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Everything posted by magico13
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That is in fact one of the most talked about things as of late Currently there isn't a way to recover a vessel straight into storage. The reason is that vessels in flight are very different from vessels as craft files (which is the type that KCT deals with). Claw recently found a way to convert from a Vessel to a craft file though, so there's a chance I will have it working for a future update. No matter what, it'll probably be a little buggy since nothing gets reset (including science and all that) so I will have to manually go through and reset things. That may not work correctly for mod parts though. Currently there is the part inventory. When you recover a craft, all the parts go into the inventory. When you build that craft again, it will take about 1/10 the time as the first build. So something like a 36 hour (6 day) build becomes 3.6 hours (about half a day), so there's still a lot of incentive to build reusable craft.
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Any log is infinitely times more helpful than no log. I have personally looked at log files that were in excess of 50 megabytes. Something as short as loading the game, accepting a contract, performing a flight, and recovery would actually be fairly short and can be done in a minimum of about 6 scene changes. The most important part, if you can't include a full log, is the scene where the error happens. If you can easily recreate the problem with a "slimmed down" version of a play session, then that does make it easier/clearer. Now, I can't speak for every mod author as to whether they'll accept large log files. I might have an easier time looking at them because I've got a program that breaks them down by scene and displays the number of errors in each. But any file + a descriptive description of what you did and what the error is can make bug fixing go from taking days (mostly trying to recreate the issue) to taking 5 minutes (fixing the one line of code that is causing the issue). The issue as described sounds like an NRE during saving of the persistence, which will have a definite entry in the log file but is only speculation by me as to the cause. I haven't used FMRS before, nor do I know how it works internally, so I don't know if that's even a possible bug for it. I don't imagine the fix is particularly difficult if it is that. Kerbanomics also has a bug that will cause similar issues.
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What is a modlet? Simple! Literally, that's what it is. A modlet is a very small, generally one purpose mod designed with a very specific goal in mind. There's generally no configurability, just a single .dll, and probably one file of source code. They're very simple, straightforward additions to the game. Some example modlets are Claw's Stock Bug Fix Modules or Malah's Quick Mods This thread is where I will be posting my "modlets", the first of which is Field Experience. The downloads are generally available on SpaceDock and GitHub. Sensible Screenshot v1.2.4 (2018-03-20) [KSP 1.4.1] Requires (and includes) MagiCore.dll Description: Have you ever tried to back up your Screenshots folder and run into issues with screenshots with the same names? Well, consider that problem solved! Sensible Screenshot renames your screenshots to use a name based on the date and time taken so you always have unique file names! With update 1.1.0 you can now also include a large amount of in-game data (like the KSP version, SaveGame name, or even Active Vessel name or biome, or parent body, or situation, or.... the list goes on! (check down below for the full list). Additionally with 1.1.0, you can now convert your screenshots into .jpg files automatically to reduce their file size, if that's something you're concerned about! Warning: It might not get things exactly right if you take a lot of screenshots all at once. If you only take 1 a second (or less) it should work perfectly but if you take more than 1 a second they might be in the wrong order. If you're looking for a mod like this that takes screenshots on a timer or automatically at special events, check out linuxgurugamer's Automated Screenshots mod! License: GPLv3. Also included in the zip file. Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files. Download (SpaceDock) Download (GitHub) Variables: Config Options (and defaults, don't include anything after the # symbol in your configs): An example (somewhat ridiculous) filename setting and result: Imgur album comparing .png quality and file size to .jpg: http://imgur.com/a/tLYE5 Changelog: Dated QuickSaves v1.1.5 (2018-03-20) [KSP 1.4.1] Requires (and includes) MagiCore.dll Description: Are you ever afraid to load a quicksave because you don't know how far back it will take you? Do you overwrite useful quicksaves by accidentally pressing F5? Do you like installing all the mods that might eventually have a use to you some day? Well, Dated QuickSaves is a mod you should get! It adds the current in-game date and time to the filename when you make a quicksave during flight. This serves to remind you how far back the save will take you and also automatically prevents overwriting quicksaves with an accidental tap of F5. Just press F5 in flight and Dated QuickSaves takes care of the rest. Use F9 to load the latest quicksave as normal, and Alt-F9 to load the dated quicksaves, where you can review the date before losing all your precious missions. Currently there isn't a limit on how many saves are made, so you'll want to clear them out eventually. If there is demand I can add a config option to limit that. Changed in 1.1.0. Additionally, it uses the current in-game time, rather than extracting the UT from the quicksave itself, so if that is an issue I can change it. One more thing, if people want an auto-backup of the main save when loading a quicksave, I can add that in as well if requested. New in 1.1.0: - You can now define the filename to use in the same way as Sensible Screenshot, above, including all the fun variables like vessel name or biome - You can now turn on automatic autosaves in the flight scene at a configurable interval (in integer minutes) - You can now set a limit on the number of quicksaves and autosaves to keep (only tracks new ones, so clear out the old ones manually. Set to -1 in the config to keep unlimited ones) License: GPLv3. Also included in the zip file. Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files. Download (SpaceDock) Download (GitHub) Changelog: Ship Save Splicer v1.2.0 (2018-03-27) [KSP 1.4.1] Description: Ever built a ship, base, or station in one save and wish you could transfer it into a new save? Perhaps you built a really awesome station around Kerbin in a save, then added the New Horizons mod and had to start a new save. With Ship Save Splicer you can export the station from one save and import it into another, even if they use wildly different mods (with the exception of required part mods). Just enter the tracking station, select a craft from the left, and press the "SSS" button. The ship will be exported to the "Kerbal Space Program/Ships/export" folder, ready to be imported into a new save. To import a craft, enter the tracking station and don't select any vessels. Press the "SSS" button to bring up the importer in no-crew mode and select the vessel you want to import. It will then be imported without any crew members. To import a craft with all of its crew, mod-click the "SSS" button (so Alt-Click or RightShift-Click) to bring up the importer in "crewed" mode. Importing vessels with crew has a much larger potential of breaking things, so make a quicksave beforehand! When importing with crew all the crew stats should transfer properly. If there's already a Kerbal with the same name in the Save (for instance, "Bob Kerman") then the imported Kerbal will be renamed with a roman numeral (ie, "Bob Kerman II"). As of 1.1.0 you can now convert exported vessels to craft files by Left-Shift clicking the button while in the Tracking Station. This is made possible by @Claw's InflightShipSave mod and the pertinent code remains under the original CC-BY-NC-SA license. Shortcuts: Click with vessel selected = Export vessel Left-Ctrl+Click = Import vessel, no crew Mod+Click with no vessel selected = Import vessel and crew Left-Shift+Click = Convert exported vessel to .craft file License: GPLv3. Also included in the zip file. Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files. Download (SpaceDock) Download (GitHub) Changelog: EditorTime v1.0.5 (2018-03-20) [KSP 1.4.1] Description: Makes time pass while you're in the editor. Pretty straightforward. Also includes a window to tell you the current time while you're in the editor. It's kind of like a super simplified Kerbal Construction Time, where instead of taking a calculated amount of time to build vessels, the amount of time it takes to build a vessel is dependent on how long it takes you to actually design itt. In the config file you can alter the timeRatio to make more or less game time pass per real life second so that 1 real second == 1 game second, or perhaps 1 real second = 1 game minute, or anything you can imagine. Some possible hiccups (since mods don't expect time to pass in the editor): 1. Kerbal Alarm Clock alarms won't fire. I'll probably add a countdown timer to show you when the next alarm is set to fire (and will probably pop up a message to alert you). 2. Other mods that depend on time might not work correctly. License: GPLv3. Also included in the zip file. Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files. Download (GitHub) Changelog: Tree Toppler v1.1.3 (2018-03-20) [KSP 1.4.1] Description: For those of you who want to play career mode but don't want to deal with the grind that is the Science system, Tree Toppler lets you unlock the tech tree without spending science. Best paired with the Stock setting that requires part purchases, you can turn your space program into a corporation rather than a research institution. When the "Topple" button in the lower left corner of the R&D screen is pressed, you're given four options: Unlock All Nodes: This will unlock all nodes, regardless of R&D center level. If you have the setting to require part purchases, it won't auto-purchase the parts. If you have that setting off, you'll get all the parts for free. Unlock Up To Level: This unlocks all nodes that you could purchase based on R&D center level. An un-upgraded R&D center can only purchase nodes costing up to 100 science, so any 100 science or more nodes won't be unlocked. Useful if you still want tech restrictions based on building upgrades, for progression purposes. Disable Costs: For those of you who are picky about which nodes you want unlocked, this setting will disable any science costs associated with nodes. If you can't afford a node, this will still unlock it. If you can afford a node, you'll get whatever science you spend back. This also unlocks a second set of options when selecting nodes to force unlock or force lock the nod, ignoring all prerequisites (including R&D level, science costs, and required parent nodes) Lock All Nodes: The opposite of unlocking all the nodes, this will lock all of them again, if that's something you want. Note: The changes won't appear right away when unlocking/locking several nodes at once. Close the R&D screen, then reopen it to see the changes. License: GPLv3. Also included in the zip file. Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files. Download (SpaceDock) Download (GitHub) Imgur Album (can't get it to embed for some reason) Changelog: Wwwwwwwww v1.0.2 (2018-03-20) [KSP 1.4.1] Description: For when you need to walk for a long time and you don't want to hold the key yourself. Also capable of running. It basically just holds down "w", which is also how I came up with the name. Unfortunately I gave it one too many w's and it would have been better as Wwwwwwww (Wx8, or "weight" [or "wait"] which is great since people usually hold it down with a a weight (like a stack of coins) and they have to wait a long time to get where they're going. So just pretend it's called that instead. Or call it WNine. I don't care Press "Left Control" and "W" while on EVA to keep walking forward. Press "Left Control", "Left Shift", and "W" on EVA to keep running forward. Press "W" to disengage. Takes two clicks of "W" (and of "Left Shift") to fully disengage sometimes Download (SpaceDock) Download (GitHub) Changelog: NIMBY v1.1.1 (2018-03-20) [KSP 1.4.1] Description: NIMBY (or Not In My BackYard) is a modlet that restricts recovery of vessels to within a range of predefined "beacons". By default the only beacon is the KSC and recovery is limited to within 100km. If you try to recover from further, a message will pop up alerting you that you are too far away. Additional beacons can be created through the Beacons.cfg file that is generated after the first run. Future plans for the mod include a UI to allow creating new beacons and parts that allow for mobile beacons (for bases and recovery ships). Download (SpaceDock) Download (GitHub) Changelog: No longer maintained: Common Dependency: MagiCore Description: A core utility mod initially designed so Sensible Screenshot and Dated QuickSaves can share "string translation" features. I'll probably add other common utilities into it and start requiring it in other mods. It should be included by default in Sensible Screenshot, Dated QuickSaves, Kerbal Construction Time, and ScrapYard, and CKAN should have it indexed separately. It will install to KSP_Folder/GameData/MagiCore/MagiCore.dll. License: MIT. Also included in the zip file. Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files. Latest releases on GitHub Suggested modlets and changes to existing modlets New modlet ideas Turn off destructibility for final tier launchpad/runway (corresponding post) Changes to existing modlets: EditorTime - Warp control - Countdown to the next KAC alarm
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Just to confirm, you're not also using Kerbal Construction Time, are you? If you are, then clicking on the launchpad/runway to start a flight creates a simulation, which would result in that sort of behavior. For everyone who is reporting bugs, if you include your output_log.txt file (per the How to Get Support thread) then SIT98 will be much more likely to be able to help you. Us lurkers could even take a look and solve your problems even if the author of a mod is AWOL.
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Yep. StageRecovery can handle recovering the core stage as long as it's dropped with a periapsis less than 20km, but as was mentioned it won't be flown back to KSC on its own. FMRS is better for that type of landing, as you can manually fly it down. SR is better suited for situations where you don't care much for manually landing things, like unpowered stages. I believe it also handles science recovery better, so science drop pods work better in SR.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
If anyone wants to help me test a tiny new mod I spent a half hour on, here it is: https://dl.dropboxusercontent.com/u/25340912/FieldExperience.zip It's called Field Experience. It gives you experience while out in the field, aka, you don't have to recover Kerbals to gain levels. For now it is all rights reserved. The 20 or so lines of source code are included to ensure it meets forum standards. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Same issue as before, converting a vessel into a craft file. They've got radically different structures. However, you can revert to the editor and it will be in storage (since you're reverting back time) Edit: I see what you're saying. That would be possible to do actually, but Claw's discoveries in the thread I linked to previously mean I might have a solution that's valid for all situations. We'll see. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
A refueling tanker would work for anything you fill it up with, so if it has life support supplies then you can transfer them. Also, KER doesn't need a part with the 1.0 series (though maybe with 0.90 you need the part if you don't have a scientist and/or engineer). If you're not seeing the parts when you go into the editor and open up the part inventory (currently there's a bug that fuel tanks and engines won't appear), then send me your save file and a log file. By the way, here's the relevant part of the Getting Started Guide that covers the part inventory and reuse mechanics -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
If you see the simulation window at start, it's a simulation. There's a "secret feature" (read as "bug") where clicking on the launchpad or runway and launching that way will start an infinite time, cost free simulation. How long did it take for you to build your plane originally? Was it 40 days? After recovering, if you go to build a new one and you use parts from the inventory (it's a plane, so all the parts will be in the inventory) so the build time will be 4 days instead, which is a reasonable amount of time. To recover things straight back into the inventory is what you're more asking for. Unfortunately, converting an existing vessel back into a valid craft file (which is what KCT uses) isn't a trivial task. I did work on it prior to 0.90 and had a very buggy code that worked, that was subsequently broken by 0.90. There's been recent discussion in this thread that presents solutions I can use for making recovering straight to the inventory possible, but it will likely still have issues, especially with modded parts. The alternative solution is to not recover the vessel at all. Simply keep a refueling tanker around and park it on the side of the runway! -
StageRecovery won't show it as 100% (or more) since it only looks at speed and distance, and the funds listed won't reflect the Transponders strategy, but I think if you look at the number of funds before and after it will reflect the strategy. But I haven't tested that, so I don't know if that's true or not. I register the "transaction" as being for recovery, which should be all that's needed for KSP to apply the strategy benefits.
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Must have been stuff I saw that's still in the works then/for the wrong mod. Like I mentioned in my edits, it seemed to be working fine in my very limited testing, so I don't know what the cause of the problem is yet. Should I find anything that requires changes on your side, or if I can't figure anything out when I take a hard look at it, you'll be the first to know. Thanks! I will casually toss out the idea of the OnVesselRollout event though
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It looks like there was a refactor in December/late November (don't recall atm) of the tank stuff, and it appears that the "timestamp" property no longer exists (which is what I was updating). But I haven't loaded a game with RealFuels installed and so far no one has sent me a save or craft file. I suppose I can try to look at that now. I'll get back to you in a bit. Edit: Nope. Timestamp is still in there. This calls for more testing I suppose. Edit 2: I built a ship with a tank of liquid hydrogen and a probe core. Took over two days to build. Launched it and it was full. Timewarped on the pad and it was gone in a day. Limited testing says things are working properly. But obviously very limited testing. Now I'm going to build an SSTO before going to bed and going to work tomorrow.
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It's on the long term todo list to make it easier to do, but all the reports I've been given say that if you choose your launch site in the editor, then go back to the space center and launch it should launch at the site you picked. I looked into their API and couldn't find what I needed to make a seemless integration, so I'd have to hack my way into making it work or convince them to make some changes on their end. I've been a bit busy with a different project lately though, so I don't expect this to happen any time soon. It is on the list to be in KCT at some point though.
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Possible to Save Ship from Persistence File?
magico13 replied to inigma's topic in KSP1 Gameplay Questions and Tutorials
Claw, I asked this in the mod request thread, but I don't think you saw it so I'll ask it again here. Do you mind if I take a look at your source and repurpose it for use in Kerbal Construction Time? I had a similar thing working in 0.25 that got broken in 0.90 and your method seems to solve the issues I was having. I need a similar functionality to recover ships back into vessel storage directly. Thankfully I don't feel the need to reset EVERYTHING, but I had a couple things I reset back to "default" values when I was testing in 0.25. It sure isn't the nicest way of handling things, and isn't comprehensive at all, but here's what I had for "sanitizing" the ship's ConfigNode: private ConfigNode SanitizeShipNode(ConfigNode node) { //PART, MODULE -> clean experiments, repack chutes, disable engines foreach(ConfigNode part in node.GetNodes("PART")) { foreach(ConfigNode module in part.GetNodes("MODULE")) { string name = module.GetValue("name"); if (name == "ModuleEngines") { module.SetValue("staged", "False"); module.SetValue("flameout", "False"); module.SetValue("EngineIgnited", "False"); module.SetValue("engineShutdown", "False"); module.SetValue("currentThrottle", "0"); module.SetValue("manuallyOverridden", "False"); } else if (name == "ModuleEnginesFX") { module.SetValue("staged", "False"); module.SetValue("flameout", "False"); module.SetValue("EngineIgnited", "False"); module.SetValue("engineShutdown", "False"); module.SetValue("currentThrottle", "0"); module.SetValue("manuallyOverridden", "False"); } else if (name == "ModuleScienceExperiment") { module.SetValue("Deployed", "False"); module.SetValue("Inoperable", "False"); module.RemoveNodes("ScienceData"); } else if (name == "ModuleScienceContainer") { module.RemoveNodes("ScienceData"); } else if (name == "ModuleParachute") { module.SetValue("staged", "False"); module.SetValue("persistentState", "STOWED"); } } } return node; } -
I hope for a joint effort between the ESA and NASA, possibly with some stuff being done by SpaceX. I think it's more likely it'll be NASA *officially* but with some launches subcontracted out to private organizations, assuming they need multiple launches. I also have no clue what I'm talking about, but that's just what I think without any hard evidence
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If the FASA ones aren't working, that could be an issue on the Real Fuels side. I'd test that first before reporting it though (by simulating a tank on the launchpad with the FASA clamps). If you've got a craft file you can upload anyway, it would help me fix the bug on KCT's side so that clamps aren't required.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
No worries That might be the way to launch vessels in the future, but for now you have to go through KCT's windows. Glad the problem was an easy fix -
Thanks Master Tao! Per the post linked by Master Tao, it's a known issue (I also posted a reply to your support thread tgillespie just to be sure you see it). A save or craft file would indeed be helpful if you've got one. Launch clamps should help alleviate the issue, but I have not confirmed that personally (as I do not play with Real Fuels, or really get much opportunity to play KSP at all).
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Realism overhaul LqdOxygen problem
magico13 replied to tgillespie's topic in KSP1 Technical Support (PC, modded installs)
This issue is a confirmed issue with Kerbal Construction Time due to a somewhat recent change in Real Fuels. As Master Tao has pointed out in the Kerbal Construction Time thread, it's a known issue and the only solution at the moment is to use launch clamps. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Just to be clear, you did wait for the vessel to be complete and launched it by clicking the "Launch" button (after rolling it out to the pad, the "Rollout" button) in the KCT window, NOT BY CLICKING THE LAUNCHPAD? Someone previously had an issue because they simply weren't actually launching the vessel. Assuming that's not the issue, I've seen this reported prior and it appears to be related (usually) to another mod having an issue, which then causes the save file to not finish loading. If you can get me the output_log.txt file I can take a look and see if anything is being reported there. -
The forum does in fact have a rep system! For those of you who are unaware the little 6 pointed star next to "Blog this Post" and the "Report" button is actually the button to add rep. Not at all obvious. There's a post about how the rep system works hidden away somewhere, that I managed to find through Google just now and not the actual forum As for Kerbanomics, checking their GitHub they have in fact fixed the issue but have not released the update that contains it. I am surprised they didn't put out a hotfix though :/