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Kerbal Construction Time/StageRecovery Dev Thread


magico13

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The issue here is probably that you're using Kerbin Days and the 2.5 days is in 24 hour days. Either way it is going to take 60 hours. It's just a bug with the message being hardcoded to 24 hour days. I'll fix it for next version.

Got it. Makes sense. Thanks for the clarification.

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I haven't seen any problem like you describe, RT connection in both launch and simulation have functioned identically in testing. Under all conditions, if you have an unmanned craft you have to have an active antenna or launch clamp (provides effectively a hard line connection). If using FASA clamps editing of the RT2 antenna cfg is needed to add support for those.

Ah, maybe that's the issue. I notice that crewed capsules aren't filled by default. I probably just didn't have a kerbal. Thanks

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So I'm playing around with your mod which is an awesome mod. But I've came to a quick snag. After a few launches, when I try to leave the VAB I get a picture of the space center almost on top of the research building. In this picture I can't warp, can't move the screen, or use the bottom right main menu button without selecting the VAB. Is there anything I'm missing here that I over looked in a settings problem or has anyone else had this problem?

I like this mod and it has alot of potential. Keep up the good work.

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Haven't seen this is any test runs. First of course make sure you are using the current version of KCT. If you are, when it happens if you could please post your KSP.log and Output_log.txt so Magico can check it out it could be very helpful and given the strange graphic issue you're encountering a screen capture if feasible. :)

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Small update to fix a bug with recovery when you use the same part more than once in the dropped stage. Forgot to change "name" to "title" in an if statement so the recovered parts list would throw an error. It also adds locks to the Build List Plus window (the * button on the build list) and locks to the launchpad not clear window (the locks prevent clicking through the GUI, a 0.24 stock bug).

The part recovery fix is kind of important, so I highly suggest updating. Those of you with automatic update notifications active were possibly alerted to the update. If that is the case, please inform me that it worked. If you don't have automatic updates enabled, you can do so in the settings.

If you've been having issues with previous builds and have dropped stages with parachutes, please try this version before reporting bugs. As unrelated as it may seem, KSP has snowballing errors whenever a tiny little bug occurs.

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Uh, is time supposed to stop when I hover of the KCT build list window? It's really weird. I'll hit warp to complete and my EVE clouds will fly by but the clock won't change and the sun won't move. If I move the mouse off the KCT build list it works. Same thing if I manually warp time. This may have just started happening, I didn't notice a problem with the first few ships I built, but I might have moved the mouse too. Either way, it still happened after I rebooted the game.

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The automatic update notification worked :)
Worked for me as well.

Awesome! Just wanted to be sure that was functioning properly :D

Uh, is time supposed to stop when I hover of the KCT build list window?

Yes, and no. I don't want it to, but it is a side effect of the fix I had to do to get around this bug. 0.24 added a really annoying bug with ALL GUIs in the Space Center scene that causes you to accidentally click on the buildings behind the GUI (technically, you just have to transition from being over a building to being on a GUI, the building doesn't have to be behind the cursor when you click). This bug was EXTREMELY noticeable with KCT since it relies so heavily on the Space Center scene for interaction. The fix I used is simply disabling the ability to click on any KSC buildings (through a stock function). If the Build List is visible, hovering over it will enable the lock. When pretty much any other KCT window is visible, the lock is activated (hovering over the window or not). Unfortunately, for some moronic idea the lock that simply makes you not be able to enter a building, also pauses the game. No idea how that makes any sense, but it's what I'm stuck with.

TL;DR: Hovering over the build list pauses the game (stock bug) as a side effect of getting around another stock bug that would be worse.

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Ok, cool, glad I know what's causing it. Could I suggest an ingame warning about this? I was worried that something was really wrong.

Also, I'd appreciate an option in the drop down menu for ships and science to warp to the completion of that ship/science, rather than warping through my list of queued science until I got to the one. But that's just a nice to have. I really appreciate the work you did to get it working this weekend :)

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Could I suggest an ingame warning about this?

I'll see about adding a message during the first run window maybe. There might be somewhere better, but I need to think about it.

I'll also see about warping to complete for a specific ship/tech node. It may require a bit of rework, but it is certainly possible to do, just maybe not simple without rewriting a bunch of things.

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Small update released. This one has a message during the first run window that alerts you to the stock bug that causes time to freeze while hovering over the Build List. It also changes the tech unlock time message to use the current time settings (Kerbin Time vs. Earth Time). Additionally, it has in-depth support for StageRecovery using the new StageRecovery API. When the two are installed together, KCT doesn't perform any of the booster recovery code but instead lets StageRecovery handle it. If a stage is successfully recovered, KCT receives the list of parts as if it had done it's own recovery.

This let's you use StageRecovery's features without requiring KCT to do anything superfluous, and if I add code to SR to handle rocket based landings I don't need to do anything for KCT to recover the parts (since I'm probably not adding powered landings directly to KCT, sorry). Currently, there is an advantage to using SR if you have a command pod on a stage, as SR will recover the kerbals (if you enable that feature) and will return 100% of the stock value as opposed to KCT's default 75%. Once powered landings and deadly reentry support are added to SR, it will be a perfect companion to enhance the booster recovery mechanics present in KCT.

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Is there a way to turn off the message spam every time a stage is recovered?

There should only be one message per stage and only on a successful recovery. I can add a setting to turn notifications off. I should probably try to find a way to group messages together so that there's only one message per set of stages (aka, drop 4 boosters but get 1 message instead of 4). I'll add a setting to turn them off in the next update though. If you're using StageRecovery you can disable failure notifications to reduce the number of messages you'll get.

Sidenote to everyone: I'm not sure how clear I made it that neither StageRecovery nor DebRefund are needed in order to have funds recovery, KCT has it built in. KCT just has interaction with the other mods, especially StageRecovery, where it will disable it's funds recovery and let the other mods handle it.

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Just having this mod installed causes all buildings to be unclickable, except R+D facility, which you then cannot leave. It does not matter if I have the windo interface open or closed or where it is. Shame, this is my favorite mod from .23.5

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Just having this mod installed causes all buildings to be unclickable, except R+D facility, which you then cannot leave. It does not matter if I have the windo interface open or closed or where it is. Shame, this is my favorite mod from .23.5

That sounds like the lock is activating for some reason. Make sure all the windows are closed and try again. If you disable the mod for a save, there is a bug where you have to exit to the main menu and then reenter the save. If that still doesn't work, try to walk me through getting the problem to occur and I'll see if I can recreate and fix it.

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I'm having a similar problem to vardicd. I haven't been successful in reproducing it yet. My hunch is it has something to do with when I forget and use the built in menu to revert to the VAB or launch instead of the KCT functions.

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That sounds like the lock is activating for some reason. Make sure all the windows are closed and try again. If you disable the mod for a save, there is a bug where you have to exit to the main menu and then reenter the save. If that still doesn't work, try to walk me through getting the problem to occur and I'll see if I can recreate and fix it.

I've tried to use this twice, both times it just happened on loading into the game. Installed it, started the game, got the pop up right at the beginning, and nothing is clickable except R+D.

Edit: the only thing I can think of that maybe an issue is it was a save in progress? I'm not using any mods I wasn't using in .23.5. there are a few im not using now that I was before.

Edit again: I'm playing .24 in 32 bit mode, not 64, don't know if that matters.

Edit once again: correction, the second time I tried it was on a fresh game, because the first time corrupted my save into un-useability.

Edited by vardicd
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Hmm, if R&D is clickable then it shouldn't be the lock, since that would make R&D not clickable. I'm guessing you closed the first run window :/ Can you check to see if an error is logged in the Alt-F2 menu when this happens? Either way, can you get me the KSP_Data/output_log.txt file from a play session where this occurs? That file typically contains any errors being generated and is the best way for mod authors to figure out what's wrong.

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Hmm, if R&D is clickable then it shouldn't be the lock, since that would make R&D not clickable. I'm guessing you closed the first run window :/ Can you check to see if an error is logged in the Alt-F2 menu when this happens? Either way, can you get me the KSP_Data/output_log.txt file from a play session where this occurs? That file typically contains any errors being generated and is the best way for mod authors to figure out what's wrong.

Yeah, I'll see if I can figure that out tomorrow. I'm leaving for work now.

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Yeah, I'll see if I can figure that out tomorrow. I'm leaving for work now.

Ok, thank you :) Sorry for all the trouble this is causing you, hopefully we can figure it out :/

I'm having a similar problem to vardicd. I haven't been successful in reproducing it yet. My hunch is it has something to do with when I forget and use the built in menu to revert to the VAB or launch instead of the KCT functions.

With simulations it shouldn't matter how you Revert to VAB, even going to the Space Center will revert because it just copies the save file. If it isn't a result of the locks, it is likely a Null Reference which then prevents scene changes (though I think the astronaut complex and mission control buildings should still be accessible since they don't change the scene). I just don't know what would cause the Null Reference without the logs, and even then it sometimes isn't useful.

If you're simulating in orbit you need to use the KCT revert to launch option, otherwise you'll start on the launchpad, but that's the only time it matters I think.

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Okay, I am positively flummoxed. I cannot reproduce the errors that I got twice yesterday. for now, I withdraw my bug report, but if it comes up again, I'll try to grab logs and such, but you may get way more than what you need, 'cause I don't know what you need exactly.

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Okay, got a new one for you, it seems, that if you simulate a launch, then revert, your reputation either resets, or no longer displays the correct value. I got logz here: https://www.dropbox.com/sh/rf9navabawjcamd/AABs_kU9Qa4d8hxPTQACcORNa

I hope that's what you need.

PS: I may be wrong and just missed something else going on, but I know my rep meter was flat right after I simulate a launch.

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KCT is an awesome mod, but there's something that bugs me since 23.5: the windows don't remain closed! Every time I enter the VAB, KCT window is opened. Every time I load a new craft, KCT window opens itself. Even on the KSC view sometimes KCT window opens to alert me to spend my upgrade points, even if I have NO UPGRADE POINTS! This behaviour sometimes drives me nuts... hehehe. Do I need to upload a log to you or it's an known bug or intended behaviour?

Another thing is that every time I go to a simulation (using .24 x64), the upper right stock menu gets messed for the rest of the session. I have to get out to the main menu and load the save again to fix it. Will collect pictures and the log next time I play to upload to you.

Nevertheless, great mod you have here, magico13.

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KCT is an awesome mod, but there's something that bugs me since 23.5: the windows don't remain closed! Every time I enter the VAB, KCT window is opened. Every time I load a new craft, KCT window opens itself. Even on the KSC view sometimes KCT window opens to alert me to spend my upgrade points, even if I have NO UPGRADE POINTS! This behaviour sometimes drives me nuts... hehehe. Do I need to upload a log to you or it's an known bug or intended behaviour?

Another thing is that every time I go to a simulation (using .24 x64), the upper right stock menu gets messed for the rest of the session. I have to get out to the main menu and load the save again to fix it. Will collect pictures and the log next time I play to upload to you.

Nevertheless, great mod you have here, magico13.

Might want to pop up some logs, 'cause I don't have that behavior. Something funny's going on.

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