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magico13

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Everything posted by magico13

  1. I wonder if the build count is going up at launch still, it's not supposed to when using kct, it's only supposed to go up when the build completes (where you removed it). Thanks for the heads up.
  2. I have a counter point that has the exact same difference, but the other way. I wrote/play with Kerbal Construction Time, so if I can launch a fully reusable craft then I can save days of in-game time. I tend to prefer rockets, so I prefer to build reusable rockets instead of space planes, but I have made a few crew SSTOs for doing crew transfers and emergencies.
  3. I haven't updated my local Unity to allow debugging since the update so I haven't tried it. I'll do that tonight since it makes it way easier to work on things.
  4. I've forgotten how much I hate working in the mess that is KCT's code base... Next project is definitely going to be KCT 2.0 But at least now you can select and launch from other launchsites, so that's cool.
  5. I just tested it again to be sure and in a mostly stock environment the editor tool was working fine. Can you zip up the entire log and upload it somewhere, then send me the link? Definitely don't just post the whole thing here. It might be some sort of mod conflict.
  6. I'll likely just disable KCT entirely on missions. I haven't looked into the mission builder at all so if it's possible to add custom things to it then I'll maybe make a mission node that turns on KCT as an extra challenge.
  7. You'd have to not use the auto-recover feature of FMRS and would have to recover the vessels manually after you return to the main save's timeline. I haven't tested that though.
  8. The latest dev build is for 1.4.1, but I am planning on doing a full release for 1.4.1 in the next few days now that ScrapYard is finished
  9. KCT will add it as a recommend. There is no hard dependency between the two.
  10. There is an update out now that I would recommend using. Make sure to grab the absolute latest versions of ScrapYard, StageRecovery, and KCT. For KCT that means grabbing it from the build server here: http://magico13.net:8080/job/Kerbal Construction Time Beta/ 1.0 is out! But I still need to take more pictures and do a bit more documentation. It is now available on SpaceDock and I clicked the button to have it be added to CKAN, but that may be a few days. Assuming there's nothing game-breaking, I'm going to swap over to KCT and hopefully have that ready in the next few days. Let me know if you find any bugs!
  11. Probably related to the debug logging setting I added since that's the only thing I can think of that would result in an NRE inside the logging function. Try build 100 and see if that works instead.
  12. Read through the Wiki section on experience, it's the same for PC and Console: https://wiki.kerbalspaceprogram.com/wiki/Experience In short, you only get the "best" experience from any one planetary body and the levels are defined by the total XP the Kerbal has. It's all about the situation they go to, not about any specific jobs. Orbit is worth less than landing, landing is worth less than planting a flag. If you orbit one mission and then land another, the landing will overwrite the orbit and you'll get the difference in experience (so if orbit is worth 2 and landing is worth 3, you'll go up by 1 xp). It doesn't matter how many kerbals you have with you.
  13. Sounds like it could be installed wrong. Make sure there's a StageRecovery folder in GameData and the .dll is in that folder (KSP->GameData->StageRecovery->StageRecovery.dll). If it's installed correctly then I'll need a log file. It moved recently, but I believe that on Windows it's under {User}/AppData/Local
  14. I know I said I'd release ScrapYard today, but I got caught up in trying to finish one last feature before release and I haven't gotten time to test everything again, so I'm pushing it to the 14th (tomorrow) just to give me time for that. The good news is that there's a new pre-release and that it's the release candidate. If everything goes well then I'll release build 100 tomorrow as 1.0.0! If you're curious what that last feature is, it's ContractConfigurator support. I'll have more details on it tomorrow, but as of this release you can create contracts that add or remove parts from the inventory as part of accepting/completing/failing a contract. This could be used to give parts as a reward for contract completion, or as part of an enhanced part test contract (we give you an experimental part unlock and 5 parts),, or something I haven't even thought of. I plan on adding a parameter for having certain parts with a certain amount of uses but I didn't have time yet. If you've got an idea of a contract but you're not sure that ScrapYard has the support for it yet, let me know and I can see about adding it. Here's a really basic test contract that gives three of the long 1.25m tanks, two of which are tweakscaled up to 2.5m, at contract acceptance and removes them when the contract is finished:
  15. You can change the startup parameters to do this already: https://wiki.kerbalspaceprogram.com/wiki/Startup_parameters Specifically the "-popupwindow" option.
  16. 0.23.5 was way after April 2013 (Edit: It was in fact an entire year later, in April 2014). I bought in June of 2013 with 0.20 and I still have to pay.
  17. I've been doing a lot of work lately on getting this ready for release and would like to time 1.0 with the release of Making History. The UI in the editor has been one of my main focuses, as well as trying to tie into the stock part id mechanics. The good news is that older saves should still be compatible since converting from the old system to the new one is pretty simple to do, though I have noticed that application of an inventory item doesn't always stick correctly so you're still advised to clear out your inventory when upgrading. Additionally I've removed the smaller UI in the editor in favor of keeping everything in a singular main UI (except the modules window, which is still separate). That UI now groups like parts together, is vertically resizeable, prevents parts from being dropped or deleted when clicked on, and responds to whatever part is currently right-clicked. It's kind of cool because you can put the window directly over the bottom part list and can click it with a part in your hand and not accidentally delete the part, though that only works if the list isn't really long. Now I'm going to be working on making the modules window fully resizeable and cleaning things up a bit, but as of right now I don't see why I wouldn't release 1.0 the same day as the expansion.
  18. This should be fixed now in the latest dev build. It'll now refresh the parts to brand new ones when you duplicate, meaning you'll have to edit any ships to apply inventory parts manually. You will need the absolute latest ScrapYard build for it to work correctly though. Well the latest build is against 1.4 specifically. I haven't checked up on RealChutes but I did just update StageRecovery. I'm attempting to finish up some ScrapYard things in the next few days, then I'll release 1.0 of ScrapYard and a new release of KCT following that.
  19. The ETA is right now. I just put out 1.8.0 with the following changes: 1.8.0 (2018-03-11) - Built against KSP 1.4.0. Might be backward compatible. - Pre-recovery now fully recovers vessels and not just kerbals - Add distance restriction to pre-recovery to prevent it from firing at the wrong time - Recovery now fires the OnVesselRecovered event but forcibly removes the funds handling and scene changes associated with it - The above changes make contracts that require recovering vessels/crew work much better, but keep your timewarp down to 10x or so - Removed explicit ScrapYard support due to the above changes not requiring it anymore - Kerbals and Science are now recovered by default and cannot be turned off - Use funds symbol in stock recovery messages (thanks @Starwaster)
  20. @BlueTiger12 I'm going to have to keep looking into this further but it's definitely easy to reproduce. I'm currently trying to track down the exact part of ScrapYard that is triggering it and then I'll either change something in ScrapYard or I'll make a pull request for AGX. My current guesses are that it's due to ScrapYard saving out all of the modules since it seems to be when converting the ship into a list of InventoryParts, and that seems to be triggering a lot of part changed events that is making AGX freak out. A fix within AGX might be to have it only respond to one of the part changed events each frame (or one every second even) as that's an issue I've run into with KCT and with ScrapYard in the past. I might even be able to reproduce those lag spikes with just AGX and nothing else. Edit: Alright, the good news is that I think I know why this is happening. The bad news is that I can't think of a good way to fix it right now. When ScrapYard turns a part into an inventory part it saves all of the modules on the part into a ConfigNode, basically it just converts it to structured text. AGX has extra processing it does when its module gets converted to a ConfigNode and that extra processing is what's causing all the extra time to be taken when AGX is installed. I was going to try to avoid even saving modules if there aren't any Module Templates that might match by just checking the names, except that there's a default Module Template that matches all names that is used for modules with upgrades. So I can't make it easier by only checking names and I can't check anything else in a generic way unless I save the node. A real catch-22 situation. I'll keep trying stuff out. Edit 2: Slightly better news: I made it way faster when you aren't using any parts from the inventory on the ship, but as soon as you start using inventory parts it'll slow down again as it does more detailed checks. I'll keep thinking about the problem and I'll let you know if I come up with any other solutions.
  21. It might be that your second stage is staying too close to the main stage and it isn't being unloaded, the range for that is about 22km. StageRecovery only acts on stages that are unloaded (or about to be unloaded) so it won't help in that case. If you think a bug is occurring you could upload the log file to dropbox/google drive/etc and I can check it out.
  22. Important FYI: The next ScrapYard release will be a breaking change. KSP 1.4 added a separate persistent id system and I am attempting to use that instead of a hand-rolled system. If it doesn't work out, I will revert that change and keep the current method of storing a guid in a special module, but otherwise 1.3.1 inventories won't be compatible with 1.4 inventories and I don't intend on making an upgrade path.
  23. Well, time to see if the persistent ID thing that was added to parts is something I can tie into with ScrapYard. I had been rolling my own method for that up to this point, but if I can use the stock functionality then I'll be content
  24. It is definitely going to be in part due to ScrapYard, it does some heavy calculations in the editor every few seconds when doing anything with parts. The build of ScrapYard you're running has some optimizations to help avoid that (that clearly aren't doing enough in this case) and some logging with timing of how long the calculations. If you could zip up the log and put it on dropbox/google drive/ a similar site then I'd definitely like to see it. Some things you could do to help reduce the stutter is to make sure the auto-apply setting is disabled and to increase the timer in the settings. It's set to 1 second by default (listed as 10 tenths of a second) so you can increase that so it calculates less frequently. It won't make the stutters take less time, but it will make them occur less frequently.
  25. crap. I was afraid of that. It's because it's a capital "True" instead of "true". I'll get that fixed tonight. Alternatively you can use 1 and 0 and that will work.
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