AlekM Posted July 7, 2017 Share Posted July 7, 2017 Thanks for clearing that up. I took all releases from github, hence the KCT 1.3.4 and ScrapYard 51. Now I installed the ones You suggested. If it acts strange, I'll let You know. Thanks for taking the time write those mods (even though playing KSP kinda distracts me from work...). Link to comment Share on other sites More sharing options...
AlekM Posted July 8, 2017 Share Posted July 8, 2017 Yep, now it works as expected (with RP-0 and all). Something hogs my RAM but I not sure if that is due to ScrapYard or my potato-laptop being unable to handle the shuttle replica (or any other mod). I did encounter the 'double magicore.dll' issue. Link to comment Share on other sites More sharing options...
strudo76 Posted July 14, 2017 Share Posted July 14, 2017 Does the recovery distance from KSC affect the return on parts into the inventory, or are all recovered parts available at full value? Link to comment Share on other sites More sharing options...
magico13 Posted July 14, 2017 Author Share Posted July 14, 2017 (edited) 5 hours ago, strudo76 said: Does the recovery distance from KSC affect the return on parts into the inventory, or are all recovered parts available at full value? It depends on if you're playing with the "Override Funds" option. If not (the default) then funds are unchanged and you still get back the normal amount of funds on recovery based on distance. If you have it on (which is still a WIP, other mods that use ScrapYard may not work correctly with it, such as KCT) then when you recover a vessel you are actually charged for recovery based on distance. For instance, if you have a vessel that would normally return 75% due to the distance, instead you pay 25% to recover it. You can then sell all of the parts for 100% value, but I intend on making that configurable. You can also use the parts to reduce the cost of a vessel by the full value of the parts (including a free launch if all the parts are from the inventory). Ultimately, if you sell all of the parts then it breaks even with what happens in Stock. Edited July 14, 2017 by magico13 Link to comment Share on other sites More sharing options...
strudo76 Posted July 15, 2017 Share Posted July 15, 2017 13 hours ago, magico13 said: It depends on if you're playing with the "Override Funds" option. If not (the default) then funds are unchanged and you still get back the normal amount of funds on recovery based on distance. If you have it on (which is still a WIP, other mods that use ScrapYard may not work correctly with it, such as KCT) then when you recover a vessel you are actually charged for recovery based on distance. For instance, if you have a vessel that would normally return 75% due to the distance, instead you pay 25% to recover it. You can then sell all of the parts for 100% value, but I intend on making that configurable. You can also use the parts to reduce the cost of a vessel by the full value of the parts (including a free launch if all the parts are from the inventory). Ultimately, if you sell all of the parts then it breaks even with what happens in Stock. I was more referring to the parts being available for reuse in the parts inventory, as opposed to the fund return value. I currently don't use the Override Funds option, as the word WIP terrifies me What I was trying to find out is, is there some distance limit after which recovered parts aren't added to the parts inventory, or is every recovered part available regardless of where on Kerbin the discovery takes place? Hope that makes more sense. It's probably a bit moot at the moment, as something has gone wrong in my game, and all my rockets seem to be generating a lift vector for some reason. I mention it here only because I have a post about it in the Add-on discussion forum, so if anyone has any thoughts about it, they might pop in there and have a look. Don't want to hijack this thread though, so I'll not discuss that issue further here. Thanks Link to comment Share on other sites More sharing options...
magico13 Posted July 15, 2017 Author Share Posted July 15, 2017 16 minutes ago, strudo76 said: is every recovered part available regardless of where on Kerbin the discovery takes place? Yes. As long as it's recovered, it'll get added to the inventory. Someone could write a mod to change that pretty easily. As for your lift issue, I haven't a clue. Hopefully you can get that figured out. Link to comment Share on other sites More sharing options...
severedsolo Posted July 16, 2017 Share Posted July 16, 2017 (edited) One for the wiki I guess - not really a big issue, but I found it interesting. When the root part gets placed, if you try to call ModuleSYPartTracker.ID in Start() it returns "". I'm working around it by returning and recalling it in FixedUpdate until I get an actual ID. I had assumed I was calling it before the Module was ready, but interestingly this only happens with the root part. Other parts return their ID straight away. Edited July 16, 2017 by severedsolo Link to comment Share on other sites More sharing options...
magico13 Posted August 12, 2017 Author Share Posted August 12, 2017 (edited) I realize it's been a while since I've posted any new updates on this, but I just committed some code that makes the part selector functionality mostly functional. You can't see what modules are on the parts yet, but you can see the number of uses and can select to use specific parts. It's definitely still a work in progress however. I am hoping to do a full release after I get that UI completely up and running and will have to work on overriding funds after release. Right now this new functionality is only in the dev builds. Edited August 12, 2017 by magico13 Link to comment Share on other sites More sharing options...
strudo76 Posted August 13, 2017 Share Posted August 13, 2017 What would be the effect of removing a mod if there is a part from that mod in the scrapyard inventory? Link to comment Share on other sites More sharing options...
Rodhern Posted August 13, 2017 Share Posted August 13, 2017 2 hours ago, strudo76 said: What would be the effect of removing a mod if there is a part from that mod in the scrapyard inventory? As far as I know, it would not matter; the part(s) would stay in the inventory as 'text'. Maybe do a KSP backup and try it out? Link to comment Share on other sites More sharing options...
magico13 Posted August 13, 2017 Author Share Posted August 13, 2017 5 hours ago, strudo76 said: What would be the effect of removing a mod if there is a part from that mod in the scrapyard inventory? I have not fully tested it, but it should still remain in the inventory but you just can't interact with it at all. When I make it possible to view the entire inventory then you should still be able to discard/sell the part even without having the mod present. Link to comment Share on other sites More sharing options...
dave1904 Posted August 22, 2017 Share Posted August 22, 2017 (edited) do all part go to inventory after recovery or can there be exceptions to certain parts with certain modules? I have a very heavily modded game and all the command pods and cockpits are never reused. Edited August 22, 2017 by dave1904 Link to comment Share on other sites More sharing options...
magico13 Posted August 22, 2017 Author Share Posted August 22, 2017 7 hours ago, dave1904 said: do all part go to inventory after recovery or can there be exceptions to certain parts with certain modules? I have a very heavily modded game and all the command pods and cockpits are never reused. You can except certain parts by name or parts by module templates to not enter the inventory, but it also doesn't hurt to have parts go into the inventory if you're not playing with the "override funds" option. Let me know if you want any help with excluding anything. I suggest looking at the part blacklist and excluded module templates in the ScrapYard folder (also in the GitHub repo) Link to comment Share on other sites More sharing options...
dave1904 Posted August 23, 2017 Share Posted August 23, 2017 (edited) 18 hours ago, magico13 said: You can except certain parts by name or parts by module templates to not enter the inventory, but it also doesn't hurt to have parts go into the inventory if you're not playing with the "override funds" option. Let me know if you want any help with excluding anything. I suggest looking at the part blacklist and excluded module templates in the ScrapYard folder (also in the GitHub repo) The problem is that they aren't being reused. Keep in mind im still on 1.2.2 so i dont want to waste your time. I was just wondering if a mod could be stopping my cockpits/capsules from being reused. The save game is showing the the parts(command pods) are being used but they are not going into inventory after recovery. [LOG 20:06:27.263] [ScrapYard] Found part on vessel with same ID as inventory part, but not matching. Resetting. mk3Cockpit.Shuttle:11fbdf90-fba4-4ac3-9183-666fead3c58f I can confirm it is in the save game PartInventory { ScrapYard.InventoryPart { _name = mk3Cockpit.Shuttle _dryCost = 9879.99512 _id = 88b3cb66-9b47-4f18-bbd8-47177f2f1751 _timesRecovered = 1 _inventoried = True } ScrapYard.InventoryPart { _name = mk3Cockpit.Shuttle _dryCost = 9879.99512 _id = 971033e8-f89d-4a70-8523-34f760fe14e7 _timesRecovered = 1 _inventoried = True } ScrapYard.InventoryPart { _name = mk3Cockpit.Shuttle _dryCost = 9879.99512 _id = f7b35f14-8054-481e-8c41-20f9e68c2160 _timesRecovered = 1 _inventoried = True } ScrapYard.InventoryPart { _name = mk3Cockpit.Shuttle _dryCost = 9879.99512 _id = 11fbdf90-fba4-4ac3-9183-666fead3c58f _timesRecovered = 1 _inventoried = True } } PartTracker { TrackedItem { buildsTotal = 5 buildsNew = 5 buildsInventoried = 0 usesTotal = 5 usesNew = 5 usesInventoried = 0 ScrapYard.InventoryPart { _name = mk3Cockpit.Shuttle _dryCost = 9879.99414 _id = 88b3cb66-9b47-4f18-bbd8-47177f2f1751 _timesRecovered = 0 _inventoried = False } } Any idea what would cause that? This happens to all the manned command pods ive tested. Edited August 23, 2017 by dave1904 Link to comment Share on other sites More sharing options...
dave1904 Posted August 23, 2017 Share Posted August 23, 2017 Ok I found one issue and I am very surprised by how I fixed it. I have a patch for a fuel cell in the mk3 cockpit @PART[mk3Cockpit_Shuttle] { @CrewCapacity = 8 @INTERNAL { @name = MK3_Cockpit_Int2 } MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 0.001 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.5 DumpExcess = false } } @MODULE[ModuleScienceContainer] { canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } @MODULE[ModuleCommand] { @minimumCrew = 2 } RESOURCE { name = Hydrogen amount = 100 maxAmount = 100 } RESOURCE { name = Oxygen amount = 100 maxAmount = 100 } } I swapped the Hydrogen back to liquid fuel and the Oxygen back to oxidizer and it works? There are still other pods that I need to look into. Link to comment Share on other sites More sharing options...
magico13 Posted August 23, 2017 Author Share Posted August 23, 2017 Ah, ok that makes a bit more sense. It's not that it isn't entering the inventory, it's that it isn't properly being pulled out of the inventory. Are you on the latest dev builds? If not, do that first. I am very curious if pulling a command pod right out of the inventory would cause the same issue, and you can pull individual parts out of the inventory in the latest builds. If it isn't matching then there are a number of causes for that. I'm guessing the dry cost isn't agreeing for some reason. I can give you a build that will log even more stuff if you want, which would help figure out where it isn't matching. Link to comment Share on other sites More sharing options...
dave1904 Posted August 24, 2017 Share Posted August 24, 2017 7 hours ago, magico13 said: Ah, ok that makes a bit more sense. It's not that it isn't entering the inventory, it's that it isn't properly being pulled out of the inventory. Are you on the latest dev builds? If not, do that first. I am very curious if pulling a command pod right out of the inventory would cause the same issue, and you can pull individual parts out of the inventory in the latest builds. If it isn't matching then there are a number of causes for that. I'm guessing the dry cost isn't agreeing for some reason. I can give you a build that will log even more stuff if you want, which would help figure out where it isn't matching. That must be what you fixed on 1.3.. As i said before im running on the latest 1.2.2 version. 1.3 is a pain in the ass since i have 140 mods to update and its alot of work for a patch that changes nothing much :( Link to comment Share on other sites More sharing options...
magico13 Posted August 24, 2017 Author Share Posted August 24, 2017 6 hours ago, dave1904 said: That must be what you fixed on 1.3.. As i said before im running on the latest 1.2.2 version. 1.3 is a pain in the ass since i have 140 mods to update and its alot of work for a patch that changes nothing much :( I somehow keep missing details like that, sorry. You're not entirely out of luck, assuming you're running the last build for 1.2.2 from GitHub, try grabbing build 55 from the build server. It might fix your problem if it's an issue with the dry cost being slightly off. RP-0 is still for 1.2.2 so I'm already maintaining KCT for both, so I might end up back porting everything to 1.2.2 for ScrapYard once I get a full release ready. Link to comment Share on other sites More sharing options...
dave1904 Posted August 24, 2017 Share Posted August 24, 2017 3 hours ago, magico13 said: I somehow keep missing details like that, sorry. You're not entirely out of luck, assuming you're running the last build for 1.2.2 from GitHub, try grabbing build 55 from the build server. It might fix your problem if it's an issue with the dry cost being slightly off. RP-0 is still for 1.2.2 so I'm already maintaining KCT for both, so I might end up back porting everything to 1.2.2 for ScrapYard once I get a full release ready. Just the way I missed the build server build 55 works great thanks man!! :)) Link to comment Share on other sites More sharing options...
dave1904 Posted September 1, 2017 Share Posted September 1, 2017 (edited) I upgraded to 1.3 now after all that and I would like to offer feedback. When I have complex builds where parts are rotated to have my trust offset I can be annoying to drag and dump a part because of getting the part on exactly the same is hard for my shuttle builds . Having a way to dump a part by having it in the UI(right click part) would be a great option if possible. Edited September 1, 2017 by dave1904 Link to comment Share on other sites More sharing options...
magico13 Posted September 1, 2017 Author Share Posted September 1, 2017 45 minutes ago, dave1904 said: I upgraded to 1.3 now after all that and I would like to offer feedback. When I have complex builds where parts are rotated to have my trust offset I can be annoying to drag and dump a part because of getting the part on exactly the same is hard for my shuttle builds . Having a way to dump a part by having it in the UI(right click part) would be a great option if possible. The latest dev builds have the ability to right-click a part and replace it with an inventory part, and also have the ability to scrap parts without having to load the exact part into the editor (you do still have to load a basic copy of the part though, for now). There are a few issues I'm working on where the modules don't copy over properly. For instance, if I place a command pod and then try to apply a tweakscaled version of it from the inventory on that part, it'll copy the module but the part won't physically change size. Link to comment Share on other sites More sharing options...
larkvi Posted September 1, 2017 Share Posted September 1, 2017 Am wildly making things up or am I correct in remembering that the previous KCT implementation would save complete vehicles that were landed on the runway for relaunching? Is there any possibility of putting vehicles back into the SPH queue for relaunching, so that we can refuel planes and rovers and test bases without reconstructing them (even at 1/4th time)? Maybe a short maintenance timer and then we can relaunch it? Link to comment Share on other sites More sharing options...
magico13 Posted September 1, 2017 Author Share Posted September 1, 2017 48 minutes ago, larkvi said: Am wildly making things up or am I correct in remembering that the previous KCT implementation would save complete vehicles that were landed on the runway for relaunching? Is there any possibility of putting vehicles back into the SPH queue for relaunching, so that we can refuel planes and rovers and test bases without reconstructing them (even at 1/4th time)? Maybe a short maintenance timer and then we can relaunch it? That's a question for the KCT thread, not this one, but that feature still exists. Land a vessel anywhere on the home planet, then open the KCT window to the VAB or SPH tab and click the "Recover to Storage" button. You'll probably want to then edit the vessel to refuel it. Link to comment Share on other sites More sharing options...
larkvi Posted September 1, 2017 Share Posted September 1, 2017 Just now, magico13 said: That's a question for the KCT thread, not this one, but that feature still exists. Land a vessel anywhere on the home planet, then open the KCT window to the VAB or SPH tab and click the "Recover to Storage" button. You'll probably want to then edit the vessel to refuel it. Ah, I assumed that functionality was moved to this mod, and had missed that it is through the KCT interface (which obviously makes sense). Many thanks. Link to comment Share on other sites More sharing options...
magico13 Posted September 1, 2017 Author Share Posted September 1, 2017 Just now, larkvi said: Ah, I assumed that functionality was moved to this mod, and had missed that it is through the KCT interface (which obviously makes sense). Many thanks. Vessel storage is still KCT only (for now at least, I've got longer term thoughts about that), ScrapYard only handles individual parts Link to comment Share on other sites More sharing options...
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