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[1.4.1] Kerbal Construction Time 1.4.0.69 (2018-03-24) - Unrapid Planned Assembly


magico13

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TDM (Time Does Matter) is interesting...

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On a different note, is it a new feature that upgrades purchased via Science points now top out at 512 science per upgrade point? I'm liking that feature (as I was under the impression that costs continued to double for each additional point).

Maybe it could cap at 256 sci/pt for "easy" mode and 1024 sci/pt for "hard" mode?

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Every time I hit "Recover Vessel", the game reverts back to before the launch of the active vessel.

I think it might be this mod, but I'm going to see if I can nail it down. Has anyone else had similar issues?

Sounds like an issue with saving the persistence. There have been a few of those reported lately, most if not all of which have been induced by another mod but enhanced by KCT. If you send me a log I can look to see if anything obvious is causing the issue.

On a different note, is it a new feature that upgrades purchased via Science points now top out at 512 science per upgrade point? I'm liking that feature (as I was under the impression that costs continued to double for each additional point).

Maybe it could cap at 256 sci/pt for "easy" mode and 1024 sci/pt for "hard" mode?

Nope, not new! It's been that way since the cost doubling was added (they used to be fixed). If you're feeling adventurous, the formulas that govern their cost and the maximums are saved in the KCT_Formulas.cfg file. You can change the maximum, the initial costs, and the ENTIRE formula in there. If you want it linear, that's doable. Same with quadratic. Anything :D

Thanks to everyone who have offered name suggestions. It's just something that I'm considering in the back of my head for if KCT ever gets a rewrite (especially since some of the things on the roadmap will require what amounts to a rewrite, it might just be easier to start over!)

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I'm loving this mod. I'm playing with Realism Overhaul, and this mod is as much of an improvement to the game as anything else in that pack.

I've run into an issue though, and it seems like an unintended interaction between KCT and RealFuels: If I use a cryogenic fuel and no launch clamps, then there's no fuel left by the time the vehicle reaches the launch pad. This makes it impossible to use the early kerolox engines. I assume the stock launch clamps with their refueling feature will prevent this, but I haven't unlocked them yet, and the clamps added by various mods don't seem to refuel.

My suspicion is that the tanks are filled when I click "Build it!" and then the liquid oxygen boils off during construction and rollout. It seems more reasonable to have it be topped off on the launch pad, or at least before rollout.

On the topic of a name, I think "Unrapid Planned Assembly" is descriptive, memorable and amusing, plus it's already associated with this mod since it's there in the thread title.

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I've run into an issue though, and it seems like an unintended interaction between KCT and RealFuels: If I use a cryogenic fuel and no launch clamps, then there's no fuel left by the time the vehicle reaches the launch pad. This makes it impossible to use the early kerolox engines. I assume the stock launch clamps with their refueling feature will prevent this, but I haven't unlocked them yet, and the clamps added by various mods don't seem to refuel.

My suspicion is that the tanks are filled when I click "Build it!" and then the liquid oxygen boils off during construction and rollout. It seems more reasonable to have it be topped off on the launch pad, or at least before rollout.

I fixed that issue, why is it back!? :( I'll have to take another look at it. I have code that goes into the Real Fuels parts and resets their timers to when you actually launch, but it appears that got broken somehow.

Can you get me a save file or a craft file? Otherwise I'll have to install Real Fuels again just to see if the "timestamp" value is still in the module, since I can't seem to find it in the source.

Edited by magico13
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The problem seems to be intermittent. I posted after having it happen three or four times in a row; on the next attempt, my tank was full.

One thing that might have made a difference is that I upgraded my build rate in the VAB in between attempts - I think it might have built fast enough that the tank wouldn't have been *quite* empty. Maybe it only resets tanks that have at least some fuel in them?

On the other hand, the same problem occasionally appears in simulations, where there's no build or rollout time, so maybe my guess about the cause is off base.

Anyway, I've seen it happen with multiple crafts in a couple of saves; anything with a cryogenic fuel in it seems to be affected.

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everytime a simulation ends i get stuck with this window in the middle of the screen and i have no idea on how to return to the VAB, i have no idea how to get back to the VAB or restart the simulation, and i also have no idea if this tiny window without any button is a bug either

screenshot77.png

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Anyway, I've seen it happen with multiple crafts in a couple of saves; anything with a cryogenic fuel in it seems to be affected.

It looks like they changed how they calculate the amount of time that has passed, so my old fix no longer works. I don't normally play with Real Fuels, so I'll have to install it and do some testing.

everytime a simulation ends i get stuck with this window in the middle of the screen and i have no idea on how to return to the VAB, i have no idea how to get back to the VAB or restart the simulation, and i also have no idea if this tiny window without any button is a bug either

Are you playing Sandbox? Two options: 1) Load up a career save prior to loading your sandbox save. You don't have to do anything in it, it just causes the Funding instance to be instantiated. 2) Use the latest dev build which includes a fix for that issue and a few others.

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CTM - Construction Time Matters

SAR - Some Assembly Required

...

Bug report: Queue up about 10-20 different ships to be built (enough that the build list needs to scroll). Have at least some spare parts listed in the VAB "show parts" sub-window (enough that the parts list needs to scroll as well).

When the "show parts" is active, you cannot scroll the list of ships in the "show build list" window. Closing the "show parts" sub-window allows the "show build list" window to scroll properly.

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When the "show parts" is active, you cannot scroll the list of ships in the "show build list" window. Closing the "show parts" sub-window allows the "show build list" window to scroll properly.

Ah, that's a result of using the same ScrollVector for both. Not probably a big priority to fix, and after the upcoming GUI changes it shouldn't be an issue.

[Regarding WuphonsReach's suggestion of Some Assembly Required]

This :sticktongue::D:sticktongue:

Some Assembly Required and A Matter of Time are currently my favorites, but I'm definitely liking Some Assembly Required the most at this point :D

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hi, i'm currently using the latest dev version that you (magico) posted yesterday, although this also happened with the last stable version from december. i didn't start a new game after applying the latest dev version .dll so maybe if i start a new save it will be fixed. but i had quite a bit of progress on this save, and i already started a new game when i started using the december stable version of KCT a few days ago so i'd rather not have to start over again.

anyway, the bug that occurs is that whenever i exit the VAB, a bunch of craft get added to the build queue even though i didn't add them. if i scrap them all and go back to the VAB and then exit the VAB again, they get added back again. also when i scrap them i get the money back for them even though i didn't spend any money to build them. i made a video of this bug at the following link, it also has the output_log file:

https://mega.co.nz/#!FZwADSJK!UoertCwKNh8slI6mIYKwgavfLUSxAcF5s72rzbwELcc

i have the following mods installed:

KCT (obviously)

Stagerecovery (also by magico, in case there's more than one mod called stagerecovery)

NEAR

Mechjeb

KerbalEngineer

Joint Reinforcement

Kerbanomics

KW rocketry

Procedural fairings

I appreciate any help you can offer in this matter. Thanks.

- - - Updated - - -

EDIT 1: whoops, forgot the link. i'm having trouble finding file hosting that doesn't suck. i will upload and post a link shortly

EDIT 2: added the download link

EDIT 3: just remembered i didn't turn on debug messages in KCT settings. i will do that and upload the new output_log.

EDIT 4: here is the new output_log. this one has debug messages enabled in KCT settings. the old one, in the file with the video, DOESN'T.

https://mega.co.nz/#!AQJDXJTJ!Zs3BVLmYbjELfxP2MGRgERt_Hd0Dw94leL0UrYetBJM

Edited by Serben
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My initial guess for what mod was causing the issue appears to be correct. Kerbanomics has a serious bug that they know about, said they would fix, and still have not (which has resulted in bug reports for other mods, including KCT multiple times now).

I believe the fix is to open the Kerbanomics Financials file (located in your save folder) and remove ALL decimal numbers (so if it says 5.003 somewhere, change it to 5), but I have not used that mod so I do not know if that will actually fix the issue.

Edit: Looking at their source code, you should just have to change the LoanPayment number to an integer (so no decimal point). The other two numbers won't cause the issue.

If you're curious, here's the part of the output log with the issue. It comes up every time the save file is loaded, and breaks all other mods that require reading from the save file.


FormatException: Input string was not in the correct format
at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0
at Kerbanomics.KerbanomicsMain.LoadData () [0x00000] in <filename unknown>:0
at Kerbanomics.KerbanomicsScenario.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0
at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0
at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0
at ScenarioRunner+ .MoveNext () [0x00000] in <filename unknown>:0

Edited by magico13
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This should be named "Kerbal Konstruction Time"

We could go really crazy with the K's and call it Kerbal Konstruction Kime, but then the abbreviated form would probably get us kicked off the forums ;)

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My initial guess for what mod was causing the issue appears to be correct. Kerbanomics has a serious bug that they know about, said they would fix, and still have not (which has resulted in bug reports for other mods, including KCT multiple times now).

I believe the fix is to open the Kerbanomics Financials file (located in your save folder) and remove ALL decimal numbers (so if it says 5.003 somewhere, change it to 5), but I have not used that mod so I do not know if that will actually fix the issue.

Edit: Looking at their source code, you should just have to change the LoanPayment number to an integer (so no decimal point). The other two numbers won't cause the issue.

If you're curious, here's the part of the output log with the issue. It comes up every time the save file is loaded, and breaks all other mods that require reading from the save file.


FormatException: Input string was not in the correct format
at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0
at Kerbanomics.KerbanomicsMain.LoadData () [0x00000] in <filename unknown>:0
at Kerbanomics.KerbanomicsScenario.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0
at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0
at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0
at ScenarioRunner+ .MoveNext () [0x00000] in <filename unknown>:0

Wow, thanks! that's really helpful! i remember taking a loan out of like 1 credit just before that bug started happening because i wanted to test something. and then my loan repayment (the number that tells you how much you owe) started showing tons of decimals because i borrowed an uneven number of credits, and combined with interest i ended up having to pay back an amount that contained decimals. apparently kerbanomics doesn't like decimals. i'll just stop using that mod until they fix it. thanks for the quick response, magico, and great work on the mod. i really like it! i wish i could give you rep/likes/reddit upboats/thumbs up etc. but unfortunately this forum doesn't seem to support that. anyway, thanks for the help.

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i wish i could give you rep/likes/reddit upboats/thumbs up etc. but unfortunately this forum doesn't seem to support that. anyway, thanks for the help.

The forum does in fact have a rep system! For those of you who are unaware the little 6 pointed star next to "Blog this Post" and the "Report" button is actually the button to add rep. Not at all obvious. There's a post about how the rep system works hidden away somewhere, that I managed to find through Google just now and not the actual forum :D

As for Kerbanomics, checking their GitHub they have in fact fixed the issue but have not released the update that contains it. I am surprised they didn't put out a hotfix though :/

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cool. i just gave you a kerbal upboat, AKA a rep point. and it's good to hear they fixed that bug. i have managed to resolve my issues by removing all the decimals in the "Financials" file like you said. from now on i always make sure to not get any decimals when i take loans, so i should be fine until they release the fix. thanks for your help and keep up the great work with KCT.

Edited by Serben
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Every time I hit "Recover Vessel", the game reverts back to before the launch of the active vessel.

I think it might be this mod, but I'm going to see if I can nail it down. Has anyone else had similar issues?

Played around with removing and adding back in a whole bunch of mods. Seems like it's fixed by removing FMRS? Either way, I haven't had problems since then.

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