passinglurker Posted November 4, 2015 Share Posted November 4, 2015 Is it possible to use this to impliment experienced kerbals granting facility powers to the ships they are on? For example a lvl1 pilot granting maneuver node planning before upgrading your mission control. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 4, 2015 Author Share Posted November 4, 2015 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 Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 9, 2015 Author Share Posted November 9, 2015 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 Quote Link to comment Share on other sites More sharing options...
Rasip Posted November 13, 2015 Share Posted November 13, 2015 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? Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted November 15, 2015 Share Posted November 15, 2015 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. Quote Link to comment Share on other sites More sharing options...
razark Posted November 15, 2015 Share Posted November 15, 2015 (edited) 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 November 15, 2015 by razark Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted November 16, 2015 Share Posted November 16, 2015 [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] Quote Link to comment Share on other sites More sharing options...
razark Posted November 16, 2015 Share Posted November 16, 2015 [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] Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 16, 2015 Author Share Posted November 16, 2015 (edited) [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 November 16, 2015 by sarbian Quote Link to comment Share on other sites More sharing options...
razark Posted November 16, 2015 Share Posted November 16, 2015 [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! Quote Link to comment Share on other sites More sharing options...
Theodore von Kermán Posted November 18, 2015 Share Posted November 18, 2015 I have no idea what this is doing exactly to my careers, but it seems to make it a smidgen easier to afford upgrades and buy-ins. Quote Link to comment Share on other sites More sharing options...
Inverurie Jones Posted December 23, 2015 Share Posted December 23, 2015 (edited) Actually, disregard this post! Edited December 23, 2015 by Inverurie Jones answer to question located elsewhere Quote Link to comment Share on other sites More sharing options...
SpaceNomad Posted January 2, 2016 Share Posted January 2, 2016 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". Quote Link to comment Share on other sites More sharing options...
Garibaldi2257 Posted February 6, 2016 Share Posted February 6, 2016 is that possibly the ability for kerbals to climb up things? Quote Link to comment Share on other sites More sharing options...
SpaceNomad Posted February 6, 2016 Share Posted February 6, 2016 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 Quote Link to comment Share on other sites More sharing options...
inigma Posted February 15, 2016 Share Posted February 15, 2016 What exact values does Custom Barn Kit actually change? The OP is not clear. Would be nice for reference. Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 15, 2016 Author Share Posted February 15, 2016 The OP link to the config file which contains all the changed vlaues Quote Link to comment Share on other sites More sharing options...
Svm420 Posted March 3, 2016 Share Posted March 3, 2016 @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 Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 3, 2016 Author Share Posted March 3, 2016 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. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted March 3, 2016 Share Posted March 3, 2016 1 minute ago, sarbian said: 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. That's why I'm here Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 3, 2016 Share Posted March 3, 2016 Just FYI, the download link in your KSP-AVC version file is pointing to the ModularFlightIntegrator thread instead of this one. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted March 3, 2016 Share Posted March 3, 2016 Also, it should be noted that 1.0.5 has a display bug--the engineer report in the SPH used the VAB numbers. It's purely cosmetic, it'll still let you launch if you're outside the shown limits but inside the real ones. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 4, 2016 Author Share Posted March 4, 2016 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 Quote Link to comment Share on other sites More sharing options...
Yemo Posted March 30, 2016 Share Posted March 30, 2016 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 . Quote Link to comment Share on other sites More sharing options...
gleedadswell Posted April 2, 2016 Share Posted April 2, 2016 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.). Quote Link to comment Share on other sites More sharing options...
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