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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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Hi, thanks for the mod, I really love it. However, does it account for fuels that have a loss_rate, like LqdOxygen from real fuels. I find that when I simulate my LqdOxygen fueled vessels they work fine, but when I build them they're empty by the time they get to the launch pad.

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Welcome to the forums, tgillespie!

Please read back about 20 posts in threads. There's also a thread search feature near the top right.

Based on this post, it sounds like there's a recent bug with KCT support for Real Fuels. Try adding Launch Clamps to your craft.

It might help magico13 to track down the bug if you provide a save or craft file.

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Thanks Master Tao!

Per the post linked by Master Tao, it's a known issue (I also posted a reply to your support thread tgillespie just to be sure you see it). A save or craft file would indeed be helpful if you've got one. Launch clamps should help alleviate the issue, but I have not confirmed that personally (as I do not play with Real Fuels, or really get much opportunity to play KSP at all).

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Hi guys, sorry for not searching first. The launch clamps fixed the problem (although only the standard ones, the FASA ones don't seem to work).

If the FASA ones aren't working, that could be an issue on the Real Fuels side. I'd test that first before reporting it though (by simulating a tank on the launchpad with the FASA clamps).

If you've got a craft file you can upload anyway, it would help me fix the bug on KCT's side so that clamps aren't required.

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It's on the long term todo list to make it easier to do, but all the reports I've been given say that if you choose your launch site in the editor, then go back to the space center and launch it should launch at the site you picked. I looked into their API and couldn't find what I needed to make a seemless integration, so I'd have to hack my way into making it work or convince them to make some changes on their end. I've been a bit busy with a different project lately though, so I don't expect this to happen any time soon.

It is on the list to be in KCT at some point though.

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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.

thanks for the reply and sorry for taking too long to report back!

should i load a career save prior the sandbox everytime i open the game or just once?

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thanks for the reply and sorry for taking too long to report back!

should i load a career save prior the sandbox everytime i open the game or just once?

Unfortunately it needs to be every time, though I believe that development build is actually fairly stable. At the very least, not much has changed in it so I don't see why it wouldn't be.

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Regarding boiloff, let me know if there's stuff you want done to RealFuels. My guess is that when ferram optimized it (about 6-8 months ago?) the way it caches UT makes it hard for KCT?

It looks like there was a refactor in December/late November (don't recall atm) of the tank stuff, and it appears that the "timestamp" property no longer exists (which is what I was updating). But I haven't loaded a game with RealFuels installed and so far no one has sent me a save or craft file. I suppose I can try to look at that now. I'll get back to you in a bit.

Edit: Nope. Timestamp is still in there. This calls for more testing I suppose.

Edit 2: I built a ship with a tank of liquid hydrogen and a probe core. Took over two days to build. Launched it and it was full. Timewarped on the pad and it was gone in a day.

Limited testing says things are working properly. But obviously very limited testing. Now I'm going to build an SSTO before going to bed and going to work tomorrow.

Edited by magico13
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There was a refactor by taniwha, yes, however it has not been released on the RF side yet. The boiloff code RF uses (and MFT doesn't have any fuels that boil off...) hasn't been touched in about a year. Unless you mean *last* December.

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There was a refactor by taniwha, yes, however it has not been released on the RF side yet. The boiloff code RF uses (and MFT doesn't have any fuels that boil off...) hasn't been touched in about a year. Unless you mean *last* December.

Must have been stuff I saw that's still in the works then/for the wrong mod. Like I mentioned in my edits, it seemed to be working fine in my very limited testing, so I don't know what the cause of the problem is yet. Should I find anything that requires changes on your side, or if I can't figure anything out when I take a hard look at it, you'll be the first to know. Thanks!

I will casually toss out the idea of the OnVesselRollout event though ;)

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magico, any chance of a compatibility patch that enables launching craft from other bases with kerbalkonstructs? ... or is that just wishful thinking? :)

magico already got back to you on this but I just wanted to confirm that it does in fact work to some extent, you can stimulate and launch from any KK site and it will work fine, EXCEPT that you can't revert to editor while simulating. You have to go to the space centre instead, but it reverts like it should and I've not encountered any problems besides that.

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It's on the long term todo list to make it easier to do, but all the reports I've been given say that if you choose your launch site in the editor, then go back to the space center and launch it should launch at the site you picked. I looked into their API and couldn't find what I needed to make a seemless integration, so I'd have to hack my way into making it work or convince them to make some changes on their end. I've been a bit busy with a different project lately though, so I don't expect this to happen any time soon.

It is on the list to be in KCT at some point though.

dude, you're right.... it works as you described and i can launch from other sites. NUTS!

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Hey magico13, hate to be a pain but my persistence updating issue has sprung up again (this time in a different install, even!). Here is the output file: https://www.dropbox.com/s/sv6egrfsvpukkan/RSS%20output_log.txt?dl=0

Pretty much the exact problem I was having before, I'd launch a rocket, complete the flight, go back to the space center, and there the rocket would be, sitting on the launchpad waiting to launch. I resolved the earlier issue by fixing the name list so that all the names have Kerman as a last name - the same fix has been applied here and it isn't working. I've checked the output log, and nothing is screaming out errors about updating the save as far as I can see.

Hey magico13, just wanted to follow up on this and say, I reinstalled from scratch and this problem went away. Not sure if I somehow mis-installed stuff or if a phantom update to a mod fixed stuff. Thanks again for the great mod.

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Really interesting mod, thinking I'll give it a try. It will definitely make the orbital assembly of all the modules on my Duna-bound ship seem like a significant undertaking.

Quick question. I apologize if this was asked before, I just don't want to look through 66 pages worth of posts, but is there a function that adds an entire craft back into storage so it doesn't have to be built again? Say you have a small jet fighter or a survey aircraft that you use on a regular basis for those in-atmo surveys around Kerbin. As long as you land it back on the runway (and in one piece :P) or it's located somewhere in the specific biomes of the KSC grounds itself (R&D center, SPH, wherever you want to park it) it would be placed back in storage (ie "the hanger") when recovered so you don't need to build it again. Obviously you would have to pay to fuel it again, and I don't know how the mod would handle parts you don't bring back (I know some people use drop tanks and such).

Just something I was curious about if that was talked about prior.

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That is in fact one of the most talked about things as of late :P Currently there isn't a way to recover a vessel straight into storage. The reason is that vessels in flight are very different from vessels as craft files (which is the type that KCT deals with). Claw recently found a way to convert from a Vessel to a craft file though, so there's a chance I will have it working for a future update. No matter what, it'll probably be a little buggy since nothing gets reset (including science and all that) so I will have to manually go through and reset things. That may not work correctly for mod parts though.

Currently there is the part inventory. When you recover a craft, all the parts go into the inventory. When you build that craft again, it will take about 1/10 the time as the first build. So something like a 36 hour (6 day) build becomes 3.6 hours (about half a day), so there's still a lot of incentive to build reusable craft.

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Quick question. I apologize if this was asked before, I just don't want to look through 66 pages worth of posts, but is there a function that adds an entire craft back into storage so it doesn't have to be built again?

When you recover a craft on the surface of Kerbin (or with Stage Recovery mod) the individual parts get added to the KCT inventory (visible in the SPH or VAB). It doesn't save you funds on future builds but it does save you construction time (a part from inventory adds 1/100th the build time as a fresh part).

You can also adjust the multiplier (defaults to 100).

...

Also, a question for the ninja... in the VAB inventory list, you still have "Prop" as a button which is including both engines and tanks. The "Engine" button seems to be missing.

I'm not even sure if stock tanks can get recovered? I've not seen them show up in the list.

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I need to fix that still. Propulsion got broken into Engines and Fuel Tanks in 0.90 and I forgot to change it, so there currently are no parts with the Propulsion category. Engines and fuel tanks are still being recovered and used though, you can see them in the save file.

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Hey there Magico13, how are ya? Nice to see you're still developing.

I have quick question about the 0.9 upgrade and features change, with the new upgradable buildings and all... Does it make any difference, you think of for example, relate the VAB and SPH level to construction time or something?

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Currently the VAB/SPH upgrade levels are not taken into consideration (and there aren't time requirements for upgrading them) but in the future they will be. I have a bunch of Dev work that I should be doing but have been working on other projects, one of which is a Duna orbital station using OKS.

At the very least it shouldn't take too long for me to implement upgrade time requirements and Claw recently discovered a nice way of turning a Vessel into a craft file, which opens up recovering into storage as an option. .at e I'll try to get those working this week.

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Quick question, and I'm sorry if its been asked/answered elsewhere, but I just started using the MKS/OKS and Extra-planetary Launchpad combination, and I haven't gotten far enough to learn how EPL works, is it compatible with KCT? I suppose I mean, does KCT govern the construction of craft made with EPL?

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I haven't gotten far enough to learn how EPL works, is it compatible with KCT? I suppose I mean, does KCT govern the construction of craft made with EPL?

The two have no interaction with each other whatsoever. Meaning they both work fine together, but things won't likely seem balanced. From what I understand, EPL has much shorter build times than KCT. I also recently started playing with MKS + EPL, but haven't gotten to the EPL part yet. I haven't even figured out what the supply chain for making RocketParts is yet with MKS.

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