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KSP2 Release Notes
Everything posted by magico13
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KCT v1.4 is released! Get it through all the regular channels. I need to tweak the ckan files to add a recommend for ScrapYard (and KRASH while I'm at it) so until then make sure you select those manually. Let me know if you find any bugs. An important note: There's a really good chance this will be the last major release of KCT. Don't worry, I'm not abandoning it! KCT was pretty much my first real programming project, before it I had worked on some mods for Minecraft which is where I learned the basics but those mods were never released. Then I started playing with an alpha release of KCT made by @Ekku Zakku but it had a bunch of limitations, like nothing being saved when you quit the game or even when changing scenes, so I started trying to fix some of those limitations so I could do other things while vessels built. That resulted in Ekku giving me the mod since he didn't have time to work on it, and pretty much everything you see in the mod today was done by me (although the build time formula is still strongly based on the one that Ekku came up with). But I'm digressing, KCT was the first real programming experience I had and as a result it's a terrible mess of everything you shouldn't do when programming. It's a complete nightmare to work on and so I don't enjoy working on it. It's long past the time that it be rewritten from scratch, so that's what I'm going to do. My next major project will be a KCT rewrite. Like with ScrapYard, it'll probably be a a year or so until I actually release it since KSP isn't as big in my life anymore and I have other projects I want to work on (not to mention I spend 8+ hours a day staring at C# at my job), but also like ScrapYard there will probably be a lot of dev versions that are totally playable along the way. It's not going to be a one-for-one copy of KCT though, there will be some features removed and some other new features added. The rewrite will wait for a little bit though since I want to play around with some of my side KSP projects, most notably SimuLite since that's already half-finished. Also, if you have name ideas let me know since I don't want to have "Kerbal" in the name anymore. I've got a few that I've been considering but if someone comes up with a good one I'll probably use their suggestion. (Mine are "Some Assembly Required" but that leads to SAR as the acronym which is not a great term to search for on Google because of SARS or "Foundry" since it goes along with ScrapYard and the whole "assembly" thing).
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It's hard to tell what's going on since you're being spammed nonstop by KSP-AVC errors. That's probably giving you lag and definitely is why that log file is so big. @linuxgurugamer is going to be updating KSP-AVC and fixing bugs in the next few days, so you might want to remove the one you have installed and wait for that update. Hard to tell what's causing it. KSP tends to crash on scene changes though and there's not usually much you can do about it. I did see the issue with the launch buttons in my own game and have an idea of why it might be happening, so I'm going to play around with that tonight.
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It actually doesn't work with StageRecovery, I never got around to it (and it's near impossible to get a stage to land in a specific area with SR). There's no explicit support for FMRS, but if you recover vessels from the flight scene or the tracking station through the normal means then it'll work. So as long as you land the stages with FMRS and then recover them normally in the main timeline then it should be fine. Just don't use FMRS' automatic recovery
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[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
magico13 replied to sarbian's topic in KSP1 Mod Releases
32GB of RAM and my GameData folder is on an SSD with the rest on a regular drive: Before: 27.25993s and After: 27.48858s, so no noticeable improvement. -
If you just put it on SpaceDock then they'll handle adding it to CKAN for you. But if you don't like SpaceDock and want to just use GitHub then you have to make the PR yourself. It's not too bad since you have a version file and can read most data out of that.
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I've added this to the save I've started for 1.4.1 (along with Monthly Budgets) and will let you know any suggestions I have/bugs I find. I might make a pull request every now and then if there's anything I really want tweaked. Are you planning on adding it to SpaceDock/CKAN? CKAN would make using stable ScrapYard builds simple for end-users. Congrats on the release, and thanks for all the input when working on ScrapYard! You making this mod against ScrapYard while I was developing it resulted in ScrapYard turning out much better than it would have otherwise! Edit: It looks like you forgot to update your paths to reference the new folders. For instance, the button in the editor is just white. Also everything still says UPFM in-game. More Edits: Found a bug: using the Apply option of ScrapYard does weird things to the generation (which might affect other things too). You probably need to listen to the new event I made for that button when KCT had similar issues with not recalculating. It's OnSYInventoryAppliedToPart. Also feature request, which I can help with: resizing the window (the line wrap is really bugging me) and remembering if the window is open separately in the editor and the flight scene. It's always open in the flight scene for me so far and never in the editor and I'd rather have the opposite, but if it just remembers the last state then that works for me. Another feature request (haven't tried this since RC2) when I press the button to trash a part in flight, let me unset that in case I press it accidentally. Also, are batteries supposed to be considered batteries and resource containers? I don't know what the different fail modes are yet so I don't know the difference.
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Either the KSP.log in the main KSP folder, or the output_log.txt file which got moved to %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\. Either one should have the info I'm looking for. Sweet, good to know. I tested all the situations I could think of where they'd interact and fixed all the issues I could find, but I'm sure there are more issues hiding in weird situations, as there always are.
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I think I might know why it's happening. Are you running 32 bit KSP? There's a slight difference between the 32 bit version and the 64 bit version that breaks some of the tricks I do to get at the buttons. I've run into it in the past and just forgot about it, but I have a workaround I can use. I'll get it fixed up tonight. If you guys get really bored I used to have a KSP youtube series back before (and during) when I first started modding. You can see the very first alpha releases of KCT! I'll add it as a known issue and if I get a chance I'll see if I can allow launching with command seats. I haven't really looked into it yet.
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StageRecovery isn't required, but it can help since it'll result in more parts being recovered. But ScrapYard is very strongly recommended, although not strictly required and you can play with KCT without it just fine if you don't really care about reusability. Performance shouldn't be affected that much. The main scene that has issues is the editor since there are some hefty calculations done there by ScrapYard and KCT.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I posted this on the main thread, but I'll post it here as well: Alright, KCT seems to be pretty much ready to go as far as I can tell with some limited testing. So if anyone's willing to do some more thorough testing, please grab the latest build from the build server here and let me know what weird problems you find. Even if you don't find anything after a fairly comprehensive play session(s), let me know if it all seems to be working for you (or not). I'm going to change up a couple things with how the build server does builds to match ScrapYard's setup, but I anticipate KCT should be officially released in the next few days pending a bit more testing. -
Alright, KCT seems to be pretty much ready to go as far as I can tell with some limited testing. So if anyone's willing to do some more thorough testing, please grab the latest build from the build server here and let me know what weird problems you find. Even if you don't find anything after a fairly comprehensive play session(s), let me know if it all seems to be working for you (or not). I'm going to change up a couple things with how the build server does builds to match ScrapYard's setup, but I anticipate KCT should be officially released in the next few days pending a bit more testing.
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Unfortunately the full set of improvements are only in 1.4.1 builds, but build 82 (the last one for 1.3.1) should have some noticeable improvements in editor times over build 72 and will work with the 1.3.1 version of upfm. Version 1.1.0.107 released. Mostly bug fixes and a new event that's needed for KCT to update its build times properly when you apply to parts.
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Correct, if you wait to apply the inventory until you're ready to launch/build then you shouldn't really notice any lag until then. It doesn't do any of the module saving stuff until you've got inventory parts applied, so it should bypass the slow downs. I'm not sure what AGX can do to reduce lag on their side since they need to save that data, but it probably has some room for optimization. It's only a problem now because ScrapYard makes it save fairly frequently instead of once.
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That's normal KSP behavior. Look at the window that pops up when you recover. It says you're only going to get 97.6% back and 1010x0.976 = 986. The only way to recover something at 100% is to recover it from the launch pad or the runway, even recovering it from any other building in the KSC only gives you 98%
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I haven't figured out a good way to disable the launch buttons on the drop-down yet, so I've had to disable it entirely for the time being. You can select a different launch site before launch from kct's menu, but I guess that doesn't really help for simulating. I've got an idea of how to handle it but it kind of sucks. -
Small update to 1.0.1.104 to address some issues that came up during additional testing and while updating KCT. If you're using KCT at all, you must upgrade to this ScrapYard release since the API had a breaking bug in a method that KCT relies on. These two issues are now fixed in the 1.0.1.104 release. Edit: There's going to be another release on Sunday to fix a few more issues I've found when updating KCT. They're fairly edge-case, but they're easily reproducible in those cases (mostly with editing existing ships in KCT).
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I don't expect it to be too bad since ScrapYard was written with KCT in mind. I haven't really checked out Kerbalism too much so I'm not sure what sort of integration would be useful, but let me know if there's something you think I should check into with regards to Kerbalism. I'm probably going to be working on a rewrite of KCT in the near future so I likely won't add anything like that to the current one, but would keep it in mind for the rewrite. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
No, not yet. There shouldn't be anything too crazy happening, but per the discussion on the release thread ScrapYard integration isn't working right and it's highly recommend to play with that. I haven't tested everything against 1.4.1 yet either so there might be areas that aren't working right. -
You're running the 1.4 version of StageRecovery on KSP version 1.3.1. Either update KSP to 1.4.1 or go back to StageRecovery 1.7.2. That answers my question of whether it's backwards compatible, it seems it isn't. Code-wise nothing changed that wouldn't work before, but I'd have to recompile it against the older KSP version. I haven't tested everything but I don't know of anything that changed between 1.4.0 and 1.4.1 that would affect this and it all seemed to be working correctly in 1.4.0.
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That should be happening when you add the vessel to the build list, way before completion. Sounds like KCT's completely messed up with ScrapYard right now somehow. I'll get to that today. Edit: Damnit, I did it again. persistentID is not the same as persistentId. That's the second time I did that. That's why the vessel was doing stuff at rollout when it shouldn't be. I'll have a ScrapYard fix out soon for that.