Streetwind Posted February 13, 2017 Share Posted February 13, 2017 32 minutes ago, sarbian said: All CBK does is overriding stock method. If a setting is in here it means that the stock game has it. And the default value are what the game actually use (I would concede that I did not check them for 1.2 but AFAIK nothing changed). So... you don't know what it does either, only that stock does it too? How mysterious. Still, thank you for the response, that at least narrows things down significantly. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 8, 2017 Share Posted March 8, 2017 (edited) @sarbian, I think I asked this before, and you said it might be possible, but nothing came of it. Could you please make it possible to EVA a Kerbal inside Kerbin's atmosphere from the start, but still need the upgrade in order to unlock spacewalks? I'd like to eject my crew from dying aircraft. Thank you so much for all your hard work on this mod; it's really swell. Edited March 8, 2017 by theonegalen Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 11, 2017 Author Share Posted March 11, 2017 On 3/8/2017 at 7:14 AM, theonegalen said: @sarbian, I think I asked this before, and you said it might be possible, but nothing came of it. Could you please make it possible to EVA a Kerbal inside Kerbin's atmosphere from the start, but still need the upgrade in order to unlock spacewalks? I'd like to eject my crew from dying aircraft. Thank you so much for all your hard work on this mod; it's really swell. v1.1.11 Add homebodyEVA (Are EVA allowed on the home body before EVA is unlocked ?) Add homebodyAtmoEVA flags (Are atmospheric EVA allowed on the home body before EVA is unlocked ?) CustomBarnKit-1.1.11.0.zip Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted March 13, 2017 Share Posted March 13, 2017 What value would i go about editing to let me accept an unlimited number of contracts, instead of only being allowed a max of 27? None of the values are really jumping out at me here Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 13, 2017 Author Share Posted March 13, 2017 I have no idea. The only limit I know is activeContractsLimit and it is set to 2, 7, unlimited. So no 27 there... Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted March 14, 2017 Share Posted March 14, 2017 (edited) 11 hours ago, sarbian said: I have no idea. The only limit I know is activeContractsLimit and it is set to 2, 7, unlimited. So no 27 there... Few hours after posting that, after launching a couple more missions, the maximum grew a bit to 30 now. When i said 27, it was only allowing me to accept a certain number of 1, 2 and 3-star contracts, totaling 27, regardless of the overall limit of infinite. Edited March 14, 2017 by StickyScissors Quote Link to comment Share on other sites More sharing options...
Streetwind Posted March 19, 2017 Share Posted March 19, 2017 (edited) I have a bug report to make. The following is my CBK config: Spoiler @CUSTOMBARNKIT { @VAB { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 60000, 180000, 540000, 1620000 @partCountLimit = 32, 100, 300, -1 } @SPH { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 60000, 180000, 540000, 1620000 @partCountLimit = 32, 100, 300, -1 } @LAUNCHPAD { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 25000, 75000, 225000, 675000 @craftMassLimit = 20, 125, 400, -1 !craftSizeLimit {} craftSizeLimit { size = 10, 20, 10 size = 20, 30, 20 size = 30, 40, 30 size = -1, -1, -1 } } @RUNWAY { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 25000, 75000, 225000, 675000 @craftMassLimit = 20, 125, 400, -1 !craftSizeLimit {} craftSizeLimit { size = 10, 20, 10 size = 20, 30, 20 size = 30, 40, 30 size = -1, -1, -1 } } @ASTRONAUTS // ToDo { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 20000, 60000, 180000, 540000 //recruitHireBaseCost = 10000 //recruitHireFlatRate = 1.25 // Investigate //recruitHireRateModifier = 0.015 //recruitHireFixedRate = false @activeCrewLimit = 6, 12, 24, -1 @crewLevelLimit = 1, 2, 3, -1 } @MISSION { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 30000, 90000, 270000, 810000 @activeContractsLimit = 2, 5, 9, -1 @reputationKerbalDeath = 50 @reputationKerbalRecovery = 10 } @TRACKING { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 40000, 120000, 360000, 1080000 @DSNRange = 3000000000, 40000000000, 150000000000, 400000000000 } @ADMINISTRATION { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 35000, 105000, 315000, 945000 @activeStrategyLimit = 1, 2, 3, 4 @strategyCommitRange = 0.25, 0.5, 0.75, 1 } @RESEARCH { @levels = 4 @upgradesVisual = 1, 2, 3, 3 @upgrades = 125000, 375000, 1125000, 3375000 @dataToScienceRatio = 0.7, 0.8, 0.9, 1.0 @scienceCostLimit = 100, 400, 1200, -1 } } KSP version: 1.2.2.0 (WindowsPlayer x64) Mod version: either 1.1.10 or 1.1.11 (both react identically) Other mods present: Module Manager 2.7.5, nothing else All of the buildings take their assigned values properly. All have four levels, all unlock their level-locked functions at the proper time. However, follow these reproduction steps: 1.) Start a new default career save 2.) Cheat in some money 3.) Upgrade the launchpad to level 2 4.) Enter the VAB, and look at what the Engineer's Report has to say 5.) Exit the VAB again Result without my custom config present: nothing special happens. Result with my custom config present: Inside the VAB, the Engineer's Report shows the mass and size limits of the level 3 launchpad, instead of the level 2 stats. Then, when you leave the VAB, you discover that the launchpad has auto-upgraded itself to level 3. You can repeat this exercise: go back into the VAB --> the Engineer's Report now shows level 4 stats, and exiting upgrades the pad to level 4. Additionally, the same interaction happens with the runway and the SPH as well. So, yeah. Is there something wrong with my config, or is this a genuine bug? Edited March 19, 2017 by Streetwind Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 30, 2017 Share Posted March 30, 2017 On 3/11/2017 at 4:50 AM, sarbian said: v1.1.11 Add homebodyEVA (Are EVA allowed on the home body before EVA is unlocked ?) Add homebodyAtmoEVA flags (Are atmospheric EVA allowed on the home body before EVA is unlocked ?) CustomBarnKit-1.1.11.0.zip Awesome, thanks! Quote Link to comment Share on other sites More sharing options...
Tiger98H Posted April 16, 2017 Share Posted April 16, 2017 Hi! I haven't seen this mentioned before, but there is a default 25 rep per Kerbal recovery bonus when using this mod in career mode, which might feel like "cheating" for some players To change this value, go to GameData/CustomBarnKit/default.cfg and find the line "reputationKerbalRecovery = 25" and replace it with any number you want. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted April 20, 2017 Share Posted April 20, 2017 On 16.4.2017 at 9:57 PM, Tiger98H said: Hi! I haven't seen this mentioned before, but there is a default 25 rep per Kerbal recovery bonus when using this mod in career mode, which might feel like "cheating" for some players Erm... that is stock behavior... @sarbian - did you ever get a chance to look at my bug report a few posts up? Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 20, 2017 Author Share Posted April 20, 2017 1 hour ago, Streetwind said: @sarbian - did you ever get a chance to look at my bug report a few posts up? No, can you ping me again in week or so ? I am quite busy at work ATM and I don't really have the will to look at code at home Quote Link to comment Share on other sites More sharing options...
Streetwind Posted April 20, 2017 Share Posted April 20, 2017 Sure, no problem Quote Link to comment Share on other sites More sharing options...
Tiger98H Posted April 22, 2017 Share Posted April 22, 2017 On April 20, 2017 at 4:04 PM, Streetwind said: Erm... that is stock behavior... I derped! Long time no stock, thanks for the clarification Quote Link to comment Share on other sites More sharing options...
Streetwind Posted April 29, 2017 Share Posted April 29, 2017 @sarbian - this is your scheduled ping! Though if work is still being overbearing, don't sweat it. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 30, 2017 Author Share Posted April 30, 2017 13 hours ago, Streetwind said: @sarbian - this is your scheduled ping! Though if work is still being overbearing, don't sweat it. Done v1.1.12 Fix a bug when adding level to facilities CustomBarnKit-1.1.12.0.zip Quote Link to comment Share on other sites More sharing options...
Streetwind Posted May 1, 2017 Share Posted May 1, 2017 Just tested this, and it works! Many thanks. The launchpad still displays some bogus numbers in its rightclick menu when you go to upgrade it, but I think that's from stock. Quote Link to comment Share on other sites More sharing options...
Yemo Posted May 3, 2017 Share Posted May 3, 2017 On 30.4.2017 at 1:49 PM, sarbian said: Done v1.1.12 Fix a bug when adding level to facilities CustomBarnKit-1.1.12.0.zip On 1.5.2017 at 1:51 PM, Streetwind said: Just tested this, and it works! Many thanks. The launchpad still displays some bogus numbers in its rightclick menu when you go to upgrade it, but I think that's from stock. Hm, still does not work for me. As soon as I enter a building, the maximum visual is the middle one, for buildings with more than 3 facility levels. So with the default.cfg Research facility modified like this for testing purposes RESEARCH { levels = 4 upgradesVisual = 1, 2, 2, 3 upgrades = 10, 20, 30, 40 dataToScienceRatio = 1, 1, 1, 1 scienceCostLimit = 100, 500, 900, -1 unlockedFuelTransfer = 2 } when I start a new game and upgrade the R&D building to level 4 (the visual updates correctly to style 3), then enter the VAB, and exit the VAB, the R&D visual has reverted to style 2. If I start a new game, enter VAB, exit VAB and then upgrade the R&D building to level 4, it goes from style 1 to 2 when upgrading from level 1 to 2, but does not display style 3 when upgraded from level 3 to level 4. Facilities which still only have 3 levels are not affected and correctly display style 3 when upgraded to level 3, even after visiting the VAB. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted May 3, 2017 Share Posted May 3, 2017 (edited) @Yemo Huh, that's odd. I didn't see this behavior. However, I did only test with an upgrade order of 1,2,3,3, because I'm building an instance with Kerbal Construction Time, and the building upgrade routine from that doesn't change buildings to tier 3 graphics at all if it comes tied to level 4. (In stock, it seemed to work for me at the time, but it has been months since I tested that particular case and I may misremember or it may have changed through cross-mod interaction or new mod versions.) Since this order seems to work, maybe you can use it as a workaround. Edited May 3, 2017 by Streetwind Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 3, 2017 Author Share Posted May 3, 2017 27 minutes ago, Yemo said: when I start a new game and upgrade the R&D building to level 4 (the visual updates correctly to style 3), then enter the VAB, and exit the VAB, the R&D visual has reverted to style 2. Is it only the visual or is it both the visual & values ? Quote Link to comment Share on other sites More sharing options...
Yemo Posted May 3, 2017 Share Posted May 3, 2017 (edited) 13 minutes ago, Streetwind said: @Yemo Huh, that's odd. I didn't see this behavior. However, I did only test with an upgrade order of 1,2,3,3, because I'm building an instance with Kerbal Construction Time, and the building upgrade routine from that doesn't change buildings to tier 3 graphics at all if it comes tied to level 4. Since this order seems to work, maybe you can use it as a workaround. Hm, that works. Seems like you can only add levels to the end, not in between regarding the visuals. 7 minutes ago, sarbian said: Is it only the visual or is it both the visual & values ? Seems to only affect the visuals. edit: And does not happen when entering the R&D building instead of the VAB. Edited May 3, 2017 by Yemo Quote Link to comment Share on other sites More sharing options...
sarbian Posted May 3, 2017 Author Share Posted May 3, 2017 45 minutes ago, Yemo said: Seems to only affect the visuals. My code looks far to simple to work I ll see if I can find the will tonight Quote Link to comment Share on other sites More sharing options...
Streetwind Posted May 3, 2017 Share Posted May 3, 2017 If your code is too simple, maybe the stock space center code is reacting in an oddway to a situation it doesn't expect? Quote Link to comment Share on other sites More sharing options...
Frederf Posted May 4, 2017 Share Posted May 4, 2017 Quick note that the KSP AVC link doesn't land on this thread (forum index instead). Thanks for your development. Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 12, 2017 Share Posted June 12, 2017 (edited) Um, when I click the download links, they just go to a blank page and no download starts and/or is available? Am I missing something, or is there an unbroken download link I'm missing? EDIT: ignore, was just IE being stupid again, was able to download through Chrome Edited June 12, 2017 by vardicd Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) v1.1.13. Should work on both KSP 1.3 and 1.2 Fix the DSN range not using the difficulty setting Fix the action group availability not using the difficulty setting Add DSNRangeCurve, DSNPowerCurve & DSNScienceCurve New useBuilding flag to use SPH/VAB level instead of runway/pad for size limit Reset CommNet after loading the new config so the tracking station actually uses the new range Downloads : CustomBarnKit-1.1.13.0.zip Edited June 24, 2017 by sarbian Quote Link to comment Share on other sites More sharing options...
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