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KSP2 Release Notes
Everything posted by magico13
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I haven't quite figured out how to actually check if the launchpad is destroyed or not, but when I figure that out I'll fix this. It likely won't be fixed in the next release though. Planned and the initial code required is in the next update. KCT will have individual vessel rollout and reconditioning for each launchpad separately. Until then it is recommended to disable launchpad reconditioning while using Kerbinside/any other Kerbal Konstructs based mod. Full functionality won't be in until version 1.2 as version 1.1 is essentially finished and is just going through additional tweaks+testing.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I don't have a whole lot of time to respond, but look at the github issue. Procedural things are supposed to have gigantic amounts -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Woo! There's only one more thing that really needs tested: procedural part support. You don't need to have full RSS installed to test, just at least procedural fuel tanks (but fairings and wings are good ideas too). I'd turn the overall modifier waaay down to 0.0001 since the build times aren't that important. Every instance of parts being added/removed from the inventory should be tested. The ones I can think of off the top of my head are: Building ships in the editor (removes from inventory) Duplicating ships that have used parts from the inventory (removes parts) Recovering ships (from any scene) (adds parts) Scrapping ships (completed ones for sure should ad parts, partially completed ones should return any inventory parts used AND give some parts to the inventory based on how complete it was) The corresponding github issue for this is here I've got to do a quick change to check for the procedural module and not just "procedural" in the name, since apparently procedural fairings doesn't actually say "procedural" just "proc", so that won't work with the current scheme. Edit: That build should be up now. I've got another 7 hour drive (back home this time) to do, so I won't be around as much today. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Probably just a fluke, hopefully. You will have the option to recover to storage if you have the "debug" mode on in the settings (except when recovering in the tracking station since that's bugged) so if you have that on you'll still be getting those. I figure it is "technically" functional, just not developed to the point that it is suitable for normal use. I'm working on getting older saves to upgrade properly (and not every single time). Edit: New build should fix the issues with upgrading existing saves. Some caveats that aren't worth adding a bunch of changes to fix: You HAVE to have at least one ship building or in storage, otherwise it all resets. Reconditioning doesn't count, it'll still reset with only an active reconditioning. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
For some reason the code that converts old saves to the new ones is running everytime the save is loaded. I'll have to take a look at that later. I haven't been having those issues on my new save, obviously -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Hmm. It was working fine for me just now with Realism Overhaul on a new save. I did notice some issues with AGX, but nothing really specific to KCT. I didn't try converting an existing save however. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Haha! I tried to make the hovering over the button have it pop up but appear to have made it stop working at all. That's what I get for not testing builds before releasing them. I'm short on time, but I'll put up another build that will at the very least let you use the build list. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Like I mentioned, it's just a side effect of KSP's wonkiness. There's a good chance they're not even being deleted, just their OnDestroy is being called. There's almost nothing I can do to prevent it but to add them to the ignore list. It's pretty odd to me too, but KSP does things in some weird ways Also, there was a new build late last night that should hopefully fix some of the issues that JeffreyCor was experiencing with the KCT betas. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Definitely not the right place, but I'll address it anyway! Is this using KCT with or without StageRecovery? If it's with StageRecovery, just add "clamp" to the ignore list. If it's without StageRecovery then I don't think you should even be receiving failed recovery messages. The reason it happens is because KSP for whatever reason is firing the OnDestroy event for the launch clamps and that's the event that StageRecovery listens to for determining when things are being deleted. You can also turn failed recovery messages off in StageRecovery if you don't care for them much (but the flight GUI will still list them if you really want to see them). -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
No worries about the delay. I've been spending time with my family so I haven't gotten a chance to take a look at anything yet. Upgrades getting reset isn't too bad if that's the only bug, but even those should be transferred. Small enough issue that it isn't worth pushing back a release but I'll see if I can fix it. The lack of toolbar button is because I changed the default setting to use the stock toolbar by default and the settings aren't loaded until after the game starts. I'm not sure if I can make it appear too easily, but I might be able to. The tracking station issue however is pretty serious, so I'll get on that right away. Edit: Might have fixed that issue. It was a bit of a mix up with parenthesis that caused the recover to inventory code to run when it shouldn't have been. Edit2: Hmm, I seem to have broken RSS support when making older saves work. Oops! I'll get on that immediately. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Not really I kept remembering little one-line changes that I forgot to make and whenever I push a commit it automatically builds. I try not to do that as much, but I was tired at the time. I'm travelling today (oh yeah! 7 hour drives!) but might get a chance to do some testing of my own later. I'll probably load up a full Realism Overhaul save through the CKAN to test out procedural parts, RSS integration, and everything else all at once. I won't be around quite as much the next few days, but I'll definitely be in touch on the forum. If we can get some decent testing in I'd like to release before the end of this weekend. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I'm starting to hate this update I can't think of anything off the top of my head that would cause that recovery issue, but I'll try to take a look at it later. At the very least it won't come up very often in the full release because I've made recovering to inventory a "debug mode" feature that requires the debug setting to be on. That way people can mess with it but only after they consciously make the decision to activate a buggy feature. It's just too much hassle at the moment. Procedural part support might work now. It's likely bugged but I didn't get much chance to test it. Look at github issue #17 for more details, I'm too exhausted to go through it again Also, the updater will look silly. Ignore that. I fixed it already. And the integration with the stock toolbar is less than stellar at the moment. I wanted it to come up when you hover over the icon and make the others disappear, but I'll have to do some more work on that. The editor will get a bit of a revamp next update as well. I might borrow some code from Kerbal4X, since I haven't seen or heard from SiriusSam in a while and if I go for a minimalist integrated approach then that way of displaying the inventory (on the parts in the catalog) would be the best. I'm not going to try for a release until later this week, but I think a majority of the game breaking bugs should be fixed. Existing saves should be imported correctly now -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
I will likely have to check manually for parts with the command module rather than using the nice "WasCommanded" function. TACLS resources will probably need a manual sanitation by me (same with RealChutes). SPH ships will still point up. I haven't figured out all the rotation stuff and pointing up is better than being in pieces Hmm, those things should be automatically transferred to the Stock KSC. I think I may have seen an issue with the one existing save I tried where it was being saved to KSC "". Yes, that's right, an empty string I swear that text doesn't do that on my screen, but I can either shorten it up or do some manual line wrapping. I think KSP can't ever decide if it should wrap things or not and will randomly choose between them. The BL+ window appeared in the correct spot, your build list window is in the wrong one. I meant to fix that but forgot to. Just delete the WindowSettings file in the KerbalConstructionTime folder and it should appear in the top right next time. The BL+ window will now appear to the left of the BL window. I think KK defines the stock ones itself (since everyone will have the stock game) since it also provides the site choosing window. There's a string saved to any recovery/rollout/reconditioning (those are all actually the same exact thing in the code ) that defines what launchsite it pertains to, which will be used for KK later and for multiple KCT launchpads when I redo upgrades. You'll know if the tracking station launch issues are there. Either any existing contracts will get reset (bug as a result of a fix for a bug) or the vessel will spawn in the air and crash to the ground (the original bug whose fix I've removed but 0.25 may have fixed). I think it requires somewhat larger ships and I'd try without launch clamps for the crashing thing. It may take a few tries. I think there's a video/pictures on the forum somewhere (in the release thread). -
Definitely! In the settings (accessible in-game from the Space Center, or out of game in the GameData/StageRecovery/Config.txt file) just change the DRMaxVelocity to something higher, to wherever you think the chance for issues with DR would normally start to appear. You can also disable it by setting it to 0. Here's the formula that calculates the chance (straight out of the source): burnChance = (float)(2 * ((vessel.obt_speed / Settings.instance.DeadlyReentryMaxVelocity) - 1)); So setting it to 5000 m/s would give you a 32% chance of burning up at orbital velocities (compared to Stock which is between 20 and 30% at orbital velocity). The astute may notice that it uses orbital velocity, which is actually changed to surface velocity in the next update, which will make it a bit more forgiving. Also keep in mind that due to KSPs weird physics, stages will be going faster at deletion (and thus recovery) altitude because drag is not applied. For suborbital drops you shouldn't probably run into too many issues setting it around 5km/s.
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@ThirdHorseman 1) There isn't a way to do that currently since the GUI elements are all hard coded into the system, but I could add "Total Refunds" to the Info tab as well. Do you want/need it broken down into refunds for parts and fuel, or is the total sufficient? (generally fuel will be ~0 anyway). 2) The only way to "delete" them currently is to leave the flight scene. I never expected that anyone would want to delete them because I didn't think people would have that many stages, but I can add a button to "dismiss" or "delete" the info from the GUI. 3) I've been focussing my limited modding time on Kerbal Construction Time lately, so there hasn't been much progress in StageRecovery as of late. The last thing I had worked on was automatic recovery of launch clamps (which will need some modification to work with FASA). I have been considering adding the ability to keep stages loaded and have physics simulated on them (note: this would be an option, not a requirement, since many people probably wouldn't want it for normal stages) which would solve that issue, and I've been considering either integrating with Atmospheric Trajectories (easier, but adds a dependency) or borrowing part of that code to improve the landing locations. Now that I think of it, since the issue isn't absolutely major (mostly just an annoyance) adding a soft dependency on Trajectories is both easier/quicker for me and less questionable than borrowing code. And they did add the API because of my request, so I should probably use it I'll devote some time to StageRecovery after the next KCT release, which will hopefully be very soon. I've had to make some major changes in KCT which have occupied over 100% of my small amount of dev time (who needs sleep?!)
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We could really use a few more pairs of eyes over in the open beta/development thread, so if you're not afraid of some bugs and want to help out with fixing up the update BEFORE it releases it'd be great if you would come on over and give us a hand. Currently it's just JeffreyCor and I, but the more testers we have the faster we can find bugs (of which there are certainly plenty). The update is reaching a semi-stable point (but it is still untested if old saves will transfer to the new system), so it shouldn't normally break your saves (but old ones likely will break). This is your chance to help the release come sooner while also influencing the future of KCT far more than you could as a typical user after the release It should be noted that these are only suitable for experienced players and in testing saves. If that doesn't sound like you, I'd wait until the official update (which will be soonTM). Dev thread
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Ship recovery is becoming a real pain, but hopefully we can get it to be somewhat reasonable. I did some manual sanitation of the ship's ConfigNode to reset science containers, engines, and parachutes, but that won't work for mods or other things and may not have totally expected results everywhere. If I could just rebuild the ship with identical but new parts it'd be much, much easier. I tried some stuff for SPH rotations, but I'm going to have to do some complicated rotation maths to make sure everything stays where it should in relation to everything else, so I don't know when that will be added. The ship being in the ground is probably not too hard to fix (manually adjust all of the positions to a larger y value) but is pretty low priority. I did make a change to truncate the part name in the ship roster/crew select window. I'll hopefully be able to come up with something tomorrow to make recovery reasonably functional. The only other thing I really want to get into the update is something with procedural parts (since RSS depends on them), so even if reverting to storage has bugs, as long as they aren't 100% game breaking that's ok for now. If I can get that done tomorrow, then after a round of bug checks I'll go for a Wednesday release. Try to take a look at some of the specific GitHub issues if you can (launching from TS making the ship appear in the air and/or resetting contracts, using KCT's parachute recovery with a probe core while in the Tracking Station, the NRE during persistence load when KCT is disabled [fully or just build times]). I'll also try to take a look at them. Also, the big one is if old saves will transfer to the new system. I don't anticipate breaking them anymore this update. Also, if you or someone else can figure out the internal name that Kerbal Konstructs refers to the runway and launchpad as, that'd be great for future proofing. As for me, I'm gonna go to bed now -
Gas Planet 2 was NovaSilisko's plan (along with the Easter egg storyline) which was put on an indefinite hold when he left Squad, unfortunately.
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Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Oh, I'll be around, and am planning on doing some more development tonight and tomorrow night. And I'm taking my laptop with me when I visit my family, so I might get a chance to do some more development then. It'll just be less frequent than it was over the weekend. What will really suck is when classes start again next week because I have at least one big project and then finals (meanwhile I'll also be working). After finals though I'm planning on doing the upgrade overhaul, depending on how close to release 0.90 is. I have a feeling that upgradeable buildings will cause me to change some of my plans for KCT's upgrades (hopefully for the better, but I don't know what game effects the buildings will have). During that time I won't get to do much in terms of development, but will still be able to take a look at logs and maybe do some bug fixes. That's why I want to get this update out ASAP, preferably by tomorrow night/Wednesday morning. It'd be nice if we had a few more people taking a look at this too, since then the bugs that hide in strange places are more likely to be spotted. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Did you try build 11 with RSS at all? I think I found the part of the code that was bugged. Yeah, I'm gonna have to go through the ship's ConfigNode and do a bunch of sanitation: resetting science equipment, repacking parachutes, disabling engines. And the SPH apparently has different ship orientations so just copying them from the ship doesn't work properly. You should be able to open the ship in the editor (with the edit button obviously) and fix the orientation and that should also reset all the parts. Depending on how easily I can write something to sanitize the ship node, I may force people into the editor to make any changes (but secretly to reset everything properly) when they recover something to the inventory, which is less than ideal. Also, you should only be presented with the ability to recover to the inventory when the thing you're recovering is controlled (not positive if that means "has a command pod" or means "has a manned command pod"), so debris shouldn't even have the window pop up. Also, I unfortunately have work today and tomorrow and will be visiting family later in the week, so I can't get a bunch of new builds out like the past two days -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Are you using a new save for build 10? I wasn't having any issues on my end and have been successfully rolling out vessels all evening. I wonder what could be causing it. I'll take a look at the log and update you when I figure it out. I am aware of the RSS issue and should probably try to force the user to select a launch site before letting them build anything, but that's a lowish priority right now because we can just tell them to actually choose a site first. You can only upgrade development if you have an upgrade point available at every KSC. Does the TreeManager issue prevent you from otherwise being able to play? If it prevents play I'll get on it right away, otherwise I'm going to keep focused on the rollout and recovery mechanics. Recovering to an inventory is a nightmare because ProtoVessels can't easily be turned into craft files (basically once you launch a ship it's near impossible to make a craft file out of it, at least that's what I'm seeing currently). I'm about to test something that might work, but if it doesn't I'll have to rewrite the entire Stock vessel saving mechanic. Edit: Might have found that bug with the rollout. Try a new save with only one KSC for now. Might have to be a non-RSS one for safety. Edit2: HA! The method I found works, but with one really big problem: the vessel gets put on the pad sideways! Edit3: This is definitely what I wanted. Edit4: No. Just... no. I'm done for the night I think. Consider the recovering straight to inventory to be a broken feature for now. I'll work on it more tomorrow probably. I wish I could have gotten it done tonight. edit5: Ok, I'm a liar. I tried one other thing and for this very simple ship it seems to work fine. I am afraid of what it will do to a space plane... Consider recovering to inventory and then relaunching those to be a valid testing target! Build 11 should be on its way soon. PS, the flames are from it launching, not from it exploding violently. -
Kerbal Construction Time/StageRecovery Dev Thread
magico13 replied to magico13's topic in KSP1 Mod Development
Rollout should be improved now, same with the tech window (hopefully). Before there was some bad line wrapping. I''ll add an RSS name in later. Ideally I'd like to use the nice Display name, but I need to find a way to access that. Currently it is intended that every site gets the full amount of upgrades. The tradeoff is that RSS will likely have MUCH longer build times. The tech node unlock rate (aka, Development) should be synced across all sites, so you can't spend all of your points in that at one site and not another. The "Research" that gives you science for completing ships only should be applying to ships that complete AT THAT SITE, so you can't exploit that too much either. I'll be away from my computer for a couple hours unfortunately, but build 10 should be up now. Hopefully I can at least get recovery time working tonight. -
I would like to point out that DebRefund is not officially updated to 0.25 and WILL cause game crashes if you use it with 0.25 (since 0.25 changed how funds are accessed by mods). Like others have mentioned, if you want to do this in stock you need to follow the parts down manually (a probe core is not actually required but is HIGHLY recommended). Best way is to take them with you as long as possible, then drop them as you go to circularize. Once the main ship is in a stable orbit switch to the sub-orbital stage and follow it down until it lands. The magic cutoff is around 22 km, above that stages that are on rails won't get deleted by KSP but below that they will (even if they have crew on them). Two working mods that get around this limitation (through very different methods) are StageRecovery (link in my signature) and FMRS (Flight Manager for Reusable Stages). Mods aren't evil or cheating (if you think mods like Real Solar System are cheating then you have a weird definition of cheating), but I can respect wanting to play the vanilla game. Just keep in mind that KSP is still in heavy development and many mods are simply improvements on the base game that the developers haven't gotten to yet (some of which get pulled into the base game by the developers, like Space Plane Plus and FinePrint). When KMP came out Squad reversed their decision on Multiplayer features. When the 64 bit community hack came out they reversed their decision on releasing a 64 bit Windows client (which was as bad or worse than they warned, so I'm glad they didn't do it earlier).
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How I implemented it is just a straight multiplier to the rate (so setting it to 2 makes them take half as long, I might swap that around before the actual release though so that a value of 2 makes it take twice as long) but you can still upgrade the rate at the usual doubling each time (currently that's doubling the base rate before the modifier though). Here, let me make this simpler. How would you prefer it to be done (modify the total BP, the build rate, or something else)? Any way I go about it, it won't actually be difficult to do, and nobody else probably has much preference how it's done just so long as it's adjustable. Edit: I just swapped it so that a modifier of 2 means it will take twice as long, which corresponds to how the Overall Modifier works (the Overall Modifier is independent of the Node Modifier though, just to keep that in mind).