Svm420 Posted May 28, 2015 Share Posted May 28, 2015 v1.1.1 - fix the code. The game did not count the levels the same way that I did and was b a d. - proper defaultDownloads : CustomBarnKit-1.1.1.0.zipI hate it when I do such stupid mistake... Anyway, this one should works as intended.As long as we learn and do not repeat the mistakes there is no stupid mistake Thanks for the update. Quote Link to comment Share on other sites More sharing options...
Mulbin Posted May 28, 2015 Share Posted May 28, 2015 OK, my mod is complete and runs great with a bundled config file for custom barn kit, but I'd rather use a module manager file... except I have no idea how to make it! I've only ever used @PART... but this isn't a part. How do I set up a MM file to make all values the same as the stock game... but then adjust the science limits in the research facility to 29, 299, -1 Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 28, 2015 Author Share Posted May 28, 2015 MM does not care if it is a part or not@CUSTOMBARNKIT{ @RESEARCH { @scienceCostLimit = 29, 299, -1 }} Quote Link to comment Share on other sites More sharing options...
Mulbin Posted May 28, 2015 Share Posted May 28, 2015 MM does not care if it is a part or not@CUSTOMBARNKIT{ @RESEARCH { @scienceCostLimit = 29, 299, -1 }}Great, thanks Will link your mod for separate download. Can you confirm that as standard Custom Barn Kit keeps all other ksp behaviour the same as stock? (unless edited of course). Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 28, 2015 Author Share Posted May 28, 2015 It should. The default config file is set up to use the default value and I tested it yesterday to confirm it Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted May 28, 2015 Share Posted May 28, 2015 It should. The default config file is set up to use the default value and I tested it yesterday to confirm itI confirm this on my end too. Quote Link to comment Share on other sites More sharing options...
Mulbin Posted May 28, 2015 Share Posted May 28, 2015 Great, thanks guys Mod is now released and is here if anyone wants to take a look. It's a ground-up rebuild of the stock tech tree. http://forum.kerbalspaceprogram.com/threads/123417-1-0-2-SuperStock-Ground-UP-Rebuild-of-Stock-Tech-Tree Quote Link to comment Share on other sites More sharing options...
Tontow Posted June 9, 2015 Share Posted June 9, 2015 I almost forgot to ask.Is something like that going to cause issues with the contract packs from Contract Configurator? (Because it adds different contract types that need to be unlocked.) Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 10, 2015 Author Share Posted June 10, 2015 no, it should not interfere. Quote Link to comment Share on other sites More sharing options...
Tontow Posted June 10, 2015 Share Posted June 10, 2015 How do I set when the building models change?Some science can only be done at certain upgrade levels. Like when the swimming pool is added.Also, according do the default config file: It looks like you can't set different part counts, size limits and mass for the VAB and SPH. Or is there a way to do that? Quote Link to comment Share on other sites More sharing options...
Tontow Posted June 10, 2015 Share Posted June 10, 2015 (edited) I think I'm doing it wrong.I changed the default config file to the following, but it didn't work.// It is highly recommended to NOT edit this file and use a Module Manager patch to change the value.CUSTOMBARNKIT{ EDITOR { VABUpgrades = 2400, 4250, 7800, 13900, 23400, 37150, 56000, 101100, 176200, 285050, 431400, 619000, 851600, 1132950, 1466800, 1856900, 2307000, 2820850, 3402200, 4054800, 4782400, 5588750, 6477600, 7452700, 8517800, 9676650, 10933000, 12290600, 13753200, 15324550, 17008400, 18808500, 20728600, 22772450, 24943800, 27246400, 29684000, 32260350, 34979200, 37844300, 40859400, 44028250, 47354600, 50842200, 54494800, 58316150, 62310000, 66480100, 70830200, 75364050, 80085400, 84998000, 85501500, 86508500, 88028500, 90071000, 92645500, 95761500, 99428500, 103656000, 108453500, 113830500, 119796500, 126361000, 133533500, 141323500, 149740500, 158794000, 168493500, 178848500, 189868500, 201563000, 213941500, 227013500, 240788500, 255276000, 270485500, 286426500, 303108500, 320541000, 338733500, 357695500, 377436500, 397966000, 419293500, 441428500, 464380500, 488159000, 512773500, 538233500, 564548500, 591728000, 619781500, 648718500, 678548500, 709281000, 740925500, 773491500, 806988500, 841426000, 876813500, 913160500, 950476500, 988771000, 1028053500 SPHUpgrades = 2400, 4250, 7800, 13900, 23400, 37150, 56000, 101100, 176200, 285050, 431400, 619000, 851600, 1132950, 1466800, 1856900, 2307000, 2820850, 3402200, 4054800, 4782400, 5588750, 6477600, 7452700, 8517800, 9676650, 10933000, 12290600, 13753200, 15324550, 17008400, 18808500, 20728600, 22772450, 24943800, 27246400, 29684000, 32260350, 34979200, 37844300, 40859400, 44028250, 47354600, 50842200, 54494800, 58316150, 62310000, 66480100, 70830200, 75364050, 80085400, 84998000, 85501500, 86508500, 88028500, 90071000, 92645500, 95761500, 99428500, 103656000, 108453500, 113830500, 119796500, 126361000, 133533500, 141323500, 149740500, 158794000, 168493500, 178848500, 189868500, 201563000, 213941500, 227013500, 240788500, 255276000, 270485500, 286426500, 303108500, 320541000, 338733500, 357695500, 377436500, 397966000, 419293500, 441428500, 464380500, 488159000, 512773500, 538233500, 564548500, 591728000, 619781500, 648718500, 678548500, 709281000, 740925500, 773491500, 806988500, 841426000, 876813500, 913160500, 950476500, 988771000, 1028053500 launchPadUpgrades = 19000, 75000, 282000 runwayUpgrades = 19000, 75000, 282000 actionGroupsCustomUnlock = 3 actionGroupsStockUnlock = 2 unlockedFuelTransfer = 2 craftMassLimit = 18, 140, -1 craftSizeLimit { size = 15, 20, 15 size = 28, 36, 28 size = -1, -1, -1 } partCountLimit = 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 135, 140, 145, 150, 155, 160, 165, 170, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245, 250, 255, 260, 265, 270, 275, 280, 285, 290, 295, 300, 305, 310, 315, 320, 325, 330, 335, 340, 345, 350, 355, 360, 365, 370, 375, 380, 385, 390, 395, 400, 405, 410, 415, 420, 425, 430, 435, 440, 445, 450, 455, 460, 465, 470, 475, 480, 485, 490, 495, 500, 505, 510, 515, -1 } ASTRONAUTS { upgrades = 19000, 75000, 282000 recruitHireBaseCost = 10000 recruitHireFlatRate = 1.25 recruitHireRateModifier = 0.015 recruitHireFixedRate = false unlockedEVA = 2 unlockedEVAClamber = 3 unlockedEVAFlags = 2 activeCrewLimit = 5, 12, -1 crewLevelLimit = 1, 3, -1 } MISSION { upgrades = 19000, 75000, 282000 unlockedFlightPlanning = 2 activeContractsLimit = 2, 7, -1 // PRELAUNCH, LANDED, SPLASHED, FLYING, SUB_ORBITAL, ORBITING, ESCAPING, DOCKED scoreSituationHome = 0.1, 0.1, 0.3, 0.5, 0.8, 1, 1.1, 0.1 scoreSituationOther = 0.1, 1.5, 1.5, 1.2, 1, 0.8, 0.6, 0.1 partRecoveryValueFactor = 0.9 resourceRecoveryValueFactor = 0.95 reputationKerbalDeath = 10 reputationKerbalRecovery = 25 contractPrestigeTrivial = 1 contractPrestigeSignificant = 1.25 contractPrestigeExceptional = 1.50 contractDestinationWeight = 1 contractFundsAdvanceFactor = 1 contractFundsCompletionFactor = 1 contractFundsFailureFactor = 1 contractReputationCompletionFactor = 1 contractReputationFailureFactor = 1 contractScienceCompletionFactor = 1 } TRACKING { upgrades = 38000, 150000, 563000 unlockedSpaceObjectDiscovery = 3 orbitDisplayMode = 2 patchesAheadLimit = 0, 2, 3 trackedObjectLimit = 0, 8, -1 } ADMINISTRATION { upgrades = 38000, 150000, 563000 activeStrategyLimit = 1, 3, 5 strategyCommitRange = 0.25, 0.6, 1 } RESEARCH { upgrades = 113000, 451000, 1690000 dataToScienceRatio = 0.4, 0.8, 1 scienceCostLimit = 100, 500, -1 }}The reason I changed the default instead of doing a MM patch is because I want other mods to override the defaults if they need to.Edit: ***************************************I missed it in the debug log because it wasn't red... Should be an easy fix.But I found:[Log]: [CustomBarnKit] Wrong numbers of upgrade price for SpaceplaneHangar (Upgradeables.UpgradeableFacility) expecting 3 and have 105. Check your configs[Log]: [CustomBarnKit] Wrong numbers of upgrade price for VehicleAssemblyBuilding (Upgradeables.UpgradeableFacility) expecting 3 and have 105. Check your configsThe funny thing is I found this out after I spent an afternoon tweaking about 105 levels. Edited June 10, 2015 by Tontow Quote Link to comment Share on other sites More sharing options...
Svm420 Posted June 10, 2015 Share Posted June 10, 2015 I think I'm doing it wrong.I changed the default config file to the following, but it didn't work.// It is highly recommended to NOT edit this file and use a Module Manager patch to change the value.CUSTOMBARNKIT{ EDITOR { VABUpgrades = 2400, 4250, 7800, 13900, 23400, 37150, 56000, 101100, 176200, 285050, 431400, 619000, 851600, 1132950, 1466800, 1856900, 2307000, 2820850, 3402200, 4054800, 4782400, 5588750, 6477600, 7452700, 8517800, 9676650, 10933000, 12290600, 13753200, 15324550, 17008400, 18808500, 20728600, 22772450, 24943800, 27246400, 29684000, 32260350, 34979200, 37844300, 40859400, 44028250, 47354600, 50842200, 54494800, 58316150, 62310000, 66480100, 70830200, 75364050, 80085400, 84998000, 85501500, 86508500, 88028500, 90071000, 92645500, 95761500, 99428500, 103656000, 108453500, 113830500, 119796500, 126361000, 133533500, 141323500, 149740500, 158794000, 168493500, 178848500, 189868500, 201563000, 213941500, 227013500, 240788500, 255276000, 270485500, 286426500, 303108500, 320541000, 338733500, 357695500, 377436500, 397966000, 419293500, 441428500, 464380500, 488159000, 512773500, 538233500, 564548500, 591728000, 619781500, 648718500, 678548500, 709281000, 740925500, 773491500, 806988500, 841426000, 876813500, 913160500, 950476500, 988771000, 1028053500 SPHUpgrades = 2400, 4250, 7800, 13900, 23400, 37150, 56000, 101100, 176200, 285050, 431400, 619000, 851600, 1132950, 1466800, 1856900, 2307000, 2820850, 3402200, 4054800, 4782400, 5588750, 6477600, 7452700, 8517800, 9676650, 10933000, 12290600, 13753200, 15324550, 17008400, 18808500, 20728600, 22772450, 24943800, 27246400, 29684000, 32260350, 34979200, 37844300, 40859400, 44028250, 47354600, 50842200, 54494800, 58316150, 62310000, 66480100, 70830200, 75364050, 80085400, 84998000, 85501500, 86508500, 88028500, 90071000, 92645500, 95761500, 99428500, 103656000, 108453500, 113830500, 119796500, 126361000, 133533500, 141323500, 149740500, 158794000, 168493500, 178848500, 189868500, 201563000, 213941500, 227013500, 240788500, 255276000, 270485500, 286426500, 303108500, 320541000, 338733500, 357695500, 377436500, 397966000, 419293500, 441428500, 464380500, 488159000, 512773500, 538233500, 564548500, 591728000, 619781500, 648718500, 678548500, 709281000, 740925500, 773491500, 806988500, 841426000, 876813500, 913160500, 950476500, 988771000, 1028053500 launchPadUpgrades = 19000, 75000, 282000 runwayUpgrades = 19000, 75000, 282000 actionGroupsCustomUnlock = 3 actionGroupsStockUnlock = 2 unlockedFuelTransfer = 2 craftMassLimit = 18, 140, -1 craftSizeLimit { size = 15, 20, 15 size = 28, 36, 28 size = -1, -1, -1 } partCountLimit = 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 135, 140, 145, 150, 155, 160, 165, 170, 175, 180, 185, 190, 195, 200, 205, 210, 215, 220, 225, 230, 235, 240, 245, 250, 255, 260, 265, 270, 275, 280, 285, 290, 295, 300, 305, 310, 315, 320, 325, 330, 335, 340, 345, 350, 355, 360, 365, 370, 375, 380, 385, 390, 395, 400, 405, 410, 415, 420, 425, 430, 435, 440, 445, 450, 455, 460, 465, 470, 475, 480, 485, 490, 495, 500, 505, 510, 515, -1 } ASTRONAUTS { upgrades = 19000, 75000, 282000 recruitHireBaseCost = 10000 recruitHireFlatRate = 1.25 recruitHireRateModifier = 0.015 recruitHireFixedRate = false unlockedEVA = 2 unlockedEVAClamber = 3 unlockedEVAFlags = 2 activeCrewLimit = 5, 12, -1 crewLevelLimit = 1, 3, -1 } MISSION { upgrades = 19000, 75000, 282000 unlockedFlightPlanning = 2 activeContractsLimit = 2, 7, -1 // PRELAUNCH, LANDED, SPLASHED, FLYING, SUB_ORBITAL, ORBITING, ESCAPING, DOCKED scoreSituationHome = 0.1, 0.1, 0.3, 0.5, 0.8, 1, 1.1, 0.1 scoreSituationOther = 0.1, 1.5, 1.5, 1.2, 1, 0.8, 0.6, 0.1 partRecoveryValueFactor = 0.9 resourceRecoveryValueFactor = 0.95 reputationKerbalDeath = 10 reputationKerbalRecovery = 25 contractPrestigeTrivial = 1 contractPrestigeSignificant = 1.25 contractPrestigeExceptional = 1.50 contractDestinationWeight = 1 contractFundsAdvanceFactor = 1 contractFundsCompletionFactor = 1 contractFundsFailureFactor = 1 contractReputationCompletionFactor = 1 contractReputationFailureFactor = 1 contractScienceCompletionFactor = 1 } TRACKING { upgrades = 38000, 150000, 563000 unlockedSpaceObjectDiscovery = 3 orbitDisplayMode = 2 patchesAheadLimit = 0, 2, 3 trackedObjectLimit = 0, 8, -1 } ADMINISTRATION { upgrades = 38000, 150000, 563000 activeStrategyLimit = 1, 3, 5 strategyCommitRange = 0.25, 0.6, 1 } RESEARCH { upgrades = 113000, 451000, 1690000 dataToScienceRatio = 0.4, 0.8, 1 scienceCostLimit = 100, 500, -1 }}The reason I changed the default instead of doing a MM patch is because I want other mods to override the defaults if they need to.Edit: ***************************************I missed it in the debug log because it wasn't red... Should be an easy fix.But I found:The funny thing is I found this out after I spent an afternoon tweaking about 105 levels. Wow that is the funniest thing I have seen in awhile thanks for a good laugh Quote Link to comment Share on other sites More sharing options...
SemiaCloud Posted July 1, 2015 Share Posted July 1, 2015 How do I install this and use it. Quote Link to comment Share on other sites More sharing options...
Yemo Posted July 1, 2015 Share Posted July 1, 2015 I think I'm doing it wrong.I changed the default config file to the following, but it didn't work.*snipThe funny thing is I found this out after I spent an afternoon tweaking about 105 levels. First rule of modding:Try out your changes step by step, especially if they use new procedures...How do I install this and use it.You put the "CustomBarnKit" folder into your GameData folder. Then you write ModuleManager statements to alter the values, see the module manager wiki and thread. Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 1, 2015 Author Share Posted July 1, 2015 Err, bad forum not notifying me of new post ...Tontow : right now you can't add new buildings level. It is still on my panned features but I need some time. Quote Link to comment Share on other sites More sharing options...
Yemo Posted July 7, 2015 Share Posted July 7, 2015 For the next version, would it be possible to change the vessel restriction unlocks between VAB/SPH and LaunchPad?For example it would be more realistic if the dimension restrictions was bound to the VAB/SPH upgrade level, while mass remains bound to the LaunchPad level and part count would be irrelevant. (The irrelevant part count can already be achieved by setting it to -1, it would just be for ease of use).If possible, it could be done with dummy variables, like//Mass, Size, PartCount - 0: none, 1: VAB/SPH, 2: LaunchPad/RunwayLimits = 2, 1, 0Also is there a way to separate VAB/LaunchPad and SPH/Runway values?Especially regarding dimensions, so that I could eg set the maxHeight for the VAB to be equal to the maxLength in the SPH or so. Quote Link to comment Share on other sites More sharing options...
MerlinsMaster Posted July 18, 2015 Share Posted July 18, 2015 To change the config value DO NOT edit the content of the default file but use a ModuleManager patch in your mod folder.At the risk of sounding like the derpiest noob on the planet, how do I go about doing this?Better yet, is there any tutorial I can find that will explain in detail how to use and make the most of this mod? Thanks. Quote Link to comment Share on other sites More sharing options...
BlackHat Posted July 18, 2015 Share Posted July 18, 2015 At the risk of sounding like the derpiest noob on the planet, how do I go about doing this?Better yet, is there any tutorial I can find that will explain in detail how to use and make the most of this mod? Thanks.That Bold part is mostly aimed at Other Mod-ers who want to include CBK in their mods or make changes to CBK for their mod.For you own use you are free to edit the file to get the results you want for your game. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 18, 2015 Share Posted July 18, 2015 MelinsMaster: example here.https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/CustomBarnKit.cfg Quote Link to comment Share on other sites More sharing options...
MerlinsMaster Posted July 19, 2015 Share Posted July 19, 2015 That Bold part is mostly aimed at Other Mod-ers who want to include CBK in their mods or make changes to CBK for their mod.For you own use you are free to edit the file to get the results you want for your game.MelinsMaster: example here.https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/CustomBarnKit.cfgThanks, guys! Quote Link to comment Share on other sites More sharing options...
ToneStack Posted July 26, 2015 Share Posted July 26, 2015 Thank you for making the custom barn kit mod... This mod and seti together has really helped me understand the upgradable facilities functionality more... Am wondering though if it is possible to change the number of upgradable levels for ksp version 1.0.x.Not sure if the array's used to store the various values were designed as static (always 3 elements) or dynamic. In the former case, not sure if there is a possible workaround to this. Am looking forward to more updates on custom barn kit, thanks for all your hard work Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 27, 2015 Author Share Posted July 27, 2015 Adding levels is a bit more convulsed that enlarging an array. The game need a properly initialized structure for each level ( model, position, callback, ...).Perfectly doable and still on my list but not short term. Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted August 24, 2015 Share Posted August 24, 2015 Can someone point me to the line in the cfg where I edit surface sample unlock? Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 26, 2015 Author Share Posted August 26, 2015 You need to change the sample experiment config to do that. Nothing to change with CBK. Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted August 27, 2015 Share Posted August 27, 2015 OK thanks Quote Link to comment Share on other sites More sharing options...
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