magico13 Posted February 2, 2015 Author Share Posted February 2, 2015 Glad to hear nothing's super messed up then! Simulations should act like normal flights, but sometimes weird things happen and some bugs could have cropped up and caused issues, which is why I was curious about what specifically was different. Let me know if you do find anything definitely wrong in the future! Link to comment Share on other sites More sharing options...
Fizwalker Posted February 2, 2015 Share Posted February 2, 2015 Definitely! Now that I have had a taste, I think this is a must-have mod for me! Honestly though, I don't think I would've tried it without RSS/RO/RP-0(Took me a hot minute to use DRE, FAR, and RemoteTech...So....Yeah.) Link to comment Share on other sites More sharing options...
Fizwalker Posted February 2, 2015 Share Posted February 2, 2015 As an aside question, how many ships can be stored? Link to comment Share on other sites More sharing options...
WuphonsReach Posted February 2, 2015 Share Posted February 2, 2015 As an aside question, how many ships can be stored?I don't know of a limit.- Vessels in storage means that you have funds tied up in inventory, which may or may not be helpful. (Funds get taken out of the wallet when you hit "build" in the VAB/SPH and you don't get them back until you scrap the build or launch/recover the vessel.)- Scrolling tends to get tedious past 20-30 vessels. Made worse because I don't think the window can be resized and a longer vessel names will wrap. Link to comment Share on other sites More sharing options...
Probus Posted February 2, 2015 Share Posted February 2, 2015 Hi Magico,Super mod! The more I use it, the better I like it!I have a bit of feedback (you have probably already included in the next update): a) With the addition of kerbalnaut classes, can you show the class/exp at launch. Right now you have to remove the kerbal and add them back to see that data. Is it possible to set the build list screen to be displayed by default when entering the KSC screen? c) Change the build list to sizeable (just noticed this one's been mentioned) or have a "Ready to Launch" category.That's it. Otherwise its perfect!Probus Link to comment Share on other sites More sharing options...
vardicd Posted February 2, 2015 Share Posted February 2, 2015 Okay, so i ran across something odd, and I'd like to know if anyone else has seen this: Link to comment Share on other sites More sharing options...
eddiew Posted February 2, 2015 Share Posted February 2, 2015 Damn lazy kerbals.Installing a new SCANsat senor array on a nearly finished Moho probe would cause me to miss my launch window.Gasp, you know what this means, Magico? An Outsource Construction button! Takes 20% off the time remaining but costs 20% the total value of the vessel. Diminishing returns, obviously; first couple of clicks are useful, then it gets more and more painful to take additional time off.Just an idea sparked by the problem under discussion, feel free to ignore if you hate it Link to comment Share on other sites More sharing options...
magico13 Posted February 2, 2015 Author Share Posted February 2, 2015 As an aside question, how many ships can be stored?I haven't tried, but I think the limit is around (2^31)-1, which is 2,147,483,647. However you'll hit the memory limit if you try to have that many vessels. Your game will also lag a lot. Also, that's per list, so you could have that many building in the VAB, building in the SPH, and stored in the VAB and SPH. So effectively 4 times that, so 8,589,934,588 or so across the lists I had originally planned on putting in limits, but decided against that. There's a chance there will be limits once I integrate into the stock upgrades a bit more. Probably not next release.I have a bit of feedback (you have probably already included in the next update): a) With the addition of kerbalnaut classes, can you show the class/exp at launch. Right now you have to remove the kerbal and add them back to see that data. Is it possible to set the build list screen to be displayed by default when entering the KSC screen? c) Change the build list to sizeable (just noticed this one's been mentioned) or have a "Ready to Launch" category.a) I also was noticing that it's annoying to not be able to see (at least) the class without going into the Add screen, so I'll try to add that in. It used to be that whatever state you left it in would be the state it starts in, but since I changed it to be in the same place as the other "Stock" windows I didn't want it to always be in the way. I don't think I'll make it persist in the next update, sorry.c) Would "ready to launch" be the same as the storage, or just those that are on the pad and/or rolling in/out? I could maybe move vessels that are on the pad to the very top of the list. I might be able to allow you to collapse the build/storage sections separately (but with my GUI skills it would likely look/act weird). I can probably make it so you can resize the GUI height, but I don't actually know how to do that and I'm not going to make it a priority at the moment.Okay, so i ran across something odd, and I'd like to know if anyone else has seen this:I haven't seen that before, but I'm going to guess it's related to tweakscaled/procedural parts having their masses be detected wrongly (which includes RealChutes). It could also be related to the launchclamps? The way KCT calculates the mass for the vessel in that instance is by asking all the parts what their mass is, then adding the mass of all the resources (loop over the ShipConstruct.Parts, summing part.mass and part.GetResourceMass()). The parts are possibly reporting their masses incorrectly then. I'm not sure what I can do to fix it, or which value is correct!Gasp, you know what this means, Magico? An Outsource Construction button! Takes 20% off the time remaining but costs 20% the total value of the vessel. Diminishing returns, obviously; first couple of clicks are useful, then it gets more and more painful to take additional time off.I meant to add something like this in the past. I can see one issue that might come up, and that's when times get recalculated when a vessel is completed, but otherwise this should be a fairly simple addition. I also meant to add a way to launch while the launchpad is being refurbished, at the penalty of having the remaining time doubled and then added onto the new time. I'll keep that in mind when I'm working on things later.Speaking of which, sorry I haven't made much progress lately. I keep planning on doing things over the weekend, but I end up getting distracted and playing games with my fiance (this past weekend it was Starbound, the prior was Hyrule Warriors). During the week I've got school and work, which occupies an annoying amount of time. Believe me, I would much rather be working on KSP things Link to comment Share on other sites More sharing options...
sross2885 Posted February 2, 2015 Share Posted February 2, 2015 I have this installed with a bunch of other mods, and it just plain doesn't work. There's not button, it's like not having the mod installed at all. Link to comment Share on other sites More sharing options...
magico13 Posted February 2, 2015 Author Share Posted February 2, 2015 I have this installed with a bunch of other mods, and it just plain doesn't work. There's not button, it's like not having the mod installed at all.Then there's likely another mod having an error that then breaks the loading of this mod (most likely case). If you have Kerbanomics or Tarsier Space Tech installed (definitely the latter one) then it's likely one of them. Kerbanomics has an issue that only occasionally comes up and can be fixed, Tarsier Space Tech has an issue that can't be fixed without recompiling the mod.If you don't have either of those, or removing them doesn't work, then I'll need to see an output_log.txt file. You can use this post to find it, but if you have any questions let me know. If you're using a windows computer then it'll be in KSP_Data, which should be next to GameData (well, near it) in the KSP folder. Link to comment Share on other sites More sharing options...
Probus Posted February 3, 2015 Share Posted February 3, 2015 Speaking of which, sorry I haven't made much progress lately. I keep planning on doing things over the weekend, but I end up getting distracted and playing games with my fiance (this past weekend it was Starbound, the prior was Hyrule Warriors). During the week I've got school and work, which occupies an annoying amount of time. Believe me, I would much rather be working on KSP things Magico, If you have a fiance that plays games with you, that's your first priority! KSP can wait. Good times like that aren't found very often. Link to comment Share on other sites More sharing options...
severedsolo Posted February 4, 2015 Share Posted February 4, 2015 Magico have you seen this? http://forum.kerbalspaceprogram.com/threads/108561-0-90-%28Jan25-15%29-Control-Lock-Input-text-into-text-fields-without-issuing-commands-to-your-vessel - may be time to do away with the freezing time in KSC? Link to comment Share on other sites More sharing options...
magico13 Posted February 4, 2015 Author Share Posted February 4, 2015 Magico have you seen this? http://forum.kerbalspaceprogram.com/threads/108561-0-90-%28Jan25-15%29-Control-Lock-Input-text-into-text-fields-without-issuing-commands-to-your-vessel - may be time to do away with the freezing time in KSC?Hmm, very interesting. Though it looks like he's also just managing the control locks, so I'm not too sure how it's different from manually doing it. Enabling any of the KSC locks will still freeze time in the Space Center (unless they fixed that in 0.90). When I fixed the window position to the top right I actually removed the control lock associated with that, so time no longer freezes when you hover over the window or click the buttons. You can click through them, but you'd have to move the camera to make it happen. Link to comment Share on other sites More sharing options...
Akira_R Posted February 6, 2015 Share Posted February 6, 2015 So I last used this in .24.2 and I just recently finished building a new .90 game, it is heavily modded and of course this is one of my must have mods.I have noticed something a little weird with the upgrades though, in .24.2 the initial boost to build speed was relatively high and dropped off as you put more points into it, and when you started adding multiple construction lines the boost to them was much less than what you got for the first construction line. However in my new .90 career the boost that I get for increasing the main construction line starts at only 0.05 bp/s and doesn't change, I started putting points into the second construction line and it starts by boosting it by 0.1 bp/s, after only putting 8 points into the second line it now builds just as fast as my first construction line and the amount I get per upgrade still hasn't changed.Any ideas whats going on here? Link to comment Share on other sites More sharing options...
magico13 Posted February 6, 2015 Author Share Posted February 6, 2015 You must be confused because the rates have always worked how you described it working in 0.90. The only change in that system since it was added in PR3 was that the initial rate dropped from 1.0 to 0.1 and you went from 0 upgrades initially to 15. The first line was always 0.05 and the second is 0.1 (third is 0.15, 4th is 0.20 and so on)Were you perhaps thinking of purchasing upgrades, which doubles in cost each time? Link to comment Share on other sites More sharing options...
Niccolo Posted February 10, 2015 Share Posted February 10, 2015 I love this mod! I find it a little frustrating to have to wait, but then I guess that's the point... now that I'm used to it, I find myself planning and managing things around. Once you're in the swing of the mod it feels perfectly normal to have to plan missions around time. The mod fits into the base game with barely a seam, always a mark of a well thought out piece of work! On that note, though, I have found something interesting to do with purchasing upgrade points - don't quicksave! The science price for an upgrade point doubles each time, right? Well, if you quicksave on a flight, head back to the KSC, buy a point (so the price is doubled for the next one) and spend it, then at some time revert to the quicksave from before purchasing, the point vanishes but the doubled price stays the same.As an addendum: Does anybody know of a mod that lets you store ships? Ideally what I'd like to do is build a plane, fly it around for science, land at KSC and refuel and store it until I need it again. I've looked at Allista's Hangar mod, but that involves piles of science to fly portable hangars to other planets, rather than a new building next to the SPH Link to comment Share on other sites More sharing options...
JoseEduardo Posted February 10, 2015 Share Posted February 10, 2015 As an addendum: Does anybody know of a mod that lets you store ships? Ideally what I'd like to do is build a plane, fly it around for science, land at KSC and refuel and store it until I need it again. I've looked at Allista's Hangar mod, but that involves piles of science to fly portable hangars to other planets, rather than a new building next to the SPHthis ^i thought the same thing when i was trying to make shuttles, but i guess i can live with the shuttle parts being stored in the inventory Link to comment Share on other sites More sharing options...
SaintWacko Posted February 10, 2015 Share Posted February 10, 2015 Well, then. I just ran into a very interesting bug. If, while in a simulation, you switch to another vessel and recover it, when the simulation ends, that vessel will still be recovered, but anything that happened before recovery goes away, and I'd assume, so do the recovery funds. Link to comment Share on other sites More sharing options...
PetWolverine Posted February 10, 2015 Share Posted February 10, 2015 I'm still loving this mod. I think I'd put it just after FAR on my won't-play-without list at this point. In particular, there's no way I'd play on hard mode - no reverting, no quicksaves - without the ability to do simulations.Since everyone's asking for a way to recover vessels into storage, and it sounds like you're planning on adding that, I'd like to request that it not be instantaneous; there should be a "Refurbishing" period, faster than building from parts, perhaps dependent on the length of the flight if there's any way to do that. Gotta replace those ablative tiles on the shuttle, fix the engines' ignition system (for those of us playing with EngineIgnitor, most engines can only be ignited so many times) and so forth. Link to comment Share on other sites More sharing options...
Niccolo Posted February 10, 2015 Share Posted February 10, 2015 I'm still loving this mod. I think I'd put it just after FAR on my won't-play-without list at this point. In particular, there's no way I'd play on hard mode - no reverting, no quicksaves - without the ability to do simulations.Since everyone's asking for a way to recover vessels into storage, and it sounds like you're planning on adding that, I'd like to request that it not be instantaneous; there should be a "Refurbishing" period, faster than building from parts, perhaps dependent on the length of the flight if there's any way to do that. Gotta replace those ablative tiles on the shuttle, fix the engines' ignition system (for those of us playing with EngineIgnitor, most engines can only be ignited so many times) and so forth.+1 to that. Refurbishing a ship and storing it in the hangar would fit right in with the theme of his mod and honestly, that's how I'd want to see it done - it sounds weird, but I get attached to my vessels and want to look after them! After much simulating, I've refined my jet design down to one that can get anywhere on Kerbin within twenty minutes or so. I call it the Labbit (After a moustachioed rabbit... don't ask) and Jeb appears to have taken a liking to it, too. I don't have the heart to break his jet down! Maybe even a minor editing - direct editing of the model to allow you to swap out experiments, alter KAS container contents, that kind of thing. I guess that could be limited by limiting the number of BP you can alter - most experiments are really small in terms of BP. Gods above, I imagine the scripting would be something of a nightmare. I have no idea how feasible that is. Link to comment Share on other sites More sharing options...
WuphonsReach Posted February 10, 2015 Share Posted February 10, 2015 Boosting the default value of part re-use up to 400-500 can help with the time needed to rebuild the vessel for the next flight. The current default is a bit on the low side. Link to comment Share on other sites More sharing options...
magico13 Posted February 10, 2015 Author Share Posted February 10, 2015 So the way I have recovering to the inventory working at the moment is that it takes at minimum the same amount time as it would to roll the vessel out (based on mass, even for planes currently), with it taking double that time when you recover on the other side of Kerbin. It obviously at minimum must require the amount of time it takes to roll out a vessel, otherwise recovering to the inventory would somehow be quicker than rolling the vessel back (which would be a logical prerequisite).The biggest issue I'm having with it is that when you go to relaunch it messes up the game. I'm not totally sure why yet, but it works to the point where you can edit the ship in the editor to swap out parts/refuel the vessel (which you have to do manually at the moment).I was trying to get time requirements for upgrading buildings working properly, and while I can calculate the time amount and prevent upgrades until it's complete, I've run into an issue with trying to actually have the building upgrade when it's done. With school+work I haven't had as much time to focus on figuring out those seemingly simple issues. Link to comment Share on other sites More sharing options...
NihilRex Posted February 11, 2015 Share Posted February 11, 2015 UpgradeScienceFormula = 2^([N]+2) * 1.0After enough upgrades, the science cost goes negative. Is there any way to fix that expression without changing behavior? Link to comment Share on other sites More sharing options...
magico13 Posted February 11, 2015 Author Share Posted February 11, 2015 That should be an issue only after 29 upgrades (plus or minus one if my math is faulty) because that will cause an integer overflow, then again all math being parsed by KCT uses doubles and not integers (though theres probably a cast to an integer in the GUI code, maybe in the actual code as well). Can you verify for me at what amount it rolls over?A simple fix is to use a larger integer (64 bit ints can be quite large, over 9 quintillion) but I'm not totally sure why you would need to buy 30 upgrades.Also, that should hit the maximum value fairly quickly (7 upgrades). Link to comment Share on other sites More sharing options...
vardicd Posted February 11, 2015 Share Posted February 11, 2015 Noticed something today, I designed a plane in sandbox, then imported the save file to my career, KCT allows me to build the plane, launch and fly, but, if I try to simulate it, KCT stops me and says invalid part, and its correct, I didn't realize I had missed researching one part, but it will still allow me to build the plane, even though I don't have that part researched. Minor issue, just passing it on. Link to comment Share on other sites More sharing options...
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