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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included


sarbian

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It could be done but that would be a bad looking hack. The stock calls only provides the building levels so it could only gets the crew info for the currently active ship...

Maybe after 1.0.5 but I doubt I ll work much on this before 1.1

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v1.1.2

- Make use of KSP 1.0.5 code to allow for different limits for VAB and SPH. New variable : actionGroupsCustomUnlockSPH, actionGroupsStockUnlockSPH, craftMassLimitSPH, craftSizeLimitSPH and partCountLimitSPH. Default.cfg is updated. If those are not set then they use the same settings as the VAB.

Downloads : CustomBarnKit-1.1.2.0.zip

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Am i the only one that has all mention of action groups vanish with the default config? I deleted the config and they came back. No logs because nothing crashed. Also, i tried with nothing but this mod and stock with the same result. Did something break with the switch from 1.0.5.1024 to 1.0.5.1028?

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Am i the only one that has all mention of action groups vanish with the default config? I deleted the config and they came back. No logs because nothing crashed. Also, i tried with nothing but this mod and stock with the same result. Did something break with the switch from 1.0.5.1024 to 1.0.5.1028?

I have action groups no problem in the SPH, appearing per building upgrades, but I have never had any action groups at all in the VAB even with the building fully upgraded. The action group button just doesn't appear at all.

So I tried using Action Groups Extended and that didn't solve the problem, either. Again, no action group button at all in the VAB, and trying to open AGE simply fails. But it works fine in the SPH.

- - - Updated - - -

Alright, I found the problem....

In the CustomBarnKit default.cfg file, as shown on GitHub here....

The problem is in lines 12 and 14. Right now these says "actionGroupsCustomUnlock" and "actionGroupsStockUnlock", respectively. The problem is that both of these names should have "VAB" appended at the end, so they're like lines 13 and 15 which have "SPH" at the end.

So, just edit the CBK default.cfg to put "VAB" in where needed and action group problem solved.

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Alright, I found the problem....

So, just edit the CBK default.cfg to put "VAB" in where needed and action group problem solved.

Thank you so very much. I installed this for the sole purpose of getting Action Groups working correctly, but I didn't see any difference.

Time to try again.

Edit:

Hrm. Still not working.

Edit Edit:

If I upgrade the VAB, I get all the action groups. If I try the starting VAB, no action groups are available.

Edited by razark
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[quote name='razark']Thank you so very much. I installed this for the sole purpose of getting Action Groups working correctly, but I didn't see any difference.

Time to try again.

Edit:
Hrm. Still not working.

Edit Edit:
If I upgrade the VAB, I get all the action groups. If I try the starting VAB, no action groups are available.[/QUOTE]

OK, in the stock game in career mode, action groups work as follows:
[LIST]
[*]Starting VAB/SPH (no upgrades at all): No action groups at all.
[*]1 Upgrade of VAB/SPH: "Stock action groups" only. That is, things like gear, lights, RCS, SAS, Abort, etc. IOW, something thsre's already a hotkey for. You CAN, however, edit what these stock action groups do. Abort is a blank page with no assigned commands. And if your rocket doesn't have RCS, that's also free to use for things like deploying your solar panels. And most early rockets don't have landing gear, or lights, so you can use the stock gear and lights action groups without messing things up. Be creative.
[*]Fully upgraded VAB/SPH: "Custom Action Groups" available. This opens up the number keys 0-9 for you to define action groups that don't have a stock default like turning lights on and off. By this point, our ships almost certainly have lights and probably landing gear, but also now have all sorts of other thigns like science instruments, retractable solar panels, retractable ladders, etc. So now you can put all those things on their own action groups which you get to define yourself.
[/LIST]

CustomBarnKit's default.cfg does NOT change this. Even with this mod installed, you still have to upgrade the VAB/SPH twice to unlock custom action groups.

To have ANY action groups from the getgo, you have to edit 4 lines in the default.cfg file. And as has been said many times, you really shouldn't actually edit that file but instead use [url=http://forum.kerbalspaceprogram.com/threads/55219-1-00-Module-Manager-2-6-1-%28Apr-27%29-An-ode-to-code-duplication]ModuleManager[/url]. ModuleManager is the greatest thing since bottled (as opposed to barreled) whiskey and I highly recommend you read the 1st few posts of its thread, which tell you how to use it. It's so easy even an idiot like me can do it.

That said, pending Sarbian's next update to this mod, you DO need to edit the CustomBarnKit default.cfg file to fix the bug that prevents action groups from working at all in the VAB. That change is as follows:

Original Line 12: "actionGroupsCustomUnlock = 3"
Edited Line 12: "actionGroupsCustomUnlockVAB" = 3

Original Line 14: "actionGroupsStockUnlock = 2"
Edited Line 14: "actionGroupsStockUnlockVAB" = 2

This restores stock functionality. The numbers are the 3 upgrade states of the VAB. 1 is the starter thing where there are zero action groups. 2 is after 1 VAB upgrade so you get the stock action groups. 3 is fully upgraded with the custom action groups available.

So, that's how things SHOULD be to start with. If you want custom action groups to appear from the get-go, then you want to change the numbers in lines 12 and 14 to "1" (and also do the same to lines 13 and 15 which unlock action groups in the SPH). But rather than editing the CBK default.cfg file to do this, I recommend making a module manager file. Call it MyCBKtweaks.cfg. It would look like this:

[code]@CUSTOMBARNKIT
{
@EDITOR
{
@actionGroupsCustomUnlockVAB = 1
@actionGroupsCustomUnlockSPH = 1
@actionGroupsStockUnlockVAB = 1
@actionGroupsStockUnlockSPH = 1
}
}[/code]
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[quote name='Geschosskopf']OK, in the stock game in career mode, action groups work as follows:
[/QUOTE]
I am aware of how the action groups work.

The problem is that I edited the values, and the action groups are not available. If I upgrade the VAB once, I have all the action groups available.
The SPH does have the action groups available as soon as I start career.

[CODE]
@CUSTOMBARNKIT
{
@EDITOR
{
@VABUpgrades = 5600, 22500, 84500
@SPHUpgrades = 5600, 22500, 84500
@actionGroupsCustomUnlockVAB = 1
@actionGroupsCustomUnlockSPH = 1
@actionGroupsStockUnlockVAB = 1
@actionGroupsStockUnlockSPH = 1
}
}
[/CODE]


[spoiler=Images]
[IMG]http://i.imgur.com/agwHuGL.png[/IMG]
[IMG]http://i.imgur.com/NSiBepO.png[/IMG]
[IMG]http://i.imgur.com/w8nRats.png[/IMG]
[IMG]http://i.imgur.com/dqqKcjb.png[/IMG]
[IMG]http://i.imgur.com/NxxlZjZ.png[/IMG]
[/spoiler]
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[quote name='Geschosskopf']
Original Line 12: "actionGroupsCustomUnlock = 3"
Edited Line 12: "actionGroupsCustomUnlockVAB" = 3

Original Line 14: "actionGroupsStockUnlock = 2"
Edited Line 14: "actionGroupsStockUnlockVAB" = 2
[/QUOTE]

That's nice but not part of my code uses a actionGroupsCustomUnlockVAB or actionGroupsStockUnlockVAB value.

Edit : here is [URL="https://ksp.sarbian.com/jenkins/job/CustomBarnKit/10/artifact/CustomBarnKit-1.1.3.0.zip"]1.1.3[/URL] with a fix. It was a simple parenthesis trouble in the code. Edited by sarbian
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[quote name='sarbian']here is [URL="https://ksp.sarbian.com/jenkins/job/CustomBarnKit/10/artifact/CustomBarnKit-1.1.3.0.zip"]1.1.3[/URL] with a fix. It was a simple parenthesis trouble in the code.[/QUOTE]
That one is working for me. Thanks!
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  • 1 month later...
  • 2 weeks later...

Does anyone know what this setting does?

ASTRONAUTS
{
	    unlockedEVAClamber = 3
}

I guess, this unlocks something EVA-related at level 3 of the Astronaut's Complex, but what? I'm at level 2 and the only difference the GUI tells me for level 3 is "unlimited crew".

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  • 1 month later...
18 hours ago, Garibaldi2257 said:

is that possibly the ability for kerbals to climb up things?

I thought so, as well. But my Kerbals were able to climb when my Astronaut's Complex was still at level 2. And now that it's at level 3, I don't see them doing anything differently. So, I suspect the game is just ignoring that flag.

Maybe it was planned to restrict climbing with the Astronaut's Complex, but then it occurred to the devs, that climbing is something that Kerbals learn at the playground not in the Astronaut's training ;)

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  • 2 weeks later...
  • 3 weeks later...

@sarbian

Having a strange issue. The craft size limits for my SPH/runway are using the values assigned for the launchpad/VAB, and the VAB is using number i didn't assign  e.g. 49.5 in the photo. Here is my config and pics checked the MM.cache and it look fine/the same. Any idea what is going on? KSP 1.0.5 latest silent build and latest CBK. Further investigating shows the limits for the SPH are the numbers assigned to the VAB see the last spoiler from my log file. Thanks!

Spoiler

%EDITOR
	{
		%actionGroupsCustomUnlock = 1
		%actionGroupsCustomUnlockSPH = 1
		%actionGroupsStockUnlock = 1
		%actionGroupsStockUnlockSPH = 1
		%unlockedFuelTransfer = 1
		%craftMassLimit = 100, 200, -1
		!craftSizeLimitSPH {}
		%craftSizeLimitSPH
		{
			size = 10, 20, 40
			size = 40, 30, 80
			size = -1, -1, -1
		}
		!craftSizeLimit {}
		%craftSizeLimit
		{
			size = 27, 70, 27
			size = 35, 100, 35
			size = -1, -1, -1
		}
		%craftMassLimitSPH = 75, 150, -1
		%partCountLimitSPH = -1, -1, -1
		%partCountLimit = -1, -1, -1
	}

 

Spoiler

 

Spoiler

[LOG 13:33:33.247] [CustomBarnKit] Loading new career/science config
[LOG 13:33:33.259] [CustomBarnKit] CustomGameVariables
VABUpgrades                        56000.00, 225000.00, 845000.00
SPHUpgrades                        56000.00, 225000.00, 845000.00
LaunchPadUpgrades                  19000.00, 75000.00, 282000.00
RunwayUpgrades                     19000.00, 75000.00, 282000.00
actionGroupsCustomUnlock           1.00
actionGroupsCustomUnlockSPH        1.00
actionGroupsStockUnlock            1.00
actionGroupsStockUnlockSPH         1.00
unlockedFuelTransfer               1.00
craftMassLimit                     100.00, 200.00, 340282300000000000000000000000000000000.00
craftMassLimitSPH                  75.00, 150.00, 340282300000000000000000000000000000000.00
craftSizeLimit                     (27.0, 70.0, 27.0), (35.0, 100.0, 35.0), (340282300000000000000000000000000000000.0, 340282300000000000000000000000000000000.0, 340282300000000000000000000000000000000.0)
craftSizeLimitSPH                  (27.0, 70.0, 27.0), (35.0, 100.0, 35.0), (340282300000000000000000000000000000000.0, 340282300000000000000000000000000000000.0, 340282300000000000000000000000000000000.0)
partCountLimit                     2147483647, 2147483647, 2147483647
partCountLimitSPH                  2147483647, 2147483647, 2147483647
astronautsUpgrades                 19000.00, 75000.00, 282000.00
recruitHireBaseCost                1000.00
recruitHireFlatRate                1.25
recruitHireRateModifier            0.02
unlockedEVA                        1.00
unlockedEVAClamber                 1.00
unlockedEVAFlags                   1.00
activeCrewLimit                    6, 12, 2147483647
crewLevelLimit                     340282300000000000000000000000000000000.00, 340282300000000000000000000000000000000.00, 340282300000000000000000000000000000000.00
missionUpgrades                    19000.00, 75000.00, 282000.00
unlockedFlightPlanning             1.00
activeContractsLimit               6, 12, 2147483647
scoreSituationCustom               
scoreSituationHome                 0.10, 0.10, 0.30, 0.50, 0.80, 1.00, 1.10, 0.10
scoreSituationOther                0.10, 1.50, 1.50, 1.20, 1.00, 0.80, 0.60, 0.10
partRecoveryValueFactor            0.90
resourceRecoveryValueFactor        0.95
reputationKerbalDeath              20.00
reputationKerbalRecovery           5.00
contractPrestigeTrivial            1.00
contractPrestigeSignificant        1.25
contractPrestigeExceptional        1.50
contractDestinationWeight          1.00
contractFundsAdvanceFactor         1.00
contractFundsCompletionFactor      1.00
contractFundsFailureFactor         1.00
contractReputationCompletionFactor 1.00
contractReputationFailureFactor    1.00
contractScienceCompletionFactor    1.00
trackingUpgrades                   38000.00, 150000.00, 563000.00
unlockedSpaceObjectDiscovery       3.00
orbitDisplayMode                   2.00
patchesAheadLimit                  0, 2, 3
trackedObjectLimit                 0, 8, 2147483647
administrationUpgrades             38000.00, 150000.00, 563000.00
activeStrategyLimit                2, 3, 5
strategyCommitRange                0.25, 0.60, 1.00
rndUpgrades                        113000.00, 451000.00, 1690000.00
dataToScienceRatio                 1.00, 1.00, 1.00
scienceCostLimit                   100.00, 500.00, 340282300000000000000000000000000000000.00

[LOG 13:33:33.260] [CustomBarnKit] Loading new upgrades prices
[LOG 13:33:33.326] [CustomBarnKit] New upgrades prices are Loaded

 

 

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56 minutes ago, Svm420 said:

@sarbian

Having a strange issue. The craft size limits for my SPH/runway are using the values assigned for the launchpad/VAB, and the VAB is using number i didn't assign  e.g. 49.5 in the photo. Here is my config and pics checked the MM.cache and it look fine/the same. Any idea what is going on? KSP 1.0.5 latest silent build and latest CBK. Further investigating shows the limits for the SPH are the numbers assigned to the VAB see the last spoiler from my log file. Thanks!

 

Say hi to 1.1.4 and its 1 line fix :)

https://ksp.sarbian.com/jenkins/job/CustomBarnKit/lastSuccessfulBuild/artifact/CustomBarnKit-1.1.4.0.zip

Strange that no one noticed before.

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11 hours ago, nightingale said:

Just FYI, the download link in your KSP-AVC version file is pointing to the ModularFlightIntegrator thread instead of this one.

Also fixed. Thanks

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  • 4 weeks later...

Hey, just to reiterate my previous suggestion for custom barn kit development:

Would it be possible to allow modders to reassign the building restrictions?

Currently:

maxDimensions and maxMass depends on launch pad/runway updgrade level
maxPartCount depends on VAB/SPH upgrade level

Suggested:

Allowing a reassignment like that:

maxDimensionsVAB = VAB //---instead of launch pad
maxMassVAB = launchPad //---as it is at the moment
maxPartCountVAB = none //---so unrestricted


maxDimensionsSPH = SPH //---instead of Runway
maxMassSPH = runway
maxPartCountSPH = none

 

This would be especially helpfull for more realistic careers as there is no real reason to eg prevent people from adding 2 thermometers instead of 1 massive fuel tank based on the size of the assembly hall :confused:.

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I'm playing a RP-0 game and it looks like the last update of CustomBarnKit may have broken things.  All of a sudden rockets which I've launched before are exceeding mass/size limits of the launch pad.  The launch pad is at upgrade level 2 and the mass limit is showing up as 140 t (in RP-0 it should be 800 t.).

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