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[1.12.x] Asteroid Recycling Technologies


RoverDude

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Roverdude, Don't let the puddinheads get you down, man! Your stuff is the very definition of awesome and doing support is always the suck part of software development. Please know that for every person who complains there are at least 50 people like me who use your stuff and thoroughly enjoy it without much comment. My 5 year old loves seeing the guy put together a ratpack and blasting around mun (thank Jeb for the ability to autosave!)

So have a good day and a Merry Christmas if that's your thing. And keep being awesome.

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Guys. If you want me to help you, you really need to do what I asked and try this on a clean install as requested, with just the mods noted and installed in the way requested. otherwise I am not going to support ya.
I would, but space on my SSD is a little tight right now (below 10GB). Someone else is going to have to try a clean install.

I also don't use universal storage, however I do use KAS, could that be causing issues? (I know it has a grab module other parts can choose to add)

I'd also still like to see your persistent file that you use to test, it could give some insight as to what the issue actually is (assuming it's module related, but it could not be).

[edit]

Roverdude, Don't let the puddinheads get you down, man! Your stuff is the very definition of awesome and doing support is always the suck part of software development. Please know that for every person who complains there are at least 50 people like me who use your stuff and thoroughly enjoy it without much comment. My 5 year old loves seeing the guy put together a ratpack and blasting around mun (thank Jeb for the ability to autosave!)

So have a good day and a Merry Christmas if that's your thing. And keep being awesome.

Hey, I'll have you know my head is the finest dessert this half of Kerbin!

[edit2]

Had a thought, can't you just hook into the vessel unpack event and add any modules that are missing? It would be a band-aid solution, but it would be a solution none-the-less, unless the issue isn't missing modules...

Edited by Hexicube
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Guys. There is no 'solution' because from my viewpoint, there is no 'problem'. I simply cannot help support you if you refuse to go through troubleshooting steps. This isn't about you helping me find an issue we're both experiencing - it's me making sure you did not bork up your install and telling you the most effective way to do it.

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Guys. There is no 'solution' because from my viewpoint, there is no 'problem'. I simply cannot help support you if you refuse to go through troubleshooting steps. This isn't about you helping me find an issue we're both experiencing - it's me making sure you did not bork up your install and telling you the most effective way to do it.
That isn't really a good mentality to have, just because an issue isn't reproducible doesn't make it invalid. Plus, like I stated, you can easily just add the module onto the asteroid and suddenly the whole problem is gone.

As it stands the jaw looks at the asteroid, sees that it lacks the appropriate module, and rather than adding it manually just goes "well, looks like I'm not going to function" and hides the option to start drilling. It's probably an incredibly easy thing to add, too, since your SetupAsteroidResources() inside regolith does pretty much all the work. In fact, I'd be willing to bet it would take you under 15 minutes and under 10 lines to have something ready that completely fixes the issue of asteroids not having the module to store their space and remaining rock supply.

Apologies if I sound like a twat with that (almost definitely do), but that's my take on the matter. I've provided a nice easy solution after following the code execution path (to where it displays "No info" on the menu), and would appreciate it if you implemented said solution as it avoids having to mess around with installations and redownloading KSP (which will take hours for me, 400kb/s sucks).

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Then fork it and do it yourself.

And provide your own support. I've tried to be nice, but enough is enough. I'm done.

There you go, enjoy pulling that and creating a build for everyone.

[edit] Actually, one moment, I think I need to manually make it prepare the 'roid...

[edit2] Yeah, seems like I did need to. Got 50x as much rock out of it afterwards, unless that was sheer coincidence. Should be working properly now, although I don't get the text shown in the video stating the total mass, was that removed?

[edit3] Actually, looking at the numbers, it still seems far too small. Only getting 500-550 storage from a class-C asteroid, I'd guess it should be getting something like 20x that...

Edited by Hexicube
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That isn't really a good mentality to have, just because an issue isn't reproducible doesn't make it invalid. Plus, like I stated, you can easily just add the module onto the asteroid and suddenly the whole problem is gone.

As it stands the jaw looks at the asteroid, sees that it lacks the appropriate module, and rather than adding it manually just goes "well, looks like I'm not going to function" and hides the option to start drilling. It's probably an incredibly easy thing to add, too, since your SetupAsteroidResources() inside regolith does pretty much all the work. In fact, I'd be willing to bet it would take you under 15 minutes and under 10 lines to have something ready that completely fixes the issue of asteroids not having the module to store their space and remaining rock supply.

Apologies if I sound like a twat with that (almost definitely do), but that's my take on the matter. I've provided a nice easy solution after following the code execution path (to where it displays "No info" on the menu), and would appreciate it if you implemented said solution as it avoids having to mess around with installations and redownloading KSP (which will take hours for me, 400kb/s sucks).

It is a perfectly fine mentality to have. Why should Rover take time away from his already busy volunteered time to download your files and test them when you have been unwilling to follow his troubleshooting steps with a fresh install. You already admitted you did not fully clean out your KSP install from .25 and while you don't "think" that is the cause who's to know. SSD low on space? KSP is only 3GB stock. Slow internet? Maybe you should copy a stock install of KSP onto a USB drive for safe keeping. I for one never play my default install as I keep that clean for update/upgrades and make a copy of it first before doing any play or adding mods.

Personally I'm much happier to see Rover working on the bugs he knows about that will benefit us all, vs something that you cannot even show is happening if you go back to a stock install.

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There you go, enjoy pulling that and creating a build for everyone.

[edit] Actually, one moment, I think I need to manually make it prepare the 'roid...

[edit2] Yeah, seems like I did need to. Got 50x as much rock out of it afterwards, unless that was sheer coincidence. Should be working properly now, although I don't get the text shown in the video stating the total mass, was that removed?

[edit3] Actually, looking at the numbers, it still seems far too small. Only getting 500-550 storage from a class-C asteroid, I'd guess it should be getting something like 20x that...

Given that you're apparently sending me a sack of bees, I will be closing this pull request. Not as easy as it looks, eh?

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It is a perfectly fine mentality to have. Why should Rover take time away from his already busy volunteered time to download your files and test them when you have been unwilling to follow his troubleshooting steps with a fresh install. You already admitted you did not fully clean out your KSP install from .25 and while you don't "think" that is the cause who's to know. SSD low on space? KSP is only 3GB stock. Slow internet? Maybe you should copy a stock install of KSP onto a USB drive for safe keeping. I for one never play my default install as I keep that clean for update/upgrades and make a copy of it first before doing any play or adding mods.

Personally I'm much happier to see Rover working on the bugs he knows about that will benefit us all, vs something that you cannot even show is happening if you go back to a stock install.

1. Ignoring bugs because it's not a stock install is not a good mentality to have when you're aiming to provide an API to let mods work in a friendly manner. What's the point of making a nice playing field if you take the ball and run away?

2. I'm not going to provide files to test, I'm going to test the new dll myself and do a pull request with the fix.

3. Just because I said my SSD was below 10GB does not mean it's above 3GB. How do you know I have the space to store a backup or redownload stock whilst keeping my current mods intact?

4. I'm not required to show that the problem occurs with stock. If the problem occurs, the problem occurs, multiple users have reported the problem and I've stated a very simple and easy way to fix said problem (which I've gone and done myself, or am at least trying to, the converted quantity seems to small but other than that it's working).

Given that you're apparently sending me a sack of bees, I will be closing this pull request. Not as easy as it looks, eh?
Not entirely sure what you mean by that?
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1. I am not 'ignoring' a bug, I am ignoring a user who refuses to go through very basic troubleshooting steps. Like.. really. really. basic ones. If you can't be bothered to even do that, I can't be bothered to support you, and I most certainly will not be bothered to take a pull request that obscured whatever issue it is you seem to be having.

2. Do with that DLL whatever you wish... no skin off my nose. But I will not be taking the pull request (especially since by your own admission it's flaky), so don't bother sending it. See above RE obscuring what the real root cause is. Now imagine if you had spent as much effort actually following troubleshooting steps. But since that is not happening, I will not touch any of your code with a 20' pole. What you choose to do on your own install is your own business.

3. Easy. Make a folder, move all of your mods over to it. Reinstall KSP. Follow the very simple and basic directions provided earlier.

4. You absolutely ARE required to show the problem occurs in stock if you want support. Because I have to sort out whether you broke something, or whether you messed up an install. Oh.. wait... I don't actually, because I don't have to provide you any support whatsoever. Awesome - rock on!

RE full of bees - you're sending me trash code that by your own admission is a bit flaky (see all of the 'oops - edits' in your own post) and you still apparently have a mass issue. So why the heck would you bother sending me junk code? At this point anything you provide is suspect, so don't bother doing a pull request as I will be closing them.

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Fresh install:

in order

ART from github

Rego 1.1 from github

hyperedit

new savegame (sandbox)

new vehicle

time warp

1 E class Asteroid, tracked

rendezvous cheat

grabbed with jaw

no rock options

Thank you!

Do me a favor: Post me a screenie or do a dir->txt of the following directories (including time/date stamps):

000_USITools

CommunityResourcePack

ART

Regolith

Also, OS and 64/32 would help as well.

[EDIT]

Add to that: Module Manager version(s), and also the info on your FireSpitter/Plugins directory.

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1. I am not 'ignoring' a bug, I am ignoring a user who refuses to go through very basic troubleshooting steps. Like.. really. really. basic ones. If you can't be bothered to even do that, I can't be bothered to support you, and I most certainly will not be bothered to take a pull request that obscured whatever issue it is you seem to be having.

2. Do with that DLL whatever you wish... no skin off my nose. But I will not be taking the pull request (especially since by your own admission it's flaky), so don't bother sending it. See above RE obscuring what the real root cause is. Now imagine if you had spent as much effort actually following troubleshooting steps. But since that is not happening, I will not touch any of your code with a 20' pole. What you choose to do on your own install is your own business.

3. Easy. Make a folder, move all of your mods over to it. Reinstall KSP. Follow the very simple and basic directions provided earlier.

4. You absolutely ARE required to show the problem occurs in stock if you want support. Because I have to sort out whether you broke something, or whether you messed up an install. Oh.. wait... I don't actually, because I don't have to provide you any support whatsoever. Awesome - rock on!

RE full of bees - you're sending me trash code that by your own admission is a bit flaky (see all of the 'oops - edits' in your own post) and you still apparently have a mass issue. So why the heck would you bother sending me junk code? At this point anything you provide is suspect, so don't bother doing a pull request as I will be closing them.

1. I'm ignoring the steps because, not only would it take me hours to be able to perform those (actually, thinking about it, 3GB could take a full day), other users have clearly performed those same steps and still have the issue described.

2. Creating an object that is expected yet missing is not flaky, it's accounting for an error that something else caused (i.e. old save). If anything, it's code that should be there in the first place so that users aren't forced to use a new save.

3. My GameData folder is still massive, not quite KSP size, but still massive. Plus, see 1 for re-DL issue.

4. So, if the issue doesn't occur in stock (which others say it does), but does with some other mods installed, what then? Do I direct my annoyance at them who would likely say it's your mod and not theirs?

5. The mass issue is because I don't have any form of reference for what a correct asteroid mass would be in your mod. I've asked twice for your testing persistence file to use for reference, yet you've neglected to give me it. I could very easily run through the code and work out what should be what if I knew what the result is supposed to be, instead of walking around in the dark trying to get a result that just might be correct but also may not be.

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Thank you!

Do me a favor: Post me a screenie or do a dir->txt of the following directories (including time/date stamps):

000_USITools

CommunityResourcePack

ART

Regolith

Also, OS and 64/32 would help as well.

[EDIT]

Add to that: Module Manager version(s), and also the info on your FireSpitter/Plugins directory.

Windows 7 64 Bit, KSP 32 Bit

forgot firespitter in screenshots, so here: 08.12.2014 01:03; 237 KB

screen: https://dl.dropboxusercontent.com/u/44766482/report.png

Times are in German local time, can't really change that.

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@Berserker66 - FireSpitter looks out of date - also what MM version? I'm setting up a bundle for you of all of the latest versions, but want to know the MM version for troubleshooting.

[edit]

Whoops just saw it. Update your MM version and get rid of any old ones, let me know the result.

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@Berserker66 - FireSpitter looks out of date - also what MM version? I'm setting up a bundle for you of all of the latest versions, but want to know the MM version for troubleshooting.

The MM in that is 2.5.1, and the firespitter is the very old one from your zips.

In my own full install its mm 2.5.6 and the newest firespitter from github trunk from yesterday; it doesnt work there either.

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1. I am not 'ignoring' a bug, I am ignoring a user who refuses to go through very basic troubleshooting steps. Like.. really. really. basic ones. If you can't be bothered to even do that, I can't be bothered to support you, and I most certainly will not be bothered to take a pull request that obscured whatever issue it is you seem to be having.

[…]

3. Easy. Make a folder, move all of your mods over to it. Reinstall KSP. Follow the very simple and basic directions provided earlier.

4. You absolutely ARE required to show the problem occurs in stock if you want support. Because I have to sort out whether you broke something, or whether you messed up an install. Oh.. wait... I don't actually, because I don't have to provide you any support whatsoever. Awesome - rock on!

I'd be willing to take that a step farther: If you think spinning up a new install to isolate an issue where you're demanding help is an unreasonable request, why are you playing an early access game?

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@Berserker66 - Go to my dropbox (link in my sig). In pre-releases there's an ART folder. In there is a GameData folder. Drop all of that into your test install, overwrite everything. Give it a go and let me know what you get.

Fresh savegame? Reuse the craft? What's my mission there?

Also I'm needed elsewhere for a bit, I'll be done in 30 minutes or so, sorry.

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Ok got it. Short version, it's a missing config that needs to be relocated. I'll see about sorting it out today since I was going to do a few Christmas releases anyway.

Thanks Berserker66 for the help!

Right, so I don't need to do that last test?

Glad to be of help.

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I'd be willing to take that a step farther: If you think spinning up a new install to isolate an issue where you're demanding help is an unreasonable request, why are you playing an early access game?
I wouldn't describe it as unreasonable, it was a perfectly logical request, I just wasn't prepared to sit around for hours waiting for KSP to redownload the gamedata folder.

@RoverDude I really didn't mean to act like a twat, but I guess I did anyways, and I apologise if I stressed you out a bit. Nice to see you found that it was a missing config, and that the issue is resolved. I assume the hotfix will come out tomorrow with those christmas goodies?

[edit] By that question, I mean will you upload the missing config somewhere so we can just plug it in before-hand, or will we just have to wait a few hours for the christmas update?

Edited by Hexicube
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Alright, it seems to be working appropriately now, however I have a few fairly small issues with the way some parts work:

- It would be nice to have an easy way to vent/convert/inflate/deflate faster or slower, changing it at 1000 is a pain when you want to convert 5.5mil from a class E. Maybe buttons to change the magnitude of change?

- If the jaw runs out of power and then has it restored later on (insufficient backup power and went behind planet losing solar power), it will forget that it was melting rock and requires a restart. Perhaps make it remember the state through this power loss and resume melting once power comes back on?

- There's no way currently to see the amount of space you will end up getting, unless you do the math yourself (for others, multiply the weight in tonnes by 3000). Any plans for showing this?

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