Jump to content

All my projects are on hold ....


mellojoe

Recommended Posts

I'm in a waiting pattern. Since the asteroid pack will require a new save, I don't want to jump into another huge project if I'm going to have to start over anyway. I'm just building space-planes and playing with rovers and silly mods.

What else can I do? Anyone have any suggestions?

Link to comment
Share on other sites

I'm still chugging along in my Career, but more often the last week or so I've been building mongo ships in Sandbox so as to get used to what I expect to be doing in the new patch. Also I've been working on my jump drive and a couple other moddy things.

Link to comment
Share on other sites

Since the asteroid pack will require a new save

Has there actually been any official word about this or did someone just hear Scott Manley say something while playing the pre-release version?

E: because, you know, bugs are being fixed and things are changing.

Edited by regex
Link to comment
Share on other sites

Has there actually been any official word about this or did someone just hear Scott Manley say something while playing the pre-release version?

E: because, you know, bugs are being fixed and things are changing.

That came from multiple people who did vids last week. But you're right, for all we know, this could change before we get it.

Link to comment
Share on other sites

Has there actually been any official word about this or did someone just hear Scott Manley say something while playing the pre-release version?

E: because, you know, bugs are being fixed and things are changing.

If you do need a new save I'm curious as to how they've actually changed, since it's all text we'll be able to find out pretty quickly. Most of the save file is just the current ships (and I doubt the way that that's saved has changed), so it should be fairly easy to move everything to a new one or flick a switch on the old. We'll have to see though.

Link to comment
Share on other sites

Scott I think was playing with KER, so maybe not there, but maybe some others.

From the Scott Manley video, it looks like KER works, except that it doesn't like the new combined engine-and-tank LFBs.

I expect that the changes to orbit calculations and manouver nodes wll break mods relating to that functionality (KAC, Precise Node, MechJeb, ...).

That's a guess, but I'd wager it was a good one.

Link to comment
Share on other sites

As I am having trouble landing my Eve probe safely, I copied a new .23 over from steam and started out with Better Than Starting Manned - amazing how a new tech tree and changes to the science gathering refreshes the game. :)

Pity it is not easily compatible with some mods, Remote Tech would require some serious tweaking for the game to be playable I think and most mods place their parts on tech nodes in a way destroying the BTSM setup.

Link to comment
Share on other sites

Will require new save????? oh god. Whatever,I wont be go deep in 0.23.5, waiting 0.24..

You will still able to play with your old saves. But if you want asteroids, you need to start a new career.

As I understood it.

Link to comment
Share on other sites

Is there a guide somewhere on what to copy in order to retain career progress/ships in flight/etc? I don't have much going right now, but I'd rather not lose my science progress and my space station that I just started building. I also would prefer to keep my flags on Mun and Minmus where they are instead of having to send a new manned mission up to replant.

Link to comment
Share on other sites

Is there a guide somewhere on what to copy in order to retain career progress/ships in flight/etc? I don't have much going right now, but I'd rather not lose my science progress and my space station that I just started building. I also would prefer to keep my flags on Mun and Minmus where they are instead of having to send a new manned mission up to replant.

It's actually pretty straightforward. There are "SCENARIO" blocks that contain your research and science progress. The flags are just a type of "VESSEL" in the data. if you look in my sig below, I have a perl script (and an online version) that splits out these components from your save data, ready for pasting into another save. What it does not do is split out the current date in-game. But that's are easy to find, at the top of the FLIGHTSTATE block right before the first VESSEL begins. Science points held in reserve are stored at the top of the "ResearchAndDevelopment" scenario block.

Link to comment
Share on other sites

Is there a guide somewhere on what to copy in order to retain career progress/ships in flight/etc? I don't have much going right now, but I'd rather not lose my science progress and my space station that I just started building. I also would prefer to keep my flags on Mun and Minmus where they are instead of having to send a new manned mission up to replant.

I don't know if there is a guide for this. I just go for MAKE A BACKUP and experiment, but this is what I know about save transferral;

Inside the persistent.sfs there are several main sections PARAMETERS, SCENARIO (x2), FLIGHTSTATE and ROSTER.

You can ignore PARAMETERS.

The 1st SCENARIO has the name ProgressTracking, it logs which milestones you've reached and which vessel and crew you used to hit that milestone.

The 2nd SCENARIO has the name ResearchAndDevelopment and that's the one that tracks what parts have been unlocked and how many sci points you have left.

FLIGHTSTATE holds your in-flight craft (+flags and I think also eva crew).

ROSTER holds information about your kerbals.

The ResearchAndDevelopment SCENARIO is isolated from the others, ie it doesn't have any references to info held in the other sections so you can copy out that section and splotch it over the one in a new save without complications.

If you don't have any active crew (ie you just have probes and flags, but no crewed craft) then FLIGHTSTATE can also be easily copied over. It gets more icky when there are crew involved because crew from ROSTER are referenced. But if you also copy over ROSTER then it should work out.

I'm guessing that asteroids will also be in FLIGHTSTATE, unless they get a new section to themselves. If they are in flightstate then you will need to make sure you don't wipe them when copying over the contents of flightstate.

If you just want specific craft then just copy individual VESSEL objects over. If you do that you'll want to set the UT value at the top of flightstate in the new save to match your old save or the mission times on the craft will be weird. BUT that might do odd things with the asteroids, I don't know.

I've not ever attempted to transfer the ProgressTracking Scenario, but from looking at it you will also need to transfer ROSTER as ProgressTracking references crew.

If you run Mods like Kethane then it will have written data into one of the Scenarios (forget which), so that can complicate things. But it is still a discrete section so it can just be copied over or you can leave it out and have a new set of Kethane deposits in the new save.

Make your life easier when editing - DON'T USE NOTEPAD!!

- particularly if you p_file is over a mb. Notepad takes a very long time to read and write large files (and yeah a mb is large for notepad!). I have an 8mb p_file and I can make tea while waiting for notepad to save. In really large files just adding a newline can take a while in notepad.

- use an editor that supports line folding. This will make chopping out sections of the file really easy as you can collapse whole sections to a single line which you can then copy to grab the entire section, rather than trying to manually find the correct end to a particular section.

I use VIM (free and you can get it for windows/mac/linux) as it loads/saves really large files in a snap and does line folding very easily. notepad+ also does line folding as does the default editor on macs (I think). I also use gedit in linux, but I prefer VIM's line folding because it easily deals with the non-standard format that Squad uses (I really wish they'd used regular XML!)

But Vim is a little crazy if your not used to it, its commands are nearly all command line activated, which as a coder I love, but I can see that might upset some folk! You just put your cursor on the { at the start of a section and then type "zfa}" and it will find the matching end } and collapse the section into one line which you can then just copy. ("zo" to expand a collapsed section.)

It really is all about having an editor that does line folding. Each VESSEL, even small ones, can span many many lines and its easy to loose track if you are manually scrolling to find the end of a particular one. With line folding you can just crunch a whole vessel into a single line and then copy it, easy!

Hope that helps some!

Link to comment
Share on other sites

That came from multiple people who did vids last week. But you're right, for all we know, this could change before we get it.

I really hope I don't have to make a new save. Sure, I think I know how to transfer save data, but better safe than sorry. I can only pray.

Link to comment
Share on other sites

Each time the devs have 'threatened' to break savegames in the last while, they've managed to include 'upgrading' code near release to prevent it from happening. 0.24 will almost certainly break saves (techtree and economic situations being different) but I don't think 0.23.5 will.

The last thing to break my save games was KAS.

Link to comment
Share on other sites

Is there a guide somewhere on what to copy in order to retain career progress/ships in flight/etc? I don't have much going right now, but I'd rather not lose my science progress and my space station that I just started building. I also would prefer to keep my flags on Mun and Minmus where they are instead of having to send a new manned mission up to replant.

You and me both, dude. Anyone know?

EDIT: Ah, there's been a few posted, excellent :) I'll give them a crack! When the time comes, of course

Edited by Arctodus
Link to comment
Share on other sites

There is something appealing about starting again with far greater knowledge. I could do permanent death (which means all missions must have escape towers and you probably wouldn't do those early tests with live subjects).

I imagine I would keep Jeb, Bill and Bob as mission commanders who are never allowed to do landings except on bodies I am greatly experience with in craft that are well tested!!!!

Bit of a pain redeveloping designs again though!

Link to comment
Share on other sites

I'm also currently on hold, because the new surface refueling ships I want to send out to Laythe in my next launch window will use the Claw. I've made the ships with empty FL-T200 tanks as stand-ins for the Claw so that I could check alignments, etc. …so I just need the Claw to arrive.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...