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Everything posted by magico13
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Glad you're finding things to be enjoyable The reason there are multiple build queues instead of one single one is that all the queues are independent of each other. So whatever's in the SPH queue isn't affected by the VAB queue or the Tech one or the KSC one (I might move the KSC one into Tech now that I think about it, since those all research at the same time anyway and it removes the need for a separate tab). So I could try to do some trickery to have a single visible queue with multiple actual queues, but that makes managing them more difficult. Also, the code for multiple independent queues is WAY easier to write Kinda weird request for the artistic types that are out there. A long, long time ago Diomedea made the incredibly wonderful icons that KCT uses now. I got it in my mind the other day that I really, really wanted to get a t-shirt with the KCT icon and "KCT" written on it, but the icon needs to be bigger and I'm bad at fonts and virtually everything else artistic. If any of you would be willing to make a nice looking logo, preferably two versions with "KCT" and "Kerbal Construction Time" on them, suitable for a t-shirt, and maybe a more interesting logo for the forum thread and KerbalStuff page, I would be very grateful (for this, I'm thinking something like @KSA_MissionCtrl's VAB assembly images could be used as inspiration, tying in the time element to vessel construction [an example]). I'm willing to discuss compensation (preferably with in-game favors, but small sums of IRL funds could be exchanged for high quality work, but I'd like to see either a decent mockup or a quick portfolio first). As always, I'm open to other options (that's how we got these icons in the first place). For a terrible version of what I'm thinking (aka, my attempt) look below.
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Several people have posted a few storied/experiences just above your post (thanks guys!), hopefully we hear a few more There's two or so linked in the first post. OverloadUT's was a great example of what time limitations can do to a rescue operation. Memory footprint shouldn't be too bad, but if you store a lot of really large ships it could be sizeable. Each ship is stored internally as a craft file, which could add up to be several megabytes worth of memory. Should be way less than any mods that add parts, but I've never tested it thoroughly. The first few builds are a bit slow and you'll likely just warp through them all (not much real time taken though, just a bit tedious). Later on when you have longer missions you'll find that it's not as much of an issue. If you know your Minmus mission will be taking 10 days, you make sure you've got something building during that time. Chances are it'll be complete by the time you finish your mission and you won't have spent any more time on it than you would have without KCT. You'll find yourself planning multiple missions, and often running multiple missions, at once rather than one after the other, to try to use time as efficiently as possible. Some people still run one mission at a time and just warp everything, but like the time limitation for things like rescue operations or advancing the universe a bit between launches. If you ever find that the timing of things isn't how you like, there are a lot of customization options. As for the windows, the main one and a few of the popups are in fixed locations. I need to mess with that some more, since I'd like the main one to work like the resource menu or the contracts app, but experiments in the past with that also ended up acting strange.
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I spend more time working on mods for KSP or watching KSP videos than I do actually playing the game. I forced myself to start streaming once a week so I can play for about 3 hours a week, but even that's starting to get tiring Also, I have never visited Jool but generally consider the game to be too easy and so add difficulty enhancing mods.
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[All OS][Java][0.2.19] DataSwitcher- Instance Manager
magico13 replied to magico13's topic in KSP1 Tools and Applications
Windows 8 unfortunately decided to no longer let you run .jars as administrator, which annoys me greatly when I want to swap out instances on my laptop. I had to write a really small .bat script, which can be run as an administrator, that starts DataSwitcher. I'm not at home right now, but it's something along the lines of (when I get home I can upload my actual script): cd PathToFolderContainingDataSwitcherJarFile java -jar DataSwitcher.jar Then I right click on that file (mine's called switch.bat) and run as administrator. I can keep the jar file in some other folder then (mines in Documents) but put that file on the desktop as a sort of shortcut. There might be a way to have it automatically use administrator privileges so you can just double click, but I don't know it. Right clicking and running as administrator's still a lot simpler than having to go through the terminal every time. I really should do some work on this if people are going to keep finding it. There are a few things I really need to implement, like a better fallback mode and the ability to open an instance folder from within the program. Edit: Here's the exact contents of the file I use. cd C:\Users\Michael\Documents java -jar DataSwitcher-0.2.18.jar -
I think perhaps what was intended is that any storage space you access over the internet is going to be limited by your broadband speeds, which is typically substantially lower than local I/O (unless you only use USB 2.0 drives for storage and have gigabit fiber internet...). Sure, it's stored on physical disks, but you'll never achieve transfer rates as fast as you would if you had those disks plugged into your computer.
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How do generally install/deinstall your mods?
magico13 replied to CaptRobau's topic in KSP1 Discussion
I'm a bit of a weird case. I have a program I wrote over a year ago that lets me swap out GameData folders (and save folders) while only having a single KSP install (that way I can run multiple mod installs but still use Steam), but I like to use CKAN for my primary mod install. CKAN isn't aware of my other program, so I switch to my "main" instance, install with CKAN in that instance ONLY, and manually install to every other instance (often just by copying from the main instance to whatever other one I'm using at the time). Sometimes I manually download things for my side instances, especially if I'm trying out a mod that is still a WIP. CKAN certainly makes things easier for me though, since taking the time to download and update all the mods I use used to take a few hours. Now it's much, much less time, especially after getting the initial install up and running. Checking for updates and installing them takes only a minute or so. -
Hmm, that is indeed weird, but doesn't sound like it's particularly tied to SR (if they're both within physics range). SR only activates after a vessel is deleted by KSP, but if both stages remain loaded at all times then it won't activate. I'm having a bit of a hard time understanding what's going on exactly. It definitely sounds weird. Just for clarification, you've got 3 stages, the first one gets recovered by SR properly, the second and third remain within physics range of each other until they land. After landing (with stages 2 and 3 still within physics range, ~2.3 km). Recovering the second stage doesn't return funds (does it have a probe? Debris, when recovered manually and without any sort of control, won't display an "end of flight" popup but will still add to the funds), returning to the space center makes the 3rd stage no longer appear in the tracking menu (that's pretty weird...) and you don't get funds for it. It sounds like stage 2 doesn't have a control source, but might still be recovering funds properly. I don't know why stage 3, which sounds like it has a probe or command pod, would disappear though. That sounds like a bug, but doesn't sound SR related. Next time you test it out, send me the logs afterward and I'll check if anything is being reported. Specifically the output_log.txt file from KSP_Data, if possible, rather than the KSP.log file.
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For those of you who hadn't noticed, Scott Manley did a . Unsurprisingly, half the comments are pretty sure it just turns KSP into a mobile game (they clearly weren't around for April 1st, when it did just that. They'd know better now.) I'm curious as to what all of you think about the video (I'll refrain from saying my point of view so as to not seed your thoughts to be like mine, I'm more interested in what you think rather than having people agree with me). I also hope that some of you might offer up some of your experiences in the comments, good or bad, so the viewers can get an idea of what they'd expect if they played with KCT. Also because I love hearing interesting KCT related stories and I might want to steal them for the first post
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Well that sounds absolutely wonderful!... Sounds like my "break everything" coprocessor is functioning fully Hmm. I don't know if I'll be able to fix that or not. What I might be able to do is check to see if the craft file that gets created is actually valid. Can you get me a log from you recovering something like that? If an NRE is thrown prior to the scene change then that would be WONDERFUL, because I can catch that and alert the user that "Hey, this craft can't actually be recovered, sorry :(" rather than breaking things. Workarounds are better than breaking things, but not as nice as actually fixing the problem, unfortunately. It might be possible to rebuild the craft so that it works properly, but that sounds like a nightmare. I know Claw has a "stock bugfix" for symmetry issues, which I might be able to find some inspiration from.
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Was it working properly before you started a new save? If you're using parachutes from a mod then it could be an incompatibility with that mod. RealChute should still be supported, but it's possibly that recent updates broke something. I would suggest using Real Chute version 1.3.1 (which is actually newer than 1.3.3.7) or going back to 1.3 as the April Fool's Day prank added in RealChute 1.3.3.7 may be creating problems. If you are using CKAN you might need to install RealChute manually until they update to a number higher than 1.3.3.7.
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Math is one of those fields (possibly the only one) where once something is proven you can't really go back and say that it's wrong (unless they made a mistake, which will eventually be caught I suppose, but that's not frequent I imagine). You can find different ways to prove it and you can expand on it, but it's not like general science where you make lots of assumptions to fit data that might be incorrect. So no, I don't believe math is wrong.
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Hmm, an unfortunate circumstance. I'll probably need to make a change in the code to fix your situation (I think I fixed a similar issue, or meant to at least :/ ) Something you can do is to open up the save, find your craft, and change PRELAUNCH to LANDED in the situation line. Edit: I was going to reset the OP back to normal, but I'll wait until tomorrow just in case anyone else attempts the daily challenge or comes here trying to figure out how to turn off the prank in the next few hours. It'll be back to normal tomorrow (and if you're already on April 2nd then KCT should be totally back to normal now). Thanks for everyone who played along! Hopefully I didn't drive you too crazy Edit2: OP back to normal, but I kept a link to CalculusWarrior's Daily Challenge entry, since it's awesome.
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CalculusWarrior, that's awesome! And with the ads still playing, too, that's even better (seeing as you can disable the ads but keep the challenge available). I'll have to come up with a suitable reward, which I can't think of at the moment. I'll take suggestions. My first thought is some kind of mention in-game on an "about" screen or something like that. If you're the only one to complete it, maybe I'll do something even better.
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@obi1kenobi: Could you perhaps upload the full output_log.txt file from the KSP_Data folder, and perhaps the save file as well. I'd suggest dropbox or some other file sharing site like that. If you wish, you can put them in a zip file if it's easier for you. Do those two exceptions happen in that order every time (A-B-A-B-A-B...etc) or does only one repeat, or is it random? Have you tried deleting all of the config files (anything ending in .cfg or .txt) from the KerbalConstructionTime folder? It could also be an issue with the April Fools day prank if it started happening today, in which case you should go into the KCT_Config.txt file and set "DisableSpecialSurprise= True" (from "DisableSpecialSurprise= False").
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Upper left was easier to code than upper right. Considered adding a timer so you'd be stuck with it for like 10 seconds (and there'd be no button at all), but decided that was too cruel I'm glad most people seem to be taking it fairly light-heartedly. I had some fun with it, while trying to also make it semi-functional. The full page ads are the kicker though. I don't think it'd be a true mobile game experience without awful full page ads always getting in your way.
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If you want to get some of the 1.2 experience NOW! I've created a mod that has quite a bit in common with the plans for 1.2 called Kerbal Crush Saga: Rocket Fire Age. In fact, Squad's plans for 1.2 are uncannily similar to my mod, meaning I'm going to have to contact my lawyers about this, as all proper game developers would.
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Yeah, miiiggghhtt have been a little too frequent. A little late to fix now, unfortunately. Alternatively, you can disable it in the config file (but then you can't keep the SRB races and Daily Challenge! The SRB races are strangely fun to me. Who knew watching random number generators fight would be so entertaining!)
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I really hope someone completes it (and the code that checks for it being complete works properly, I will admit that I didn't fully test it because I wasn't about to spend a few hours trying it. Note: The SRB doesn't have to still be firing, it just has to be "activated", so empty but activated should count). Updated OP to reflect the changes being made in KCT to become the money grabbing pit awesome new mod called Kerbal Crush Saga: Rocket Fire Age. If you're interested in becoming an advertising partner, contact me and we can work something out. I require minimum $1,000 before any content will be displayed. More if you want special features, like popping up when a player gets within 10 meters of the ground with a minimum timeout of 10 seconds. Video content and volume override is being worked on as we speak! Microsoft is totally down with the idea of overriding volume controls and are being a HUGE help!
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Aren't we all, brother
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Yep! That's the in-game way of doing it. Or you can switch scenes 6 times (I added that in case people were like ... and tried making it go away by randomly clicking things). All the other "store" buttons take you to a website that says the same thing. Also, the daily challenge is actually coded up to be completable, but I never got a chance to do it myself so I don't know if it works properly But yeah, super easy to disable. Just 3 clicks (4 if you include opening the build list GUI). I'm actually sad I couldn't do more with it. I wanted to have build times actually take real time and make it so you could spend Jeb Coin to reduce it, but after spending two days on the joke I didn't have the time. Also, all those files have been in there since the update and no one happened to find them (thankfully). The stupid advertisement is in the Icons folder if anyone wants it (to burn, perhaps) Also, apparently Squad's April Fools prank is to list everyone as a moderator?
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There's an update to Field Experience to version 1.0.1. Pretty minor change (to a pretty minor mod) that should fix the issue with "forgotten" experience. I also removed the time based experience checker in favor of only checking on scene changes and quick loads, so you'll no longer see level increases during flight. If you really want it, I can add it back, but I figure people probably change scenes often enough that it wasn't needed. Let me know if you find any other weird quirks. I was a bit worried that the experience would accidentally skyrocket to higher than it should be, but limited testing showed that to not be the case.
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By the in-game error popup, I'm assuming? Based on your post history, it looks like you've already reported the error to the source: Contract Configurator. The following error was listed when you switched to Flight mode, which would indeed cause that popup to occur (since KCT will not have gotten to load it's data as a result): InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[UInt32] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+ .MoveNext () [0x00000] in <filename unknown>:0 /Begin Ramble/ This makes me wonder if I'd be able to forcibly load KCT's data from the persistence when it detects that the OnLoad didn't complete. The only issue with that is then KCT would work properly, but a bunch of other mods would still be broken. The error popup was actually implemented to catch errors usually caused by other mods (like, 9 times out of 10) that then visibly break KCT but may not visibly break other mods, that are often reported as KCT errors. If I fixed KCT when other mods cause it to break, the player would still be playing with broken mods and might not even know, which undoubtedly would cause additional problems. Might not be worth it. /End Ramble/ Addressing other issues: I'll take a look at the issues with buying more time and "Warp To" causing trajectory changes. The first one isn't terribly surprising because it pauses the game instantly (except, so does pressing Esc and they work the same way). I don't recall if it resumes your last warp state or not if you purchase more time. If it does, I'll try resetting the warp to 1x. Warp To actually does ramp up/down time. It's just a very fast ramp up (one step a frame). I can try slowing it down, but there's a chance that it won't stop in time for short warps. I don't generally use it during flight, almost always at the Space Center or Tracking Station (if it's gonna be a few days and I don't want to watch the sun rise and set a bunch of times really fast), so I haven't noticed the problem myself yet. I'll take a look at everything else tonight if I get a chance.