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Kerbal Construction Time/StageRecovery Dev Thread


magico13

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When deleting a preset (at least doing so from the Research Screen), the confirmation dialog has no buttons and remains on screen even if you go to KSC. If you then go to VAB, it disappears, but remains at KSC screen indefinitely.

Also, when you click, scroll or drag the settings window in the Research Screen, it also happens to the nodes view (i.e., it clicks through). I noticed the same with Blizzy's Toolbar settings window too, so it may be a Unity 5/KSP glitch.

UPD: More feedback. I noticed that after I've recovered a rocket from the launchpad (i.e., I didn't even launch it) and then go to VAB and open Inventory, it shows that I have 317000 of Mk2-R Radial Parachute (it was one of the details of the rocket). All the other parts, showed when I click on tabs, are displayed correctly. I guess it shows BP instead of number or something.

Edited by garwel
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15 hours ago, JeffreyCor said:

When trying to launch a ship after building, there is no pilot even though one is selected on the launch crew selection window.

I can confirm the same bug. I tried building a new ship and recovering a ship and rolling it out but any selected crew are not placed in the vessel.

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15 hours ago, JeffreyCor said:

Will get on it. Right now all saves are expendable and open to sacrifice :)

EDIT: SR is looking good! :D

EDIT2: Your expectations on KCT have been realized :wink:

If the KCT information window it remains open when chancing scenes, such as entering the science building or VAB

In building screens (ie VAB) the information on building time, build points, etc does not populate until after.

When trying to launch a ship after building, there is no pilot even though one is selected on the launch crew selection window.

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

I did not see that behavior in my testing, it all worked the same as for 1.0.5. Are you running the 64 bit version and do you have other mods? I can really easily check just by looking at the log so I'll do that :P

10 hours ago, garwel said:

Hi, I'm testing the KCT 1.3.3-pre1 and most of it went smoothly for me. All the windows looked good and mechanics worked. However, I had a CTD when tried to remove a part in SPH. I'm not sure it's a KCT issue, but it's the last mod that was in the log. It might happen because I put and then immediately removed a part.

The log

UPD: Another bug. Loaded game, set up KCT, entered VAB, created a simple rocket, then clicked Simulate (via Launch button), selected "In orbit" and then wanted to edit simulation duration to "10m". As soon as I pressed M, the simulation settings window became empty and unresponsive. I can still click through part categories in the VAB and drag around the main KCT window, but I can neither start the simulation, nor launch the ship, nor exit VAB. Esc key doesn't work either.

The second bug exists in 1.0.5 as well and is slated to get fixed soon. I had a CTD when launching so it might just be a 1.1 issue, but I'll look into it.

2 hours ago, garwel said:

When deleting a preset (at least doing so from the Research Screen), the confirmation dialog has no buttons and remains on screen even if you go to KSC. If you then go to VAB, it disappears, but remains at KSC screen indefinitely.

Also, when you click, scroll or drag the settings window in the Research Screen, it also happens to the nodes view (i.e., it clicks through). I noticed the same with Blizzy's Toolbar settings window too, so it may be a Unity 5/KSP glitch.

UPD: More feedback. I noticed that after I've recovered a rocket from the launchpad (i.e., I didn't even launch it) and then go to VAB and open Inventory, it shows that I have 317000 of Mk2-R Radial Parachute (it was one of the details of the rocket). All the other parts, showed when I click on tabs, are displayed correctly. I guess it shows BP instead of number or something.

The first thing is probably an easy fix, thanks. The second happens even with stock windows (like the Alt-F2) one. It's been present since the R&D screen was added. The last thing is normal. You probably are using RealChutes so parachutes are treated as procedural parts which get stored as 100x their cost.

 

 

 

Thank you all for your reports!

E: Looks like KCT isn't working with StageRecovery properly. I think that's due to changes made by the people doing the community updates and is likely what's breaking Kerbal Konstructs too. 

Edited by magico13
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Since 1.1 is out I wouldn't run anything but the 64 bit version :wink: I do have others that have been updated to 1.1 so compatibility can be checked before KCT gets released and people go wackadoodle if something doesn't work together :P

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31 minutes ago, JeffreyCor said:

Compiled would be helpful :wink:

Oh ********* :blush: I thought I uploaded it. I'm seeing a movie and having dinner with the fiance so it'll be a few hours. Sorry about that. 

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18 minutes ago, magico13 said:

Oh ********* :blush: I thought I uploaded it. I'm seeing a movie and having dinner with the fiance so it'll be a few hours. Sorry about that. 

 The fiancee is more important. Have a nice meal and movie

Thanks for working on this for us.

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That mean GitHub! Will check it out now. Did find the old version of SR had a conflict with Kerbal Konstructs. Will also see if this new build fixes that as well. Much rather I get these problems instead of regular users :)

EDIT: Mostly good, and very good, news :) Start with the possible bad. in recovery testing of two nearly identical stages, only one of them seems to have been recovered with no notice logged at all in the info screen for the other. First stage used stock radial parts, second stage used RC parts, all of which are using RC plugin. Stage 2 recovered while stage 1 seemed to vanish into nothingness.

Now the good, the compatibility issue with KK is solved with this version of SR :) Both now seem to play together without sadness :)

And the very good news, most of the problems encountered with KCT were actually conflicts caused by a problem with SR! That means, with this new version of SR, KCT is not working MUCH better! :D In fact all of the problems reported is actually solved. Whoo hoo!! :D

https://www.dropbox.com/s/op8wet35yyfrha3/output_log.txt?dl=0

Edited by JeffreyCor
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I noticed some weirdness with RealChute in my testing. I'll look into that later.

 

I've got another update for KCT. Nothing too major, but I've made it so simulations can be disabled (which I'll make the default in all the configs). Apparently I wrote all the code for it a while ago because I went to go write it and it all already existed and just needed activated!

One semi-major change is that MagiCore is now required (and included). MagiCore is a .dll I use that contains code common to multiple mods of mine. KCT is using it for math and time parsing, Dated Quicksaves and Sensible Screenshot use it for string parsing, and some WIP things use it for the math parsing. Make sure you install it otherwise KCT won't work at all (it's included in the download). It just goes in GameData directly, like ModuleManager does.

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So far so good. Even selecting launch sites worked with KK / KS without issue. Only had one minor glitch so far, build list stayed open after screen changed to R&D building. Will continue testing of course but it looks in far better shape than expected so quickly :)

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There seems to be an issue, probably also existing in older versions, with formula parsing: the parser does not follow operation priorities, i.e. multiplication and division before addition and subtraction. For instance, if you put something like (10000+10*[E]) in BPFormula, you will in fact have 10010*[E]. It is not critical because you can always rearrange operands or use parenthesis, but may cause unexpected results if users edit the formulas.

I noticed it in Pre-1, so if the parser's changed, it may have been resolved.

Edited by garwel
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8 hours ago, garwel said:

There seems to be an issue, probably also existing in older versions, with formula parsing: the parser does not follow operation priorities, i.e. multiplication and division before addition and subtraction. For instance, if you put something like (10000+10*[E]) in BPFormula, you will in fact have 10010*[E]. It is not critical because you can always rearrange operands or use parenthesis, but may cause unexpected results if users edit the formulas.

I noticed it in Pre-1, so if the parser's changed, it may have been resolved.

It was designed that way. If you're going to modify formulas then it is expected that you read the documentation on the wiki which has a section detailing that limitation.

 

The reason it's like that is because of how the parser works. It reads the string in character by character from left to right and puts each one on a stack. When an operator is hit, the stack is parsed as a double, the operator is saved, and a new stack is started. When another operator is hit then the stack is parsed as a double and the last operation is applied between the old stack and the new stack. Functions are a bit special, when they're hit they're evaluated and are replaced with their value.

Trying to get order of operations into that parser would be a nightmare since it is only aware of its immediate surroundings. It'd have to be totally rewritten so its unlikely to happen any time soon. Parenthesis use and careful ordering should be fine for most things.

Edited by magico13
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Oops, I missed that section in the wiki. My bad.

When I was at college, we used reverse Polish notation to make parsers work well with expressions. It shouldn't be too hard to switch to it from prefix notation, but I perfectly understand that it's not in the top of your priorities right now. If only I had some experience with modding (and didn't forget much of C#), I'd offer to code it myself.

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playing with Kerbal constructs, kerbin side and a bunch of other mods I got a game breaking error when trying to launch from the old kerbin spcacenter launchpad, the message asked me to "attach the log" but I'm not sure what log I should attach.

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Defininely need your logs as I also tasted with Kerbal Konstructs and Kerbin-Side without this error trying the Old launchpad last night. First of course make sure you have the latest version of all mods involved. Assuming you are using Windows it would make a difference if you are using 32 or 64 bit version of KSP 1.1. If you are using 64 bit ( as I'd imagine anyone would since it's a major feature of 1.1 :) ) the file you need is under Kerbal Space Program \ KSP_x64_Data \ output_log.txt

 

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Looking to me like a conflict caused with, I'm thinking, either InternalSpace or VesselAutopilot as there is a ton of errors all starting with these two, and are once I'm not using myself in the tests I've done. Magic certainly would be able to tell more than I can with my far more limited knowledge of the inner workings. If you can for a test, try removing these two and trying again to see the the problem reoccurs.

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On 24/4/2016 at 5:40 PM, Noobton said:

playing with Kerbal constructs, kerbin side and a bunch of other mods I got a game breaking error when trying to launch from the old kerbin spcacenter launchpad, the message asked me to "attach the log" but I'm not sure what log I should attach.

I had that problem also. I removed Kerbin Side and started a new save and everything was fine.

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