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[1.12.x] NOT RO - Kerbal Construction Time - Unrapid Planned Assembly


linuxgurugamer

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16 hours ago, scottadges said:

Hello, I've been digging through this thread and the 1.4 KCT thread, but I'm not finding this answered already.

How do you unlock/upgrade to allow for multiple craft to be built at the same time? Is this a Presets thing or is it somewhere else? 

Thanks for any help  ya'll can provide!

 

IIRC most provided configs, including the default one, allow "multy-threading". The window where you upgrade construction speed of your VAB/SPH lines has buttons to boost existing ones or open new. It should look like you have a zero-speed line under existing one, upgrading it once effectively opens it.

 

Number of lines you can have can be limited in configs, limit usually depends on VAB/SPH level.

Edited by DarthPointer
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6 hours ago, DarthPointer said:

The window where you upgrade construction speed of your VAB/SPH lines has buttons to boost existing ones or open new. It should look like you have a zero-speed line under existing one, upgrading it once effectively opens it.

Thanks for the response. That makes sense to me, but I don't think I'm seeing the right buttons. Or my Preset is doing something that prevents upgrades. I've got a fully upgraded VAB as well.

Basically, what I'm trying to accomplish with this preset:

  • Force a time requirement for building new craft (i.e. using KCT)
  • Allow multiple craft to be built at the same time (upgraded VAB, etc.)
  • Avoid time for researching tech nodes (once I unlock a science node, I want to have access to the parts)
  • Allow for reconditioning the pad between launches

Here's what I'm currently seeing under the Upgrades button for the KCT Build List:

vHpCfBA.png

Here is the preset CFG file from KCT (see spoiler). This is based on the 'VABandPartCount' config that comes with the CKAN download with the Reconditioning and a couple minor tweaks. (Note: I really don't know what the tweaks are doing...)

Spoiler



KCT_Preset
{
	name = VABPartRecoTechUp
	shortName = VABPartRecoTechUp
	description = VAB Part Count + Reconditioning + Tech Upgrades
	author = Game 10
	allowDeletion = True
	career = True
	science = True
	sandbox = True
	KCT_Preset_General
	{
		Enabled = True
		BuildTimes = True
		ReconditioningTimes = True
		ReconditioningBlocksPad = True
		TechUnlockTimes = False
		KSCUpgradeTimes = False
		TechUpgrades = True
		SharedUpgradePool = False
		DisableLPUpgrades = False
		StartingPoints = 4,4,4
		MaxRushClicks = 0
	}
	KCT_Preset_Time
	{
		OverallMultiplier = 2
		BuildEffect = 1
		InventoryEffect = 50
		ReconditioningEffect = 1728
		MaxReconditioning = 345600
		RolloutReconSplit = 0.80000000000000004
		MergingTimePercent = 5
	}
	KCT_Preset_Formula
	{
		NodeFormula = 0
		UpgradeFundsFormula = 0
		UpgradeScienceFormula = 0
		UpgradesForScience = 0
		ResearchFormula = 0
		EffectivePartFormula = 1
		ProceduralPartFormula = 1
		BPFormula = [E]*21600
		KSCUpgradeFormula = 0
		ReconditioningFormula = 0
		BuildRateFormula = (([L]*[L])+2)/3*sign(-[I])
		UpgradeResetFormula = 0
		InventorySaleFormula = 0
		IntegrationTimeFormula = 0
		RolloutCostFormula = 0
		IntegrationCostFormula = 0
		NewLaunchPadCostFormula = 0
		RushCostFormula = [TC]*0.2
		AirlaunchCostFormula = [E]*0.25
		AirlaunchTimeFormula = [BP]*0.25
	}
	KCT_Preset_Part_Variables
	{
		Part_Variables
		{
		}
		Module_Variables
		{
		}
		Resource_Variables
		{
		}
		Global_Variables
		{
		}
	}
}

 

By contrast, here is the default KCT config (spoiler):

Spoiler



KCT_Preset
{
	name = Default
	shortName = default
	description = The Default KCT Settings
	author = magico13 (KCT)
	allowDeletion = False	
	career = True
	science = True
	sandbox = True
	KCT_Preset_General
	{
		Enabled = True
		BuildTimes = True
		ReconditioningTimes = True
		TechUnlockTimes = True
		KSCUpgradeTimes = True
		Simulations = False
		SimulationCosts = True
		RequireVisitsForSimulations = True
		TechUpgrades = True
		SharedUpgradePool = False
		StartingPoints = 15,15,45
	}
	KCT_Preset_Time
	{
		OverallMultiplier = 1
		BuildEffect = 1
		InventoryEffect = 100
		ReconditioningEffect = 1728
		MaxReconditioning = 345600
		RolloutReconSplit = 0.25
	}
	KCT_Preset_Formula
	{
		NodeFormula = 2^([N]+1) / 86400
		UpgradeFundsFormula = min(2^([N]+4) * 1000, 1024000)
		UpgradeScienceFormula = min(2^([N]+2) * 1.0, 512)
		ResearchFormula = [N]*0.5/86400
		EffectivePartFormula = min([c]/([I] + ([B]*([U]+1))), [c])*[MV]*[PV]
		ProceduralPartFormula = (([c]-[A]) + ([A]*10/max([I],1))) / max([B]*([U]+1),1) *[MV]*[PV]
		BPFormula = ([E]^(1/2))*2000*[O]
		KSCUpgradeFormula = ([C]^(1/2))*1000*[O]
		ReconditioningFormula = min([M]*[O]*[E], [X])*abs([RE]-[S]) / ([LM]-[L]+1)
		BuildRateFormula = (([I]+1)*0.05*[N] + max(0.1-[I], 0))*sign(2*[L]-[I]+1)
		SimCostFormula = max([C]/50000 * min([PM]/[KM], 80) * ([S]/10 + 1) * ([A]/10 + 1) * ([L]^0.5) * 100, 500)
		KerbinSimCostFormula = max([C]/50000 * ([L]^0.5) * 10, 100)
		UpgradeResetFormula = 2*([N]+1)
		InventorySaleFormula = ([V]+[P] / 10000)^(0.5)
		RolloutCostFormula = 0
		NewLaunchPadCostFormula = 100000*([N]^3)
	}
	KCT_Preset_Part_Variables
	{
		Part_Variables
		{
			//partName = multiplier
		}
		Module_Variables
		{
			//moduleName = multiplier
		}
	}
}

 

What I'm really wondering about is the whole formula block is blank in the VABandPartCount CFG file but the default has all this:

	KCT_Preset_Formula
	{
		NodeFormula = 2^([N]+1) / 86400
		UpgradeFundsFormula = min(2^([N]+4) * 1000, 1024000)
		UpgradeScienceFormula = min(2^([N]+2) * 1.0, 512)
		ResearchFormula = [N]*0.5/86400
		EffectivePartFormula = min([c]/([I] + ([B]*([U]+1))), [c])*[MV]*[PV]
		ProceduralPartFormula = (([c]-[A]) + ([A]*10/max([I],1))) / max([B]*([U]+1),1) *[MV]*[PV]
		BPFormula = ([E]^(1/2))*2000*[O]
		KSCUpgradeFormula = ([C]^(1/2))*1000*[O]
		ReconditioningFormula = min([M]*[O]*[E], [X])*abs([RE]-[S]) / ([LM]-[L]+1)
		BuildRateFormula = (([I]+1)*0.05*[N] + max(0.1-[I], 0))*sign(2*[L]-[I]+1)
		SimCostFormula = max([C]/50000 * min([PM]/[KM], 80) * ([S]/10 + 1) * ([A]/10 + 1) * ([L]^0.5) * 100, 500)
		KerbinSimCostFormula = max([C]/50000 * ([L]^0.5) * 10, 100)
		UpgradeResetFormula = 2*([N]+1)
		InventorySaleFormula = ([V]+[P] / 10000)^(0.5)
		RolloutCostFormula = 0
		NewLaunchPadCostFormula = 100000*([N]^3)

UPDATE: After playing around with the different presets, I think the 'UpFree' CFG might be what I'm looking for:

Spoiler

KCT_Preset
{
	name = Upgrade Free
	shortName = UpFree
	description = Relies entirely on the Stock building upgrades rather than the KCT upgrade system.
	author = magico13 (KCT)
	allowDeletion = False
	career = True
	science = True
	sandbox = True
	KCT_Preset_General
	{
		Enabled = True
		BuildTimes = True
		ReconditioningTimes = True
		TechUnlockTimes = True
		KSCUpgradeTimes = True
		Simulations = False
		SimulationCosts = True
		RequireVisitsForSimulations = True
		TechUpgrades = False
		SharedUpgradePool = False
		StartingPoints = 0,0,0
	}
	KCT_Preset_Time
	{
		OverallMultiplier = 1
		BuildEffect = 1
		InventoryEffect = 100
		ReconditioningEffect = 1728
		MaxReconditioning = 345600
		RolloutReconSplit = 0.25
	}
	KCT_Preset_Formula
	{
		NodeFormula = (([R]*[R]) + (7*[R]) + 2) / 86400
		UpgradeFundsFormula = -1
		UpgradeScienceFormula = -1
		ResearchFormula = [R]^2/86400
		EffectivePartFormula = min([c]/([I] + ([B]*([U]+1))), [c])*[MV]*[PV]
		ProceduralPartFormula = (([C]-[A]) + ([A]*10/max([I],1))) / max([B]*([U]+1),1) *[MV]*[PV]
		BPFormula = ([E]^(1/2))*2000*[O]
		KSCUpgradeFormula = ([C]^(1/2))*1000*[O]
		ReconditioningFormula = min([M]*[O]*[E], [X])*abs([RE]-[S])
		BuildRateFormula = max(((0.5*[R])+(0.25*[L])+1) - [I], 0) * sign([L]-[I])
		SimCostFormula = max([C]/50000 * min([PM]/[KM], 80) * ([S]/10 + 1) * ([A]/10 + 1) * ([L]^0.5) * 100, 500)
		KerbinSimCostFormula = max([C]/50000 * ([L]^0.5) * 10, 100)
		UpgradeResetFormula = -1
		InventorySaleFormula = 0
		RolloutCostFormula = 0
		NewLaunchPadCostFormula = 100000*([N]^3)
	}
	KCT_Preset_Part_Variables
	{
		Part_Variables
		{
			//partName = multiplier
		}
		Module_Variables
		{
			//moduleName = multiplier
		}
	}
}

 

This one allows for the multiple build lines but doesn't use the KCT upgrade system. The build days seem reasonable (10 days for a small rocket vs. 342 which I got with the default) and it also strangely allows me to edit/rename the craft, which the 'VABandPartCount' variant does not.

I would still be interested in knowing why that preset doesn't seem to allow multiple build lines. But the 'UpFree' will work for now. Thanks!

Edited by scottadges
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On 5/17/2021 at 11:46 PM, linuxgurugamer said:

Would help to know what other mods you have installed.

Log file would also be helpful}

Thanks a lot for the support! I've been offline for a few days, but I found what the problem was. It was related to Interestelar Fuel Switch mod. I removed IFS and everythink works fine for me. I hope this can be helpful for others.

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  • 2 weeks later...

Hi -- first - amazing mod...but am having a really weird bug.  I've confirmed that this is the mod that is causing the problem - and Im sure its interacting badly with the other like 1000 mods Im using, but yeah...  so anytime I send a kerbal out ON KERBIN... (so far...new careet)....on EVA he/she explodes.  I get a message, its too cold.  SOmetimes they will come out wearing their helmet, and I tell them take the helmet off...and they explode.   Anyone else experience this?  

 

Heres ksp.log- https://filebin.redpill-linpro.com/d3x9cd5vb1ijyobo/KSP.log

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7 hours ago, dskzz said:

Hi -- first - amazing mod...but am having a really weird bug.  I've confirmed that this is the mod that is causing the problem - and Im sure its interacting badly with the other like 1000 mods Im using, but yeah...  so anytime I send a kerbal out ON KERBIN... (so far...new careet)....on EVA he/she explodes.  I get a message, its too cold.  SOmetimes they will come out wearing their helmet, and I tell them take the helmet off...and they explode.   Anyone else experience this?  

 

Heres ksp.log- https://filebin.redpill-linpro.com/d3x9cd5vb1ijyobo/KSP.log

Not this mod, although it looks like it's the final straw that broke the camel's back.

You have lots of NullRefs in the log file from pretty much everything.

Let's start off with the fact that you are running 1.11.0 instead of 1.11.2

There are errors in the log I've never seen before

You have over 300 mods installed, the only good thing is that you have ZeroMiniAVC installed, so at least it's not a MiniAVC problem

Sorry, there is just too much going on.

 

Not to mention that the game of the log file you sent me doesn't even have KCT installed

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4 hours ago, dskzz said:

Right ok thanks for looking at that and getting back so quick.  Yeah notice most of those are your mods, you're a rockstar.  I'll update and poke around a bit at it thanks.

Ummm, well, while I support about 240 mods, many of them don't work with each other for various reasons (duplication of functionality, incompatible functions, etc), and you have more than 300 there.

I'd suggest first making sure all are fully updated

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IT was the KSC version.  Happy to report I removed Val Kerbin's helmet and she didn't explode.    I keep several ksc directories siloed off from Steam, hard to make sure all the versions are updated.  And just got 16 gigs of new ram, so maybe went a little wild with more mods.  Thanks again for your help!

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  • 3 weeks later...
12 minutes ago, dlrk said:

Is there a way to reset upgrade points? I'm not sure what happened, but my points have gone negative somehow

Theres an option to use 2 points to reset everything, so you could use the console to get science and money and then buy yourself points. This has only happened to me when I restarted a career but consoled a large part of the tech tree.

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Hello.

I've been running around patching mods that use KACAPI to use the native built in timer in KSP instead.  Yours was one of them.  Here is the pull request from my tested, working work.  You are more than welcome to it:

https://github.com/linuxgurugamer/KCT/pull/87

The test binary (and source with GPL License)  is also available for interested users.  It is for testing purposes only and I have no plans to update/maintain it, but it does work.

https://github.com/R-T-B/KCT/releases

Edited by R-T-B
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36 minutes ago, R-T-B said:

Hello.

I've been running around patching mods that use KACAPI to use the native built in timer in KSP instead.  Yours was one of them.  Here is the pull request from my tested, working work.  You are more than welcome to it:

https://github.com/linuxgurugamer/KCT/pull/87

The test binary (and source with MIT License)  is also available for interested users.  It is for testing purposes only and I have no plans to update/maintain it, but it does work.

https://github.com/R-T-B/KCT/releases

Appreciated, I’ll review and will also be getting to my other mods.   I am also waiting for Kopernicus to be updated 

however, I’ can’t use it as is.  I want to maintain support for KAC as well as the new stock, in all my mods. So I’ll be able to use your work as a base to work off of,.

Edited by linuxgurugamer
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3 hours ago, linuxgurugamer said:

Appreciated, I’ll review and will also be getting to my other mods.   I am also waiting for Kopernicus to be updated

Kopernicus is updated.  I'll be removing the warning in next release entirely as it works pretty well.

 

3 hours ago, linuxgurugamer said:

however, I’ can’t use it as is.  I want to maintain support for KAC as well as the new stock, in all my mods. So I’ll be able to use your work as a base to work off of,.

Sadly, I was not able to get them to play nicely together with the limited time I could dedicate to this, but thought what I had still might be useful.  Hope it is. :)

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55 minutes ago, R-T-B said:

Sadly, I was not able to get them to play nicely together with the limited time I could dedicate to this, but thought what I had still might be useful.  Hope it is.

As a LGG mod user I would really like his mods to keep KAC option. Currently, stock AC has severe issues I have heard of. So I share the opinoin that used AC should not be switched, but only get a new option.

Moreover, replacement will force all users willing to get mod updates to migrate to 1.12.

Edited by DarthPointer
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3 hours ago, R-T-B said:

Sadly, I was not able to get them to play nicely together with the limited time I could dedicate to this, but thought what I had still might be useful.  Hope it is.

Assuming your code works (I have no reason to doubt that), then making both work isn't that difficult.  Thank you for your efforts

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5 hours ago, DarthPointer said:

Moreover, replacement will force all users willing to get mod updates to migrate to 1.12.

I see no reason two different build targets could not be created for this scenario.  Anyhow, my intention was never to propose replacement of KAC support, only to show a way in which this can work.  Linuxgurugamer will ensure it is ready for primetime.

Edited by R-T-B
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12 minutes ago, R-T-B said:

I see no reason two different build targets could not be created for this scenario.  Anyhow, my intention was never to propose replacement of KAC support, only to show a way in which this can work.  Linuxgurugamer will ensure it is ready for primetime.

I do.  It's extra work, which I really don't have time for.  Multiple build targets is fine if you are doing one or two mods, but not feasible when doing as many as I do.

6 hours ago, DarthPointer said:

Moreover, replacement will force all users willing to get mod updates to migrate to 1.12.

Actually, I will be adding this, so any future updates WILL be limited to 1.12.  I just don't want to remove the KAC option for people who want to continue using that

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2 hours ago, linuxgurugamer said:

I do.  It's extra work, which I really don't have time for.  Multiple build targets is fine if you are doing one or two mods, but not feasible when doing as many as I do.

I know you maintain a lot of mods but couldn't you just automate it with a bundling script that produces multiple artifacts from the same source?

If you have a better way that's fine of course.  Was just proposing one way forward.  Whatever works for you.

1 hour ago, linuxgurugamer said:

More than 252

Oh damn, I mistook the 2 on the end for a "?" at first.  25... frickin 2 man...  you have my respect.

Edited by R-T-B
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1 minute ago, R-T-B said:

I know you maintain a lot of mods but couldn't you just automate it with a bundling script that produces multiple artifacts from the same source?

If you have a better way that's fine of course.  Was just proposing one way forward.  Whatever works for you.

Anything is possible.  Then you have the CKSN issue of different versions.  And, since the game is now stable/frozen at 1.12, there isn't a a real need.

In the end, it also comes down to the fact that this mod is not under active development and is pretty stable

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