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Everything posted by magico13
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Sorry I've been out of touch guys, I've got two midterms tomorrow (of course, my only two tests other than finals and they're the same day). After that I'll take a hard look at everything that's been reported the past couple days. Are you using the latest KCT version and getting that Real Fuels bug? I think I know why it happened before, but I thought I fixed it. Next update is supposed to be about better cross compatibility, so that's one I'll take a harder look at (been wanting to play with RO anyway). Add launch clamps to your craft and you shouldn't have that issue anymore.
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Ok, so maaaaaybe I might be working on something again.
magico13 replied to Whackjob's topic in KSP1 Mission Reports
There was a challenge a while ago about landing on the Mun as quickly as possible with as little fuel as possible. Absolute fastest, without regards for fuel, was under 45 minutes, but that only required about 61k LF. I'm interested in what you'll come up with. That challenge, btw, was here. -
Has anyone done a real-time mission in KSP before?
magico13 replied to DarthZazen's topic in KSP1 Discussion
It was brought up on page 2 That's really cool though. The KSP to Mars mission looked like it was going to be similar (but not everyone in the same room), but I'm not sure if it'll (pardon my pun) ever get off the ground. -
Has anyone done a real-time mission in KSP before?
magico13 replied to DarthZazen's topic in KSP1 Discussion
I'm really tempted to try this. But I might cheat a little bit and use quicksaves (in case of explosions) and KAC to stop warp at preset times in case I know I won't be near my computer. Using kOS in addition would be semi-realistic depending on what I use it for, but also maybe a bit too OP. Probably fair for launching at least. -
I agree with the idea that not having proper automation tools makes signal delay a nuisance. I use kOS to handle things like landings and launches, and the flight computer for more mundane tasks. In 0.23.5 I played in IVA only and required all unmanned craft to be controlled entirely with the flight computer (plus manual throttle). I had to disable signal delay when I stupidly used RCS based probes around Eve, but did manage to complete a docking with a one second delay (in a polar orbit that only had connection half the time and would also lose it for several days each week). Back then the flight computer didn't save scheduled commands, executed nodes at the node instead of half before, and couldn't point toward a target if you targeted a docking port. Signal delay is certainly doable, but not always fun. I'd say to do whatever is actually fun for you.
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Thanks! I think I know what's causing it. It's likely because of how KCT interacts with RSS. I'll have to do some RSS related testing (maybe, just maybe, I'll finally take a look at Realism Overhaul and RP-0, since those guys have been really awesome to work with in the past). I think for now you're just stuck with not being able to use the Tracking Station for KCT. You can use Kerbal Alarm Clock to have alarms in place which should at least reduce the annoyance some. I'll try to get this fixed in the next update. Thanks for your help!
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I'll take a closer look at those logs later to see if I can figure anything out from them. Glad that it's randomly sometimes working properly now, though! I've noticed the nose being pointed up thing myself and haven't figured it out yet. It seems to know that's not right, since clicking it in the editor resets it properly. I'll look into it a bit more, but it's not too much of a problem. As for the second thing with research, it should be continuing past anything else and should warp to that one, so I'll look into that. Make sure you don't have the Force Stop Timewarp on Complete setting checked, and don't have Alarm Clock alarms being generated. The Alarms that are automatically made are only for the next thing to complete and will stop you from warping past them to something else. Next update should let you have more control over that.
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no worries, your English is fine The stock chutes actually get replaced by RealChutes if you have ModuleManager installed (which is likely). It could be related to the craft being damaged. That is worth testing more. I'll try to help as much as I can, but all I can really do is examine log files and test things when I get home. Any testing you can do will help. It could be specific to a vessel, or could be specific to having a set of mods, or might be totally random! When I get home later I will see if I can produce a similar problem.
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So this is likely what directly is causing things to get messed up: 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.Start () [0x00000] in <filename unknown>:0 but I'm not totally sure why it's happening. There's an error mentioned with Real Chutes a little later that could be causing the problem (but more likely is a result of whatever the real problem is): NullReferenceException: Object reference not set to an instance of an object at RealChute.ProceduralChute.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 My best guess is that the craft file that got generated is corrupted. I'd recommend scrapping it and rebuilding a new one (from the original saved version, pretty much always safe to do even if the generated craft is somewhat corrupt). If you see this happen again, send me the log. I'm curious if any errors are reported when the craft file is created :/ There's also this being reported every scene change. Perhaps you're missing a dependency for some mod, but that's not likely the cause either. ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at KConfigDocumentationGenerator.GenerateAssemblyDocumentation (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 at KConfigDocumentationGenerator.Generate () [0x00000] in <filename unknown>:0 at KConfigDocumentationGenerator.OnLevelWasLoaded (Int32 level) [0x00000] in <filename unknown>:0
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I've had vessels get placed in the ceiling before, but never anything quite so messed up. Can you get me the output_log.txt file from the KSP_Data folder, preferably after turning on the Debug Messages setting in the KCT settings? (Load up KSP, load the save file, turn on the setting in the KCT settings, then load the ship. Alternatively, if you've still got the log from that happening [aka, haven't restarted the game since then], that'll work as well) I'll see if I can find an error being logged. You've got a fair number of mods installed, so I wouldn't be surprised if things got messed up. Like I've mentioned a few times before, KSP isn't really set up to go back to a craft file from an in-flight vessel, so it's got quite a few quirks.
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So I don't necessarily think that's entirely KCT's doing. KCT won't modify the default parameters of anything, but real chute is probably having their defaults messed up when loading the recovered craft (thinking that those values are some how "pristine"). It might be possible to fix with a change to the default template in the KCT_ModuleTemplates file, but it might be more a real chute issue. I did warn that things might be a bit buggy, since KSP is really not designed to go from a Vessel to a Craft (but gladly goes the opposite direction). One other fun issue I forgot to mention is that planes will be randomly rotated 90 degrees so that they're pointed straight up. Just clicking on them in the editor is enough to fix that though, since they're stored with the correct rotation. But yeah, if you can get me logs I'll take a look and see if there's anything I can do. I might also poke around in the real chutes source to see if there's an explanation on their side.
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That's actually why it changed to uppercase. Someone put in a pull request since apparently ATM won't compress things in folders called "Icons" but will when it's "icons" or something idiotic like that. I figured, "hey it's a small change and if it makes things easier then cool", but it's ended up being incredibly frustrating because Windows thinks they're the same exact folder but literally every other system doesn't. Made updating the github repo a nightmare. I eventually had to remove the folder, make a commit, then readd the folder and commit again just to get the stupid case to change KSP modding + streaming is the only thing keeping me from switching back to Linux full time. I do all my other programming in Linux, even for the game I'm working on.
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Alright, thanks. Sounds like you're doing everything properly. I wonder if I forgot to have the system delete the simulation file :/ I'll look into it and let you know if I find anything on my side. Edit: Looks like it's still set to delete it whether it uses the new method or the old one. There is a chance of "overlap" of the two methods when going to the Space Center from a simulation that could maybe lead to the issue, but it appears as if the older method should happen first which should prevent the newer method from occurring. The "icons" folder got renamed to "Icons" so if you just replaced the .dll (or only overwrote things in Windows, since Windows isn't case sensitive like literally every other operating system) then it won't have updated properly. You can either manually rename the icons folder to use a capital I, or can delete the one in your GameData folder and replace it with the one in the zip file. That should fix your issue
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Just landed on Kerbin is enough. If you land on the runway/launchpad it takes less time and doesn't cost anything. If you recover something far away you have to wait twice as long and pay up to 90% of the full cost (because you recover it at 10% and then pay 100% to "build" it again) Edit: Actually, looking at the code on my phone, I may have neglected to take the vessel cost out of your funds. I need to double check that I didn't accidentally create a free money loop. Edit2: I apparently am not totally sure how I even implemented that code... I think if you exit the game or try to recover something while something else is already being recovered it will have issues. I'll go through it again today and make sure it's not totally nonsensical. I implemented different parts of it at totally different times so it may not have all come together properly. It works great within a single play session and with only one vessel at a time, though! Edit3: Nope, I did everything correctly. Nevermind me, I'm apparently more intelligent than myself.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Welp, I went ahead and released. I think most issues were sorted out, and I didn't want to keep it here in Limbo forever. There were fixes that have been complete for up to 3 months that still hadn't been released to the public. So, hopefully I didn't introduce any crazy bugs that no one caught. Even if I did, we'll just get reports in the release forum, I can fix them, and release a bug fix version ASAP, rather than making people wait 3 months for fixes Thank you for all of your help everybody! I'm sure I'll have new builds for you pretty soon Hopefully they're Kerbal Konstruct related and not bug fixes. -
As you likely have noticed, I finally released 1.1.5. It's been nearly 3 months, sorry about that, but a Ph.D. program tends to suck up a lot of time. Not only that, but there have been some pretty major changes internally and there was a side project that got started a little while back that I was working on. To the end user, it may not appear as if much has changed, and if so then good! That means I did everything correctly! There are numerous bug fixes and a few new features. Vessels can be recovered directly into storage (by opening the KCT GUI in flight and recovering through it). This will LIKELY have issues as it's a... weird... thing to do internally. You WILL have to manually refuel your ships after they've been recovered, but I've added a button to the editor to refill them back to their defaults. Additionally, I've provided a tutorial here on how to reset additional modules by default. KSC upgrades now take time based on their cost. Pretty straight forward. There's a new KSC tab for it. 90% of the formulas that KCT uses for determining build rates or costs are exposed in the KCT_Formulas.cfg file. Here is an overview of what's exposed and how to change them. Most users won't even notice this, but those of you who like to customize everything are gonna go nuts. The RP-0 guys especially I STRONGLY encourage you to check out the entire changelog. This update consisted of 64 commits, which is a pretty non-trivial number. You may be wondering why it's only 1.1.5 then, and not 1.2. The reason is that not enough changed on the outside for me to warrant calling it 1.2. I have/had some lofty plans for 1.2 originally (we'll see if I go through with them or not, depends on that side project). Either way, next update will likely focus on improved integration with other mods, such as KAC, Test Flight, and Kerbal Konstructs. v1.1.5.0 (3/24/15) New Features: - The Most Requested Feature: Recovering directly to storage. Be warned that it likely has bugs, especially with mod parts. Requires manual refuelling of ships. - KSC Upgrades now have time requirements associated with them. - Several new formulae have been exposed for editing, including the entire BP calculation formula. - Rush builds 10% by spending 20% of the total vessel cost. Interface Changes: - Moved buttons in the build list to before the vessel name - You can Alt+Click the arrow buttons to move a vessel to top/bottom of the list - Lines in storage are colored according to their current status - Vessels that are rolled out can be launched from the Editor (should save a scene change for KK users) - Crew Select GUI now displays Kerbal class and level - Crew Select GUI options now persist - Simulation time limit selection now persists per save. Defaults to infinite time if "free simulations" is active. - Added support for CrewQ mod (enneract) Bug Fixes: - Added a popup that occurs when KCT doesn't load save data properly. - Fixed issues with editing a ship past VAB/launchpad limits. - Possibly fixed issues with costs being incorrectly calculated in some instances - Made the launch tooltip not get stuck when pressing the launch button (enneract) - Fixed several issues with upgrade point purchases/resetting. - Fix loading a save after a crash during a simulation. - Throttled editor recalculations to reduce lag, especially with procedural parts (enneract) - Fix for Real Fuels boiling off during construction Miscellaneous: - "icons" folder renamed to "Icons" - Added min(x,y), max(x,y), sign(x), abs(x), l(x), and L(x) functions to math parser (l=natural log, L=log base 10) - Removed Herobrine Also, depending on what timezone you're in, it's my birthday Not yet for me. Still got 3.5 hours.
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It has to do with the docking port transforms. I haven't looked too far into it yet. It fires during Update if I recall correctly. And it doesn't always happen, even for the same ship. Everything appeared to still function correctly afterward, and they stopped when I left the editor, so I'm not too worried about it.
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That's basically the reason I made it. I was sending 6 kerbals to Duna on a long term mission and it seemed ridiculous to have to return them to Kerbin before they'd be able to improve their stats. If I understand you correctly, that's the goal. I need to make it so it doesn't kill kerbals and I need to game-ify it a bit (require engineers on board, don't let you make totally arbitrary changes). It also has at least one bug that causes a bunch of null reference exceptions that I'd like to fix, but doesn't appear to actually break anything. The version that's up right now is essentially just a proof of concept and will let you change anything you want. The ultimate goal though is to take orbital constructed vessels and remove docking ports+add struts to increase structural stability. I figured letting you do small repairs like replacing broken solar panels and fixing fuel lines would be fair as well.
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Oh, good! I figured it had to be, there was no way Squad could do something that obviously messed up. I mean, who thinks that adding Clippy is a good idea?!