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Everything posted by magico13
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The Beacon isn't a specific part, it's a module that exists on all command pods (I think, it's been a while since I messed with it). The current requirements are a command pod, science lab, antenna, and an Engineer kerbal of any level. Mobile beacons have a range of 2km. Yes, that is your only option as far as I am aware of. If a craft lands outside of a recovery zone and can't propel itself into one, then you'll need to bring one to it. In this case that's either a mobile beacon (so a lab and an engineer) going to meet it, or you bringing the kerbals/vessels back to an existing beacon for recovery. I'm not sure how that situation gets handled. You likely can recover that vessel since I don't override the popup asking if you want to recover an existing craft when launching a new craft. The thought is that the KSC/launchpads should probably be a place you can recover from. If you know the coordinates, you can make those into static beacons by modifying the Beacons.cfg file. You may decide to give them a shorter range than the KSC, like only 10km or something like that.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
It's already reduced to once a second I believe. Any chance you can send me your save file and (if using CKAN) a CKAN mod list? I'd love to do some performance optimization on a realistic save. Edit: If you're mostly using stock parts, then just the save file should be fine, actually. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I replied in the StageRecovery thread where they asked the same question. Because StageRecovery returns the funds with the reason of "VesselRecovery" it should, in theory, account for the strategy. But I never actually tested that specific case myself. It could be tested by seeing if the funds mentioned in the StageRecovery window (which are not adjusted for the strategy) are different from the funds actually returned to the player (which would be affected by the strategy). -
I've never really tested it, but because the funds are given back to the player using TransactionReasons.VesselRecovery it should automatically account for that. The StageRecovery windows will all say the "raw" amount but it should be adjusted when the funds are actually returned. You could test it out by recovering a single stage with StageRecovery and see if the amount of money listed is different than the amount actually given to you.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
The reconditioning formula is run twice and the max reconditioning option [X] is accounted for prior to the split being made. So if you have a max of 100 days and 75% goes to rollout, then 75% of 100 days goes to rollout and the other 25% goes to reconditioning. If you tell me what you want it to do I can maybe come up with a formula that does it. Unfortunately the editable formulas were created after I implemented most features, so formulas got shared to make the simpler settings easier on people, whereas these days I would have made separate formulas instead. -
I never even thought about that since it's not possible with KCT... I might just do a quick fix of refreshing all parts to brand new when you launch through that menu, but I'll have to do a bit of research about when the best time to do that would be. What I may end up having to do is at launch checking if the parts are in the inventory, and if not then I refresh it instead of letting it use the ID it has right now. With KCT, since the vessel will have already been handled, it would skip that check at launch. Would that work ok for you? Edit: Made that change in the latest build (though I didn't test it) which triggered a build of UPFM that should have that all ready to test.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
It should be the amount that is rollout, so 0 means 0% rollout and 100% reconditioning. The part of the formula that controls that is *abs([RE]-[S]) where [RE] is 1 when it's reconditioning (so a split of 30% would give abs(1-0.3) = 0.7) and 0 otherwise (abs(0-0.3) = 0.3) It's totally possible I have something mixed up in code, but I would hope that someone would have noticed it by now. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I'm getting it too here on 1.3.1 on Windows*. They might have renamed a few things. I can't debug it right now, but I'll get to it tomorrow. Edit: Seems like it's only happening if I run the 32 bit version of KSP for some reason. Edit2: For some reason the names are all populated on 64bit for me butnot 32 bit, so it can't find it by name. I've added a workaround where it finds the button by index in that case, so try build 42 and see if that fixes it for you @WuphonsReach. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Well, that definitely would do it. For some reason it isn't able to override the button, so it's bypassing KCT's upgrade mechanics. I wonder if it's somehow Linux specific. Or might be a 1.3.1 issue. Definitely try the latest build from the build server (#40) and when I find a moment I'll check if it's working in my 1.3.1 save. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Custom Barnkit has been an issue some times in the past, but it hasn't caused instant upgrades. Feel free to send a log my way, there's some logging around upgrades that would potentially help. I did recently completely redo parts of the upgrade code. You have to use the regular upgrade buttons since I'm overwriting the method they call so I don't have to do the whole "upgrade then drop down a level" thing that frequently went crazy. Custom Barnkit should actually be fully supported now. There were several places that depended on 3 levels of upgrades that were refactored to get the correct value out of the game instead. -
Unfortunately I don't know much about the features that were added for RP-0 or how they've decided to implement them. You'll want to ask on their thread probably. By default, KCT doesn't modify vessel costs at all. Rollout costs are determined by a formula defined in the Preset. I also don't know why the rollout costs are different, but I also didn't add either display (though I did originally create the rollout cost feature, though I think it has been changed since my first iteration). Basically I have no idea how KCT works with RP-0 since they changed a lot both inside KCT and externally using Presets Yeah, that's definitely not good. I'll have to double check the listener for that event and make sure it just queues up a recalculation instead of triggering one right away. It also probably doesn't need to print out the log message, since that can also slow things down.
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1. Yes, but there are some parts that do not work. If you recover a part with StageRecovery it will be added to the ScrapYard inventory, but if you use the "override funds" setting in ScrapYard it will not work correctly. 2. Are you asking about Kerbal Construction Time? With KCT when you press the launch button it builds the ship instead of going to the stock launch. With ScrapYard it will pull parts out of the inventory when you launch if you are not using KCT, otherwise it will pull parts out of the inventory when you build the ship with KCT. 3. The "rates" are the rate at which ships are built in KCT. You can have multiple build rates (rate 1, rate 2, etc) which let you build multiple ships at once. When I talk about VAB/SPH upgrades I always refer to them as "levels" or "upgrades" like "a level 2 VAB" or "when you upgrade the SPH to level 2".
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Do you want any space on my build server? I/you can set it up so that every ScrapYard build will do a recompile of UPFM against it and it makes doing recompiles against new KSP versions basically a one-click process (after I update the dlls on the server).
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The version file doesn't get updated automatically with the builds, so it's still ancient. If you see a version mentioned while in KSP, it's another mod reading that version file an letting you know (KSP-AVC). It does appear that I uploaded a build that was slightly older. The build server is actually back up (rebuilt it last night) so you can resume grabbing the latest builds from it. Though it sounds like you were actually on the latest before if you were seeing that functionality. In general, if you want to find the actual version you have downloaded you have to check the .dll itself. Right click it and go to the properties, then the detail tab. The version will be listed in there and is set by the build server.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Thanks for putting the time and effort into trying to reproduce that, it's appreciated. Definitely let me know if you see it again, and grab the log right away if you do! -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Use the GitHub link in the post before yours. The build server is down for the next week while I rebuild it