darloth Posted March 28, 2017 Share Posted March 28, 2017 (edited) just recently tried this mod (in 1.2.2) and I'm getting a curious reading for vessels destroyed. There was one sounding rocket I crashed into the ocean at terrific speed, which -should- count, and that one the kraken ate when I turned physics timewarp too high, but I have a vessels destroyed count of 7 despite recovering every other probe core I've launched. I'm using stage recovery and a load of other mods. Could you tell me what the conditions for the vessel destroyed counter going up are please, so I can try and investigate why this is higher than it seems like it should be? Edited March 28, 2017 by darloth Quote Link to comment Share on other sites More sharing options...
Filigan Posted March 29, 2017 Share Posted March 29, 2017 I got the same Problem as darloth when i tried this mod the last time (pretty much just as Linuxgurugamer picked it up), with Vessel losses when i didnt lose a vessel, and "killed" kerbals when i didnt lose a kerbal.I suspect some sort of "incombatibility" here, probably with Kerbal Construction Time, Stage Recovery, or maybe KRASH (registering vessel losses during simulations as actually happened?)? I will give it another go these days and see how it turns out, maybe this problems solved themself with a reinstall. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 29, 2017 Author Share Posted March 29, 2017 On 3/28/2017 at 7:39 AM, darloth said: just recently tried this mod (in 1.2.2) and I'm getting a curious reading for vessels destroyed. There was one sounding rocket I crashed into the ocean at terrific speed, which -should- count, and that one the kraken ate when I turned physics timewarp too high, but I have a vessels destroyed count of 7 despite recovering every other probe core I've launched. I'm using stage recovery and a load of other mods. Could you tell me what the conditions for the vessel destroyed counter going up are please, so I can try and investigate why this is higher than it seems like it should be? Log file, please, and in this case, your save file if possible. Very specifically, a vessel is counted if: There is a command module, SAS or ModuleSPU (from RT, I believe) It crashes or it splashes down and is destroyed I'd have to look at what Stage Recovery is doing when it recovers vessels. KRASH doesn't do anything, but I'll have to check to see if when it reverts, the vesselsDestroyed count is reverted as well Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 29, 2017 Author Share Posted March 29, 2017 I see that the vesselsDestroyed is incrementing too much, even in a single launch on a new game. will fix Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 29, 2017 Author Share Posted March 29, 2017 (edited) New release, 0.6.7: Fixed crashes being counted 2x There still may be issues, please let me know if you see any odd counts. Edited March 29, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 29, 2017 Share Posted March 29, 2017 (edited) XCOM PROJECT MONTHLY REPORT Monthly rating - terrible! You have not succeeded in dealing with the alien invasion and the council of funding nations have regrettably decided to terminate the project. Each nation shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these apparently hostile forces, and that the general population will come to terms with the alien visitors. PS: older players will get this! Edited March 29, 2017 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 29, 2017 Share Posted March 29, 2017 12 minutes ago, Daniel Prates said: XCOM PROJECT MONTHLY REPORT Monthly rating - terrible! You have not succeeded in dealing with the alien invasion and the council of funding nations have regrettably decided to terminate the project. Each nation shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these apparently hostile forces, and that the general population will come to terms with the alien visitors. PS: older players will get this! Older players? XCom 2 came out a year ago! (Ok, so that's the sequel to the remake - but the quote above fits the remake as well.) Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 29, 2017 Share Posted March 29, 2017 (edited) 46 minutes ago, DStaal said: Older players? XCom 2 came out a year ago! (Ok, so that's the sequel to the remake - but the quote above fits the remake as well.) I remember this from the 1990s game. You telling me the new xcom uses the very same words?!? Edited March 29, 2017 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 29, 2017 Share Posted March 29, 2017 2 minutes ago, Daniel Prates said: I remember this from the 1990s game. You telling me the new xcom uses the very same words?!? Not quite the same words, but the general style is the same, especially in the normal monthly reports. The fail report... Quote Link to comment Share on other sites More sharing options...
rasta013 Posted March 29, 2017 Share Posted March 29, 2017 2 hours ago, Daniel Prates said: PS: older players will get this! It paid off for you at least once buddy. I never played the second one but destroyed the first one so many times I still dream about it and you gave me a good chuckle...especially since I just recently got my latest report and it kinda made me feel the same way... Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 29, 2017 Share Posted March 29, 2017 7 minutes ago, rasta013 said: It paid off for you at least once buddy. I never played the second one but destroyed the first one so many times I still dream about it and you gave me a good chuckle...especially since I just recently got my latest report and it kinda made me feel the same way... There is no comparig the old ones with any other remake. They were and still are the top! But we are digressing.... Quote Link to comment Share on other sites More sharing options...
darloth Posted March 30, 2017 Share Posted March 30, 2017 (edited) I have updated, and I'll keep an eye on the counter. If I get anything else that looks unusual I'll send you a save file, a mod list, and a log. Just a little further detail - all of my 7 would have been with Stage Recovery installed and active, but not actually recovering discarded parts (mostly bits of sounding rocket and the occasional lower booster stage). Edited March 30, 2017 by darloth Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 1, 2017 Author Share Posted April 1, 2017 On 3/30/2017 at 6:54 AM, darloth said: Just a little further detail - all of my 7 would have been with Stage Recovery installed and active, but not actually recovering discarded parts (mostly bits of sounding rocket and the occasional lower booster stage). While I think it would work, no guarantees on this Quote Link to comment Share on other sites More sharing options...
RedParadize Posted April 6, 2017 Share Posted April 6, 2017 Hello I have been looking at this mod for a long time and now I finally tested it. Good stuff! I was looking for a new kind of gameplay and this mod does that. I have one thing to say trough, I was a bit surprise to see my funding go down when I recovered kerbals. I think a nice a nice addition would be to get fund from successfully recovering kerbal. It could be proportional to the time spent in space or just enough to not deter player form recovering kerbals. Thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 9, 2017 Author Share Posted April 9, 2017 New release, 0.6.8: Added generator aliases, thanks @philm-47 Added code to deal with Fuel Cells Quote Link to comment Share on other sites More sharing options...
stickman939 Posted April 15, 2017 Share Posted April 15, 2017 My satellites aren't being registered for the coverage. They are 100% identical, all have antennas, probe cores, and solar panels. (I launched the same craft every time) They're in 500km orbits of various inclinations. 1 in equatorial 2 in 90o orbits. One at the day/night divider, one 90o from that. 1 in 120o 1 in 210o 1 in 45o Only two of those satellites are registered. Could someone shed any light on what, exactly, is required for satellite coverage? Quote Link to comment Share on other sites More sharing options...
PhilM Posted April 15, 2017 Share Posted April 15, 2017 The function for satellites grabs all vessels that have energy, have a means of communication, and some sort of autonomous command. It then goes through that list and removes any vessel that isn't marked with the vessel type probe or relay. Then it removes vessels that have crew, don't have an orbit, or are orbiting the sun instead of a planet (coded to be independent of solar system). Do you have a craft file of the satellites you launch? Are they stock? Are you on the most recent version that added some compatibility for different energy sources? Do they have unique names? I don't see anything in the code that requires it, but it's just something I'd check to see if it makes a difference. Quote Link to comment Share on other sites More sharing options...
stickman939 Posted April 15, 2017 Share Posted April 15, 2017 (edited) 4 hours ago, PhilM said: Do you have a craft file of the satellites you launch? Uploaded to kerbalx.https://kerbalx.com/Raging_Industries/SatCo-Temporary-Needed-for-bug-fixing 4 hours ago, PhilM said: Are they stock? Nope. 4 hours ago, PhilM said: Are you on the most recent version that added some compatibility for different energy sources? I'm using Kerbalism with a TACLS profile/compat, but I don't think that affects it. But due to an oversight (only seen after everything was in place) it doesn't have enough Electric Charge to last through the dark side, but only for a few in-game minutes. Is that a problem? 4 hours ago, PhilM said: Do they have unique names? No, I didn't bother renaming them. I didn't think that would've mattered anyways. Doubly so since 2 (now 3) satellites are being registered. I launched a few satellites to the Mun, and now (on Kerbin only) I have 3 satellites registered. The satellites I launched to the Mun are actually cargo probes that had the Dv to orbit the mun, so I took that opportunity. when I saw it. Edited April 15, 2017 by stickman939 Quote Link to comment Share on other sites More sharing options...
PhilM Posted April 15, 2017 Share Posted April 15, 2017 (edited) I think I may have found your problem. Can you try adding some lines to your config file and see if they help? Open up your GameData/StateFunding/data/modulealiases.settings file and find the section below. That last Antenna entry is the new one, perhaps necessary for one of the changes to antennas made by Kerbalism? Item { name = Communication Modules { Item { name = ModuleDataTransmitter } Item { name = ModuleLimitedDataTransmitter } Item { name = ModuleRTAntenna } Item { name = AntennaRange } Item { name = Antenna } } } Edit: The question I have at this point is how it's finding some but not all of your satellites. Edited April 15, 2017 by PhilM Quote Link to comment Share on other sites More sharing options...
stickman939 Posted April 15, 2017 Share Posted April 15, 2017 Ha! It worked! Thank you! All satellites are now being logged. Guess there's an incompatibility with Kerbalism. Going to open a github report JIC. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 16, 2017 Author Share Posted April 16, 2017 New release, 0.6.8.1: Added alias for Antenna, to support Kerbalism Quote Link to comment Share on other sites More sharing options...
NISSKEPCSIM Posted April 18, 2017 Share Posted April 18, 2017 I have some governments in my ksp fanfic that I'm currently writing; the UTPKA (United Tectonic Plates of Kan Andreas), an analogue to the United States - their description would be something like this: We're looking for someone who can get us ahead of the "Ruskies" in space exploration. We've already fallen behind, and we need to catch up. If you explore the solar system for us, we'll supply you with the necessary funding. Just so long as you get there before the "Ruskies." And another, and analogue for the Soviet Union, the KSSR (Kerbal Soviet Socialist Republic). Their description would be: We need somebody who can steadily supply us with spacecraft and rockets to help us kick any notion of exploring space out of the UTPKA's head. And ICBMS can only get us so far. We shall supply you with funding if you construct [An amount] of rockets or spacecraft within [This many] days. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2017 Author Share Posted April 19, 2017 On 4/18/2017 at 6:22 AM, NISSKEPCSIM said: I have some governments in my ksp fanfic that I'm currently writing; the UTPKA (United Tectonic Plates of Kan Andreas), an analogue to the United States - their description would be something like this: We're looking for someone who can get us ahead of the "Ruskies" in space exploration. We've already fallen behind, and we need to catch up. If you explore the solar system for us, we'll supply you with the necessary funding. Just so long as you get there before the "Ruskies." And another, and analogue for the Soviet Union, the KSSR (Kerbal Soviet Socialist Republic). Their description would be: We need somebody who can steadily supply us with spacecraft and rockets to help us kick any notion of exploring space out of the UTPKA's head. And ICBMS can only get us so far. We shall supply you with funding if you construct [An amount] of rockets or spacecraft within [This many] days. Well, there already is the USK and USSK, which are essentially what you just described. I wouldn't mind adding these, but would need the rest of the info, see this for an example: name = USK longName = United States of Kirba poModifier = 2 poPenaltyModifier = 4 scModifier = 0.5 scPenaltyModifier = 0.5 startingPO = 20 startingSC = 30 budget = 0.2 gdp = 80000000 budgetPeriodsPerYear = 8 Quote Link to comment Share on other sites More sharing options...
NISSKEPCSIM Posted April 19, 2017 Share Posted April 19, 2017 Like this? --- Name: UTPKA Long Name: the United Tectonic Plates of Kan Andreas poModifier: 3 poModifier Penalty: 7 scModifier: 1 scModifier Penalty: 2.5 startingPo: 10 starting Sc: 15 budget: 0.1 GDP: 10,000,000 budgetPeriodsPerYear: 12 Description: We’re looking for an agency that can help us get ahead of the other global superpowers in space exploration. Now, probes are all well and good, but if we want to get noticed we need to do things with people. Everyone is sending unmanned probes to land on other planets. But we want to put a Kerbal on those planets! No one will remember the losers who do everything with probes. We need you to use people for the majority of your missions. But if a single one of them dies, there’s gonna be Kraken to pay. So keep our Kerbals safe, and boldly go where no one has gone before, and we'll supply you with the money you need. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2017 Author Share Posted April 19, 2017 Yes, but please test it first Quote Link to comment Share on other sites More sharing options...
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