people, but with post counts it's an entirely self controlled process. You could just post something on every thread, which doesn't really add to the discussion. At least rep worthy posts usually have to be good posts that other people find some value in. If you want to see who has the most posts, you can always just search it! Edit: There are three people with over 9000 posts. Sal_vager, NathanKell, and Red Iron Crown. -
Log file would be great! The top places to upload it are dropbox, google drive, mediafire, any other place like that. If you make it a zip file first it'll drop that 20MB down by quite a bit, meaning you could possibly just email it if you'd prefer. SCANsat seems to be what throws the error that triggers the message's appearance, but I'm not positive about what is causing the initial error in the first place that then breaks SCANsat (it's a bit snowball effect, where one minor error can break a bunch of things in a line). A log file would help me try to narrow the sequence of events down, and it will provide a list of mods which I can check against others and try to reproduce it with the minimal number of common mods. Sometimes the error message can be ignored. But the only way it would appear is if KCT didn't get to load its data, which can make things be out of sync (losing progress on in-progress builds, craft completely disappearing) or can be as bad as corrupting the save file. It's not always an error in KCT, it's frequently an error in another mod that then halts the data loading process for all mods that come after it.
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That's very weird. What happens if you warp manually? Same issue? I can't think of a reason why it'd freeze prior to completion (freezing at completion would be "reasonable", same with freezing when first hitting the warp button, but part way through is weird). You say it's been awhile since you played, so is this perhaps a pre-KCT 1.2.0 save (1.2.0 was released July 30th)? If so, the way settings are stored has changed pretty substantially which may be related. I highly advise sending a log file as it will contain error messages that might shed more light on the situation (look toward the bottom of this post for where to find the log files). I may be able to provide some "default" settings and tell you where to put them if that's indeed the issue. As for all the other things that have been reported lately, I'm looking into the logs right now. I'll get back to you as soon as I can. E: BevoLJ: The issue with yours is that the ship Speedy 2 wasn't loaded into the editor properly. Might be a corrupt craft file, might just be a fluke because you had been playing for a while. TAC has issues with the engineer report, FAR reported some stuff too, but the thing that caused KCT to go haywire is listed below: NullReferenceException: Object reference not set to an instance of an object at ShipConstruct.SaveShip () [0x00000] in <filename unknown>:0 at ShipConstruction.CreateBackup (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at EditorLogic.SetBackup () [0x00000] in <filename unknown>:0 at EditorLogic.StartEditor (Boolean isRestart) [0x00000] in <filename unknown>:0 at EditorLogic.Start () [0x00000] in <filename unknown>:0 If you keep seeing it with that craft file, then it's an issue with the craft file. Hopefully it's just a one time thing though. If you see it again, drop off the log again. It doesn't look like any mod in particular is causing it, but I'm not looking too hard into it. E: Civilwargeeky: Definitely an issue with parts that are no longer accessible, which I believe you've already figured out. I'll have to add a workaround for that so that it at least lets you know what's wrong, rather than breaking. I've opened #98 to track this. E: Finally got around to making that list of common mods between invultri and westamastaflash. It's sizeable, but many are utility mods. At some point I'll compare it to my mods and see what can be removed (assuming the mods I have aren't the cause of the problem). Any differences in version number is indicated with 12 dashes, with invultri's being on the left and westamastaflash's on the right. invultri------------westamastaflash ModuleManager.2.6.7------------ModuleManager.2.6.8 aaa_Toolbar 1.7.9.0 DynamicTanks 1.0.0.0 USITools 1.0.0.0 CLSInterfaces 1.0.0.0 ConnectedLivingSpace 1.1.1.0 ContractModifier 1.0.2.0 ContractsWindow 1.0.5.3 AGExt 1.0.0.0 kOSVoidAction 1.0.0.0 DistantObject 1.6.1.11492 EVATransfer 1.0.2.0 EditorExtensions 2.12.5652.24831 EnhancedNavBall 1.3.6.0 KSPAPIExtensions 1.7.5.0 FieldExperience v1.0.2.0 Firespitter v7.1.5653.36452 HaystackContinued v0.4.1.0 InterstellarFuelSwitch v1.15.0.0 MiniAVC v1.0.3.0 KerbalConstructionTime v1.2.2.0 KerbalEngineer v1.0.18.0 KerbalJointReinforcement v3.1.4.0 MechJeb2 v2.5.1.0 / v2.5.3.0 NavBallDockingAlignmentIndicator v0.0.0.0 NearFutureElectrical v0.4.0.0 PlanetShine v1.0.5608.2143 PortraitStats v1.0.6.0 PreciseNode v1.0.0.0 RCSBuildAid v0.7.2.26995 RCSBuildAidToolbar v0.7.2.26995 DFInterface v0.3.5712.8487 / v0.3.0.0------------DFInterface v0.2.5652.30853 / v0.2.0.0 SMInterface v4.4.0.2 RealChute v1.3.5600.25774 / v1.3.2.3 RemoteTech v1.6.0.0 / v1.6.7 SCANsat v1.4.0.2 / vv14.2 SCANmechjeb v1.4.0.2 / vv14.2 SmokeScreen v2.6.3.0------------SmokeScreen v2.6.9.0 StageRecovery v1.5.7.0 TacFuelBalancer v2.5.1.0 / v2.5.1.7 KSPAlternateResourcePanel v2.7.3.0 KerbalAlarmClock v3.4.0.0 KolonyTools v1.0.0.0 [x] Science! v4.8.5693.27056
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No brakes on your bubble wheels
magico13 replied to MrChumley's topic in KSP1 Suggestions & Development Discussion
In the mean time, use the Stock Bug Fix Modules which make it so brakes work properly on rover wheels. -
Hmm, didn't realize that was a problem. I'll see about adding a check for those situations and provide the option of deleting the craft (but then getting refunded for that since I believe the cost is stored separately) or possibly "archiving" the craft so you can try to put whichever mods are missing back in. I had planned on getting a bunch of work done this weekend, but I've been sick (last night sucked ) Despite tomorrow being labor day, my advisor still expects me to be in the office, so I probably won't get a chance to do any work on anything tomorrow either. It was a kinda crappy weekend :/
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Please fix the drill to not waste asteroids
magico13 replied to Laie's topic in KSP1 Suggestions & Development Discussion
Why not take it one step further and do this: ore bunker is full refinery takes 0.5 units drill sees empty space, springs into action, mines 0.5 units (at the EC cost of mining 0.5 units) To tell that there is free space on the vessel it had to calculate the total storage and the currently used storage anyway, so why not only fill as much as is needed? -
Just use Tree Toppler in a new career game to unlock the entire tech tree for free, but still have to manage money. If you want to have science be converted into money, look at Science Funding or use the stock strategies that convert science into funds. My current play through has science rewards turned down as far as they can go, but everything else at the normal level, plus I have to pay funds for part unlocks. Everytime I upgrade the R&D center I automatically unlock the new nodes with Tree Toppler (you can unlock the whole tree even without upgrading the R&D center, but I like having some progression), but still have to pay for any parts I want to use. This way I avoid the grind that is the tech tree (which I've done plenty of in the past), but still get to manage funds.
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Career game playing style - staged recovery, FRMS, or none
magico13 replied to dorin6565's topic in KSP1 Discussion
I've built a few different rocket SSTOs before to take up to 10 tons into orbit and then land near KSC. But lately I've just been adding parachutes to any liquid fueled boosters I drop (solid fuels are usually cheap enough that I don't care, but liquid fuel engines are expensive) and using StageRecovery to recover them. The main stack, and anything else that get's dropped during or after circularization, is completely discarded (often with retrorockets, aka a few sepatrons pointed backwards). I'm not usually strapped for cash enough to need everything to be 100% recoverable this playthrough. I am working on a two stage to orbit spaceplane, and would like to have both stages be recovered (mostly for KCT, so the build times on them are super short). -
Calculating dv for new planets
magico13 replied to Yukon0009's topic in KSP1 Gameplay Questions and Tutorials
To be fair, it's not always directly your fault. Like when your ship decides to keep pumping fuel to a very massive and inefficient engine, thus trapping you in orbit of Jool -
Thanks! I'll take a look at this later today and will try to come up with a list of mods that are on both installs (and if I can find the one reported earlier I'll compare that too). Anyone who is getting the popup about an error, please send me logs so I can try to narrow this down. Btw, is this happening frequently? I don't recall if you said how frequently it occurs. Hmm. Definitely just related to procedural parts then. It might not be detecting that the part is procedural somehow, thus not calling that code. I haven't tested yet, sorry, been a bit busy with other (IRL) things as of late. I've got the multiple launchpads update basically ready to go pending some more testing, so I'll try to get this fixed in there as well. NathanKell wants me to make KSC upgrades be on a per KSC basis (for those with KSCSwitcher), so I may or may not try to make that change as well in the next update.