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Kerbal Construction Time/StageRecovery Dev Thread


magico13

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Build 9: I like the consolidated GUI, it looks much more streamlined :) It seems great for stock but suggest something to indicate which site it refers to if using RSS. On that note, not sure if it is intended but every site gets 15 points to start for upgrade points. This allows each site to have 15 point spent which I can see both ways on this, having specialized sites but also a but of an exploit setting up one just with science payout.

Rollout has a problem. After building a rocket in the VAB it showed in built ships as expected. But selecting rollout caused the KCT window to go blank and would not reappear. (I think you'll like the names I picked for testing ;) )

Version number reporting is fixed, that one is nailed :)

https://www.dropbox.com/s/yohninody1i3fch/output_log.txt?dl=0

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Rollout should be improved now, same with the tech window (hopefully). Before there was some bad line wrapping. I''ll add an RSS name in later. Ideally I'd like to use the nice Display name, but I need to find a way to access that.

Currently it is intended that every site gets the full amount of upgrades. The tradeoff is that RSS will likely have MUCH longer build times. The tech node unlock rate (aka, Development) should be synced across all sites, so you can't spend all of your points in that at one site and not another. The "Research" that gives you science for completing ships only should be applying to ships that complete AT THAT SITE, so you can't exploit that too much either.

I'll be away from my computer for a couple hours unfortunately, but build 10 should be up now. Hopefully I can at least get recovery time working tonight.

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Bad news on build 10, rollout still broken :( SPH launch worked properly only the VAB rollout is poop. Ran two games to text to make sure.

RSS issue, if you don't select a launch site before building ships the funds are removed and added to an invisible list that appears to not be accessible. The build and notice of completion comes up, but they can't be used. Once a site is first selected this is no longer a problem.

There in no longer any option to upgrade development, not sure if I missed this one before.

Tech tree issue with TreeManager tech trees persists, but stock tree done not seem to have any problem and subsequent reselection of nodes give time remaining not total research time. :)

https://www.dropbox.com/s/yohninody1i3fch/output_log.txt?dl=0

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Are you using a new save for build 10? I wasn't having any issues on my end and have been successfully rolling out vessels all evening. I wonder what could be causing it. I'll take a look at the log and update you when I figure it out.

I am aware of the RSS issue and should probably try to force the user to select a launch site before letting them build anything, but that's a lowish priority right now because we can just tell them to actually choose a site first.

You can only upgrade development if you have an upgrade point available at every KSC.

Does the TreeManager issue prevent you from otherwise being able to play? If it prevents play I'll get on it right away, otherwise I'm going to keep focused on the rollout and recovery mechanics. Recovering to an inventory is a nightmare because ProtoVessels can't easily be turned into craft files (basically once you launch a ship it's near impossible to make a craft file out of it, at least that's what I'm seeing currently). I'm about to test something that might work, but if it doesn't I'll have to rewrite the entire Stock vessel saving mechanic.

Edit: Might have found that bug with the rollout. Try a new save with only one KSC for now. Might have to be a non-RSS one for safety.

Edit2: HA! The method I found works, but with one really big problem: the vessel gets put on the pad sideways!

3Q3QQoH.png

Edit3: This is definitely what I wanted.

Gfll5cF.png

Edit4: No. Just... no. I'm done for the night I think. Consider the recovering straight to inventory to be a broken feature for now. I'll work on it more tomorrow probably. I wish I could have gotten it done tonight.

PmSRhzX.png

edit5: Ok, I'm a liar. I tried one other thing and for this very simple ship it seems to work fine. I am afraid of what it will do to a space plane... Consider recovering to inventory and then relaunching those to be a valid testing target!

mmoktuZ.png

Build 11 should be on its way soon. PS, the flames are from it launching, not from it exploding violently.

Edited by magico13
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You've been busy :) Apart from the nodes showing what is being worked on as unlocked and future nodes everything is playable just fine with TreeManager so that is definitely a low priority item.

The rollout bug has been savebreaking so been starting a new game for each test run. I plan on update tests with current plays after the base functions are ironed out.

Will try pulling RSS for the time being. I had put it in for the specific testing of it when it was looking like a fix update but now that we have major new features it's a good idea to reduce the variables that can cause problems. Will grab Build 11 and get some testing in on it tonight. :)

EDIT: Without RSS rollout worked just fine, and was able to reverse to roll back in without issue as well :)

Recovering of a full ship is as you expected, new ;)

VAB rockets recovered into storage are refueled, however parachuted used are still expended and engines are in their prior state, so if it's a small rocket with an SRB it starts off with the engine running and the ship flying off into the air :P

SPH was quite funny, the plane spawned pointing straight up on its tail :P It was already falling when I got the shot but I think it gives the general idea.

https://www.dropbox.com/s/b49i3mxu7a778ox/screenshot0.png?dl=0

For sure with the SPH, but I believe with both, science reports on the ship when recovered are still there upon spawning. This allows for immediate recovery for free science.

https://www.dropbox.com/s/yohninody1i3fch/output_log.txt?dl=0

Edited by JeffreyCor
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EDIT: Without RSS rollout worked just fine, and was able to reverse to roll back in without issue as well :)

Recovering of a full ship is as you expected, new ;)

Did you try build 11 with RSS at all? I think I found the part of the code that was bugged.

Yeah, I'm gonna have to go through the ship's ConfigNode and do a bunch of sanitation: resetting science equipment, repacking parachutes, disabling engines. And the SPH apparently has different ship orientations so just copying them from the ship doesn't work properly. You should be able to open the ship in the editor (with the edit button obviously) and fix the orientation and that should also reset all the parts. Depending on how easily I can write something to sanitize the ship node, I may force people into the editor to make any changes (but secretly to reset everything properly) when they recover something to the inventory, which is less than ideal.

Also, you should only be presented with the ability to recover to the inventory when the thing you're recovering is controlled (not positive if that means "has a command pod" or means "has a manned command pod"), so debris shouldn't even have the window pop up.

Also, I unfortunately have work today and tomorrow and will be visiting family later in the week, so I can't get a bunch of new builds out like the past two days :P

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Not last night but I wanted to get at least something tested for you last night before bed so you'd get some feedback on things ASAP :)

I'll be testing both recovered ship editing and RSS today, as well as debris. I'll toss something out without a command pod to see what happens and get you feedback if being manned is making a difference.

I hope you have a good time visiting your family :) I'll have the report up to you for whenever you're ready for it. :)

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I'll have the report up to you for whenever you're ready for it. :)

Oh, I'll be around, and am planning on doing some more development tonight and tomorrow night. And I'm taking my laptop with me when I visit my family, so I might get a chance to do some more development then. It'll just be less frequent than it was over the weekend. What will really suck is when classes start again next week because I have at least one big project and then finals (meanwhile I'll also be working). After finals though I'm planning on doing the upgrade overhaul, depending on how close to release 0.90 is. I have a feeling that upgradeable buildings will cause me to change some of my plans for KCT's upgrades (hopefully for the better, but I don't know what game effects the buildings will have).

During that time I won't get to do much in terms of development, but will still be able to take a look at logs and maybe do some bug fixes. That's why I want to get this update out ASAP, preferably by tomorrow night/Wednesday morning. It'd be nice if we had a few more people taking a look at this too, since then the bugs that hide in strange places are more likely to be spotted.

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I can certainly sympathize with the riggers of classes. I was able to run though my list of immediate tests.

The RSS rollout problem is officially fixed :D

Debris properly is not recovered for reuse, no problem there.

Recovery for reuse work with both manned and unmanned command pods. Now it's known :)

Ship recovery as expected has issues so no surprise there. Some are rather amusing;

First up the editing of a ship after recovery, while allowing for orientation to be changed, does not repack chutes or remove science. I mistakenly forgot to check engine status but by the others not being worked out by editing I suspect that is also not changing.

When taking a recovered ship into editing, but in the VAB and SPH the start off with the command pod on the ground and everything below it underground.

https://www.dropbox.com/s/0kw4erug7idx7mp/screenshot1.png?dl=0

https://www.dropbox.com/s/w15oum0zi9kgfor/screenshot4.png?dl=0

The Select Crew screen GUI is a bit too small when long names come into play. I took 2 shots, 1 with falling into place normally and the second illustrating the issue I'm pointing out.

https://www.dropbox.com/s/1gbus30s4qym2mt/screenshot2.png?dl=0

https://www.dropbox.com/s/u0z940gee2qah09/screenshot3.png?dl=0

Naturally here's the log to go along with it hoping something points to the cause of weirdness :)

https://www.dropbox.com/s/8m4lq50opqjlz5c/output_log.txt?dl=0

I agree more eyes and tests are always helpful, each additional one greatly reduces the chance of something being missed. Since it looks like I'm all you're getting I'm giving it my best shot. :)

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Ship recovery is becoming a real pain, but hopefully we can get it to be somewhat reasonable. I did some manual sanitation of the ship's ConfigNode to reset science containers, engines, and parachutes, but that won't work for mods or other things and may not have totally expected results everywhere. If I could just rebuild the ship with identical but new parts it'd be much, much easier. I tried some stuff for SPH rotations, but I'm going to have to do some complicated rotation maths to make sure everything stays where it should in relation to everything else, so I don't know when that will be added.

The ship being in the ground is probably not too hard to fix (manually adjust all of the positions to a larger y value) but is pretty low priority. I did make a change to truncate the part name in the ship roster/crew select window.

I'll hopefully be able to come up with something tomorrow to make recovery reasonably functional. The only other thing I really want to get into the update is something with procedural parts (since RSS depends on them), so even if reverting to storage has bugs, as long as they aren't 100% game breaking that's ok for now. If I can get that done tomorrow, then after a round of bug checks I'll go for a Wednesday release.

Try to take a look at some of the specific GitHub issues if you can (launching from TS making the ship appear in the air and/or resetting contracts, using KCT's parachute recovery with a probe core while in the Tracking Station, the NRE during persistence load when KCT is disabled [fully or just build times]). I'll also try to take a look at them. Also, the big one is if old saves will transfer to the new system. I don't anticipate breaking them anymore this update.

Also, if you or someone else can figure out the internal name that Kerbal Konstructs refers to the runway and launchpad as, that'd be great for future proofing.

As for me, I'm gonna go to bed now :P

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Build 13 report: Ship recovery looks like it will be a big pain. Caveat on the manned/unmanned thing, if it is an unmanned module it is recoverable, but if it is a manned module but without crew on it then it is not recoverable.

It also seems there is a conflict with TAC-LS. The time in storage after recovery used up all the of the life support resources. This can be quite a problem for planes.

SPH are still pointing up when spawning :P Science is removed so that exploit is gone.

The new KCT doesn't break a save but does remove any building or stored vessels, tech researches, or upgrade points. This looks like it will be more of an annoyance than a serious problem, unless someone has many items being build or stored in which case they may have to hold off updating.

Found 2 GUI issues, if no vessels are stored the build list width is made extra long due to the text.

https://www.dropbox.com/s/md1tjwlx6ijprnz/screenshot0.png?dl=0

Unfortunately only 1 screen shot saved. The second one was clicking the * the popup window shows up on the far right of the screen rather than near the KCT window.

Will do some testing with tracking station launches now.

https://www.dropbox.com/s/f3slx3z7hgd1ce7/output_log.txt?dl=0

Regarding Kerbal Konstructs, unless I am in error I believe this is provided as a plugin for which moders can use to make additional static lanchpads, buildings, etc such as Kerbin Side. If I am right the name of the runway would be in that mod rather than in Kerbal Konstructs.

Edited by JeffreyCor
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I will likely have to check manually for parts with the command module rather than using the nice "WasCommanded" function.

TACLS resources will probably need a manual sanitation by me (same with RealChutes). SPH ships will still point up. I haven't figured out all the rotation stuff and pointing up is better than being in pieces :D

Hmm, those things should be automatically transferred to the Stock KSC. I think I may have seen an issue with the one existing save I tried where it was being saved to KSC "". Yes, that's right, an empty string :rolleyes:

I swear that text doesn't do that on my screen, but I can either shorten it up or do some manual line wrapping. I think KSP can't ever decide if it should wrap things or not and will randomly choose between them.

The BL+ window appeared in the correct spot, your build list window is in the wrong one. I meant to fix that but forgot to. Just delete the WindowSettings file in the KerbalConstructionTime folder and it should appear in the top right next time. The BL+ window will now appear to the left of the BL window.

I think KK defines the stock ones itself (since everyone will have the stock game) since it also provides the site choosing window. There's a string saved to any recovery/rollout/reconditioning (those are all actually the same exact thing in the code :D ) that defines what launchsite it pertains to, which will be used for KK later and for multiple KCT launchpads when I redo upgrades.

You'll know if the tracking station launch issues are there. Either any existing contracts will get reset (bug as a result of a fix for a bug) or the vessel will spawn in the air and crash to the ground (the original bug whose fix I've removed but 0.25 may have fixed). I think it requires somewhat larger ships and I'd try without launch clamps for the crashing thing. It may take a few tries. I think there's a video/pictures on the forum somewhere (in the release thread).

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The Build list window width with the text only happens if a ship is being built and no ships are in storage. If no ships are being built it wraps around to fit. It's very weird!

Lanchpad launches of a small ship without launch claps were a small amount up, runway however was WAY in the air! by the time the plane hit the runway it was falling fast enough to explode the landing gear. I believe dropping the plane that far voids the warranty ;)

I'll get some school stuff done then check about contracts for you. :)

https://www.dropbox.com/s/yir8o6gxlckp6dq/output_log.txt?dl=0

EDIT: Updated with more testing. The good part is no contracts were lost when launching from the tracking station.

The bad, it seems spawning height is not consistent. Before the rocket spawned just above the launchpad and and a short drop into position. This time however it spawned inside the launch pad, causing the launchpad to explode. oops :P It seems both too high and too low are possibilities when launching from the tracking station.

Additional problem found in the tracking station. If a ship is recovered in the tracking station everything comes up as it it is recovered, except it remains unrecoverable and nothing can be done with it after. I hope you might have an idea why launches and recoveries in the tracking station are so different from the spaceport screen, because I don't even have a guess :P I had previously recovered from the space center screen with the new icon thing in .25 without this problem so I don't think method of recovery is the problem.

New log, saved in a different spot so you have both.

https://www.dropbox.com/s/uefxgj6fvawwmuw/output_log.txt?dl=0

EDIT2: I just remembered I have done recoveries from the tracking station before without any problems in the release version, so this in a new issue with the beta.

Edited by JeffreyCor
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I'm starting to hate this update :confused: I can't think of anything off the top of my head that would cause that recovery issue, but I'll try to take a look at it later. At the very least it won't come up very often in the full release because I've made recovering to inventory a "debug mode" feature that requires the debug setting to be on. That way people can mess with it but only after they consciously make the decision to activate a buggy feature. It's just too much hassle at the moment.

Procedural part support might work now. It's likely bugged but I didn't get much chance to test it. Look at github issue #17 for more details, I'm too exhausted to go through it again :P

Also, the updater will look silly. Ignore that. I fixed it already. And the integration with the stock toolbar is less than stellar at the moment. I wanted it to come up when you hover over the icon and make the others disappear, but I'll have to do some more work on that.

The editor will get a bit of a revamp next update as well. I might borrow some code from Kerbal4X, since I haven't seen or heard from SiriusSam in a while and if I go for a minimalist integrated approach then that way of displaying the inventory (on the parts in the catalog) would be the best.

I'm not going to try for a release until later this week, but I think a majority of the game breaking bugs should be fixed. Existing saves should be imported correctly now :)

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Looks like you've been very busy with the number of build updates :) I'll run it though tomorrow, especially the existing game compatibility and make sure recovery from the tracking station with recovery from inventory turned off (no debug) doesn't have a problem. :) those would definitely cause some people to be sad pandas :P

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Looks like you've been very busy with the number of build updates

Not really :P I kept remembering little one-line changes that I forgot to make and whenever I push a commit it automatically builds. I try not to do that as much, but I was tired at the time. I'm travelling today (oh yeah! 7 hour drives!) but might get a chance to do some testing of my own later. I'll probably load up a full Realism Overhaul save through the CKAN to test out procedural parts, RSS integration, and everything else all at once.

I won't be around quite as much the next few days, but I'll definitely be in touch on the forum. If we can get some decent testing in I'd like to release before the end of this weekend.

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Sorry about the delay, computer failed and took me till now do get it fixed. I'll try to get in some tests tonight for you to at least give you some feedback. I hope your drive went well :)

EDIT: Got some testing with mixed results. When first starting in the space center there is no KCT toolbar button nor one available to be placed. Took a screenshot to show. After entering VAB, SPH, Tracking station the button appears upon exiting.

Upgrading an existing game properly imports ships build and under construction. Upgrades however are all reset and points refunded as if none had ever been used.

https://www.dropbox.com/s/bxh2yer28d5zgae/screenshot0.png?dl=0

Tracking station recovery still has a problem with not recovering. The normal confirmation comes up, followed by the normal summery, then returns to the confirmation which will remains.

https://www.dropbox.com/s/rfrwm5w4o9jtlh2/output_log.txt?dl=0

EDIT2: Will do additional testing with the release version to confirm that it isn't something else breaking the tracking station recovery

EDIT3: Rechecked and confirmed no problems in same environment when using release version of KCT. Wanted to make sure I wasn't creating a wild goose chase. :)

Edited by JeffreyCor
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No worries about the delay. I've been spending time with my family so I haven't gotten a chance to take a look at anything yet. Upgrades getting reset isn't too bad if that's the only bug, but even those should be transferred. Small enough issue that it isn't worth pushing back a release but I'll see if I can fix it.

The lack of toolbar button is because I changed the default setting to use the stock toolbar by default and the settings aren't loaded until after the game starts. I'm not sure if I can make it appear too easily, but I might be able to.

The tracking station issue however is pretty serious, so I'll get on that right away.

Edit: Might have fixed that issue. It was a bit of a mix up with parenthesis that caused the recover to inventory code to run when it shouldn't have been.

Edit2: Hmm, I seem to have broken RSS support when making older saves work. Oops! I'll get on that immediately.

Edited by magico13
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an odd point that i noticed that pops, up.... not a big deal just odd... why do I get a message that says my launch clamp chashed into the ground and was destoryed... ever time I see that I am like what did it do fall off the launch pad?

I think this might be in the wrong place

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an odd point that i noticed that pops, up.... not a big deal just odd... why do I get a message that says my launch clamp chashed into the ground and was destoryed... ever time I see that I am like what did it do fall off the launch pad?

I think this might be in the wrong place

Definitely not the right place, but I'll address it anyway! Is this using KCT with or without StageRecovery? If it's with StageRecovery, just add "clamp" to the ignore list. If it's without StageRecovery then I don't think you should even be receiving failed recovery messages. The reason it happens is because KSP for whatever reason is firing the OnDestroy event for the launch clamps and that's the event that StageRecovery listens to for determining when things are being deleted. You can also turn failed recovery messages off in StageRecovery if you don't care for them much (but the flight GUI will still list them if you really want to see them).

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Just saw the new build, so the in came checking worked ;) Will check existing saves first and if that goes ok will install RSS again to check that.

Regarding the KCT button, on continuing games there is initially no buttons at all in the space center screen including the stock bar. Will be checking new saves shortly. Don't know how big of a problem it could be for people so many just a notice could sacrifice.

EDIT: Old saves have some significant problems. While the ships and tech are carried over, clicking rollout for ships that were built has no effect ie not rolling out.

Though the upgrades carrying over isn't a big problem itself, KCT seems confused by it as it gives reports of ship builds being completed multiple times approximately under the old upgrade construction times yet no ships are actually built. Something seems to be very out of sync there.

Very strange one, first time trying to warp to complete time would not move until the KCT window was closed. Subsequent times however worked properly. This gets filed under "Huh?" :P

The good news, the recovery in the tracking center is working correctly at least :)

Here the log from this one, will be checking how it works with RSS now. https://www.dropbox.com/s/u9cc7c9n5yoqv48/output_log.txt?dl=0

EDIT2: Rollout does work with RSS, however recovery from tracking station does not work when used with RSS.

Found a hint on the weirdness above. If the upgrades or settings window is opened the building are locked and time frozen until the build list is closed. It can then be reopened and works normally.

https://www.dropbox.com/s/4jz1pci1ut8h4am/output_log.txt?dl=0

Edited by JeffreyCor
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yes I am using it with stage recovery but the FASA launch clamps are cheap like it said it seems really odd to me lol

Like I mentioned, it's just a side effect of KSP's wonkiness. There's a good chance they're not even being deleted, just their OnDestroy is being called. There's almost nothing I can do to prevent it but to add them to the ignore list. It's pretty odd to me too, but KSP does things in some weird ways :P

Also, there was a new build late last night that should hopefully fix some of the issues that JeffreyCor was experiencing with the KCT betas.

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Bit problem on Build 20, the build list isn't usable / clickable in the space center. Took screen shots in case I cant explain it well enough. Hovering over the default button only highlights the button. Clicking makes the build list appear, but moving over the build list causes the built list to disappear. Clicking in the tracking station does allow the window to come up and remain as expected however. Happened on a fresh start to rule out any carry over issues.

Space center screen to start

https://www.dropbox.com/s/np5j5zt83b9r4io/screenshot1.png?dl=0

Hovering over KCT button

https://www.dropbox.com/s/b3izzbu5zd3oi80/screenshot2.png?dl=0

Click on KCT button

https://www.dropbox.com/s/73bg0jwlfurunx0/screenshot3.png?dl=0

Moving mouse over KCT window

https://www.dropbox.com/s/k7pis3z1gmdp8up/screenshot4.png?dl=0

Don't know if anything will show up in the log, but just in case :)

https://www.dropbox.com/s/p1ip8flshi7x8hn/output_log.txt?dl=0

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