Hoozemans Posted January 2, 2023 Share Posted January 2, 2023 (edited) Hi, best wishes all, and sorry for asking a question that has probably been asked a million times - but to which I have not yet found the answer: Can you add an assembly line in RSS/RO/RP1/KCT for having multiple vessels being built simultaneously, and if so, how? I can't find any options in any of the menus in the game, and even checking persistent.sfs and KCT presets has given me no clue whether this is even possible - yet I do see the possibility of having multiple assembly lines mentioned in the occasional post and video - though never with an explanation of how to achieve this (I may have missed the most useful ones; I do suck at Google). Thanks! GrH. Edited January 3, 2023 by Hoozemans Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 3, 2023 Author Share Posted January 3, 2023 This is the NOT RO thread, ask in the RO thread Quote Link to comment Share on other sites More sharing options...
ThatHomelessGuy Posted January 7, 2023 Share Posted January 7, 2023 Hey I'm having a bit of a bug when I recover to VAB/SPH. I keep getting refunded for vehicles when I recover vehicles to the SPH or VAB making it a free money glitch I don't really want. Makes sense for normal recovery but not for recovering the vehicle for reuse. Quote Link to comment Share on other sites More sharing options...
henrylzy Posted January 18, 2023 Share Posted January 18, 2023 Just wondering if it's possible to reset certain modules like decopler on the recovered vessels, so that it behaves more like an refurbishment for recover 1st stage boosters. Quote Link to comment Share on other sites More sharing options...
Cetera Posted March 2, 2023 Share Posted March 2, 2023 Greetings, all! I'm trying to get back into the good KSP, and haven't played any version more recent than 1.3.1. In 1.12.5, is it possible to use KCT and still select the different suits for kerbed missions? If so, how do I manage that? Quote Link to comment Share on other sites More sharing options...
Vatruvius Posted March 8, 2023 Share Posted March 8, 2023 Hello, I have been putting together some mods and decided to create a custom preset to go along with them. Most values I can determine. However, there are a few variables that I need help finding what they represent. I have checked the KCT Guide PDF and the GitHub Wiki for these variables and have yet to find anything. ProceduralPartFormula = (([c]-[A]) + ([A]*10/max([I],1))) / max([B]*([U]+1),1) *[MV]*[PV] In the above section, I want to find what MV and PV represent. ReconditioningFormula = min([M]*[O]*[E], [X])*abs([RE]-[S]) / ([LM]-[L]+1) I am also looking for what LM represents in the above formula. I will likely have to create a post on the Realistic Progression Zero (RP-0) forum for some of the variables they used in their KCT preset configuration formulas. Still, I will include them below in case anyone knows them too. EffectivePartFormula = [PV]*[RV]*[MV]*[C] ProceduralPartFormula = [PV]*[RV]*[MV]*[C] I am looking for what RV represents above. KSCUpgradeFormula = ((([C]*0.2)^(0.75))*5000*([Adm]+[AC]+[MC]+[RD]+[RW]+[TS]+[SPH]+[VAB]))+(max((((([C]+100000)*0.2)^0.85)*4500-23000000), 750000)*[LP]) And what Adm, AC, MC, RD, RW, TS, SPH, and VAB represent. ReconditioningFormula = 0.5*(abs([RE]-[S])*(([BP]*3-400000) * (0.7 + (([SN]^0.5)*0.05) + (([SP]^0.5)*0.05)) * (([L]+4)^2) * 0.00012)*50) Also, what do SN and SP represent? RushCostFormula = ([TC]+((max(0,2000-[TC]))^0.9))*(1.15^[RC]) Lastly, what do TC and RC represent? Again, I will gladly ask the RP-0 questions in their related forum, but if I could get a response about the first three variables found in the default preset, I would appreciate it. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted March 8, 2023 Share Posted March 8, 2023 @Vatruvius I'm not familiar with KCT code so the below is basically speculation from a few minutes looking at the code, take it with a grain of salt. In KCT_PresetManager.cs there are definitions and math formulas for PV, RV, and MV which are part, module, and resource variable respectively. They appear to be cost values computed based on the number of parts, resource cost, etc. LM for reconditioning is in KCT_MathParsing.cs and seems to be the max number of launch sites. Quote Link to comment Share on other sites More sharing options...
Kwebib Posted March 8, 2023 Share Posted March 8, 2023 I believe [LM] is the maximum level of the launch site. [TC] is the total cost of the vessel, and [RC] is the number of rush clicks (useful, for example, if you want rush cost to go up with the number of rushes you do). I'm not sure about [Adm], [AC], [MC], etc., but I found this. Not quite sure what it's doing. https://github.com/linuxgurugamer/KCT/blob/master/Kerbal_Construction_Time/KCT_UpgradingBuilding.cs#L166 Quote Link to comment Share on other sites More sharing options...
siimav Posted March 8, 2023 Share Posted March 8, 2023 Not every variable used in the RP-1 preset is supported by LGG's version of KCT. Quote Link to comment Share on other sites More sharing options...
Vatruvius Posted March 8, 2023 Share Posted March 8, 2023 @Grimmas, @Kwebib, @siimav, thank you for the responses and links to the source code. I can better understand how to tailor these formulas to my needs. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 24, 2023 Author Share Posted March 24, 2023 (edited) New release, 1,4,11,5 Thanks to github user @plotut for this: Localization support added Chinese translation added Edited March 24, 2023 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
TheAnonymous Posted June 3, 2023 Share Posted June 3, 2023 Hallooooo, how exactly do I earn more Upgrade Points without buying them with Science or Funds? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 4, 2023 Author Share Posted June 4, 2023 On 6/2/2023 at 9:11 PM, TheAnonymous said: Hallooooo, how exactly do I earn more Upgrade Points without buying them with Science or Funds? https://www.dropbox.com/s/jfurqmfxcu88580/KCT Guide.pdf?dl=0 Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted June 12, 2023 Share Posted June 12, 2023 For some reason it conflicts with Better Crew Assignment. Would you mind fixing that? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 12, 2023 Author Share Posted June 12, 2023 (edited) 10 hours ago, Richmountain112 said: For some reason it conflicts with Better Crew Assignment. Would you mind fixing that? Conflicts, how? What happens? Any errors in the log file? How did you install it? According to the author, that mod is incompatible with KCT Edited June 12, 2023 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted June 12, 2023 Share Posted June 12, 2023 (edited) Also, I tried it and decided it was easier to just pretend (or headcanon) that you're reusing spacecraft than actually getting reusability mods like this, ScrapYard, and StageRecovery. Edited June 12, 2023 by Richmountain112 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 12, 2023 Author Share Posted June 12, 2023 5 hours ago, Richmountain112 said: Also, I tried it and decided it was easier to just pretend (or headcanon) that you're reusing spacecraft than actually getting reusability mods like this, ScrapYard, and StageRecovery. Your welcome Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted June 12, 2023 Share Posted June 12, 2023 ScrapYard might be useful though. Quote Link to comment Share on other sites More sharing options...
XxRedwoodxX Posted June 26, 2023 Share Posted June 26, 2023 (edited) My research plane has a Science Jr. on it, and it no longer functions after being used once. When I try, it says no more samples can be collected. Scientists can't recharge it, and it still shows the experiment button as though it was charged. Is this CKAN's fault or a normal bug? Is recharging your experiments before recovery vital now? Edit for clarity: I recovered to the SPH. I'm also using ScrapYard if that's relevant, but I can still use used mystery goos (from normal recovery) just fine. Edited June 26, 2023 by XxRedwoodxX Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 26, 2023 Share Posted June 26, 2023 4 hours ago, XxRedwoodxX said: My research plane has a Science Jr. on it, and it no longer functions after being used once. When I try, it says no more samples can be collected. Scientists can't recharge it, and it still shows the experiment button as though it was charged. Is this CKAN's fault or a normal bug? Is recharging your experiments before recovery vital now? Edit for clarity: I recovered to the SPH. I'm also using ScrapYard if that's relevant, but I can still use used mystery goos (from normal recovery) just fine. "No more samples can be collected" sounds like you have ReStock installed which changes the default science experiment into one from DMModuleScienceAnimateGeneric. To have those modules cleaned automatically, I edited the file GameData/KerbalConstructionTime/KCT_ModuleTemplates.cfg to add the following at the end: // added mod support // DMagic animated science modules MODULE { name = DMModuleScienceAnimateGeneric Deployed = False Inoperable = False experimentsReturned = 0 experimentsNumber = 0 } I also added a few more rules to support Universal Storage science experiments and refurbishing parts for EVA Repairs, if you use those mods then you could add these as well. Spoiler // universal storage II MODULE { name = USSimpleScience Deployed = False Inoperable = False } MODULE { name = USAdvancedScience Deployed = False Inoperable = False experimentsReturned = 0 experimentsNumber = 0 } // EVA Repairs MODULE { name = ModuleEVARepairs needsMaintenance = false currentMTBF = 8640000 mtbfCurrentMultiplier = 1 partWornOut = False wheelStuckPosition = -1 } Because of the way KCT reads this file, it is not possible to patch it using ModuleManager, but needs to be directly edited. If KCT ever updates then the edits may need to be reapplied to the new version of the file. Quote Link to comment Share on other sites More sharing options...
XxRedwoodxX Posted June 26, 2023 Share Posted June 26, 2023 4 minutes ago, Aelfhe1m said: "No more samples can be collected" sounds like you have ReStock installed... ...I also added a few more rules to support Universal Storage science experiments and refurbishing parts for EVA Repairs, if you use those mods then you could add these as well... Because of the way KCT reads this file, it is not possible to patch it using ModuleManager, but needs to be directly edited. Well, I have all those mods. Unfortunately I don't know how to add this fix - how do I? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 26, 2023 Share Posted June 26, 2023 1 minute ago, XxRedwoodxX said: Well, I have all those mods. Unfortunately I don't know how to add this fix - how do I? Go to your KSP install folder and then go to GameData folder, then the KerbalConstructionTime folder. You will see the KCT_ModuleTemplates.cfg file there. While KSP is not running, open the file using a text editor (e.g. Notepad on Windows) and then copy and paste the fixes from my previous post to the end of that file and resave it. The next time you start KSP science modules used by these mods should be cleaned whenever a vessel is recovered by KCT. Quote Link to comment Share on other sites More sharing options...
DC Posted June 26, 2023 Share Posted June 26, 2023 2 hours ago, Aelfhe1m said: Go to your KSP install folder and then go to GameData folder, then the KerbalConstructionTime folder. You will see the KCT_ModuleTemplates.cfg file there. While KSP is not running, open the file using a text editor (e.g. Notepad on Windows) and then copy and paste the fixes from my previous post to the end of that file and resave it. The next time you start KSP science modules used by these mods should be cleaned whenever a vessel is recovered by KCT. I'd recommend taking a copy of the original file before making any amendments, just in case. Quote Link to comment Share on other sites More sharing options...
TwoCalories Posted June 27, 2023 Share Posted June 27, 2023 (edited) I'm having a weird glitch where KCT just doesn't work at all. I launch a craft and it doesn't make me wait or anything. More info here: Spoiler I installed this mid-way through a career save, and it asked me what settings I wanted. It showed the correct UI buttons and everything worked. The next day, I booted up KSP and the blue button on the top right-ish of the KSC UI was gone, and the KCT button on the lower bar in the VAB/SPH didn't work when I clicked it. Craft launch instantly, instead of waiting. Also, KCT functions on a separate Sandbox save Am I doing something wrong? Is this something intentional? Full mod list is here. Spoiler Edited June 27, 2023 by TwoCalories Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 27, 2023 Share Posted June 27, 2023 39 minutes ago, TwoCalories said: I'm having a weird glitch where KCT just doesn't work at all. I launch a craft and it doesn't make me wait or anything. More info here: Hide contents I installed this mid-way through a career save, and it asked me what settings I wanted. It showed the correct UI buttons and everything worked. The next day, I booted up KSP and the blue button on the top right-ish of the KSC UI was gone, and the KCT button on the lower bar in the VAB/SPH didn't work when I clicked it. Craft launch instantly, instead of waiting. Am I doing something wrong? Is this something intentional? Full mod list is here. Reveal hidden contents Try right clicking on the KCT button in the main KSC space center view to bring up the options window and changing the values again. Some of the settings are game specific and others apply to ALL saves in the same KSP install. If that fails you could try altering the saved settings files (take backups first) or deleting them to get KCT to regenerate them. KCT saves its settings in several locations. The main preset information from the central pane of the options window is saved inside Saves/<SaveName>/KCT_Settings.cfg The state of the various buttons on the right pane are saved to: GameData/KerbalConstructionTime/PluginData/KCT_Config.txt And the record of how your upgrade points have been applied and which vessels you have stored in the VAB and SPH are written to the main save persistent.sfs file. Quote Link to comment Share on other sites More sharing options...
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