programsissuetracker's People
programsissuetracker's Issues
The "choose new pad" dialog can trigger multiple times per game.
Demolishing all pads, then entering and leaving the VAB cause the "choose new pad" dialog to spawn again.
You can get a free 1ton pad, and 30000 free funds.
Astronauts aren't getting upkeep increase from prof training
NRE in GetIntegrationRolloutVariables
(from discord, not a new one)
[EXC 22:54:41.235] NullReferenceException: Object reference not set to an instance of an object
KerbalConstructionTime.MathParser.GetIntegrationRolloutVariables (KerbalConstructionTime.BuildListVessel vessel, System.Collections.Generic.List`1[T] mergedVessels) (at <8b3feb21588f436a8367fb8b66b4afc6>:0)
KerbalConstructionTime.MathParser.ParseIntegrationTimeFormula (KerbalConstructionTime.BuildListVessel vessel, System.Collections.Generic.List`1[T] mergedVessels) (at <8b3feb21588f436a8367fb8b66b4afc6>:0)
KerbalConstructionTime.BuildListVessel..ctor (ShipConstruct s, System.String ls, System.Double effCost, System.Double bP, System.String flagURL, System.Boolean isHuman) (at <8b3feb21588f436a8367fb8b66b4afc6>:0)
KerbalConstructionTime.Utilities.RecalculateEditorBuildTime (ShipConstruct ship) (at <8b3feb21588f436a8367fb8b66b4afc6>:0)
KerbalConstructionTime.KerbalConstructionTime.EditorRecalculation () (at <8b3feb21588f436a8367fb8b66b4afc6>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Seems to be reliably reproducible with this save
wip.sfs.zip
Load, enter VAB, place a part (e.g. a plain proc structural). Exception starts happening, maybe one per second. Then switching from LC2 to LC1 makes it stop, and switching back doesn't restart it
Show RP-1 budget tab in VAB
Remove Suborbital Tech Requirements
First Science Orbiter contract is basically useless now
We need to either make this one the prereq for the ones that come after it, or remove it entirely.
Suborbital Test Flight (Uncrewed) missing counter
Fixed here but it's already been wrecked by a push-f. Easier to cherry-pick it than to keep rebasing?
Add tooltip to funds, rep, and science widgets
TBD what we exactly want to show there.
KCT UI crash in space centre scene
The KCT UI is crashing for me in the space centre scene.
Note the problem is repeatable for me even after restarting KSP. Load the attached persistent.sfs, then click the combined tab.
Log spam from Player.log.
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
(Filename: Line: 580)
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
(Filename: Line: 580)
NullReferenceException: Object reference not set to an instance of an object
at KerbalConstructionTime.KCT_GUI.RenderWarehouseRow (KerbalConstructionTime.BuildListVessel b, System.Int32 listIdx) [0x0006f] in <7c79e3a0838c4ef6afd15e4d09d61b55>:0
at KerbalConstructionTime.KCT_GUI.RenderCombinedList () [0x005f9] in <7c79e3a0838c4ef6afd15e4d09d61b55>:0
at KerbalConstructionTime.KCT_GUI.DrawBuildListWindow (System.Int32 windowID) [0x0082d] in <7c79e3a0838c4ef6afd15e4d09d61b55>:0
at KerbalConstructionTime.KCT_GUI.DrawWindowAndRecordTooltip (System.Int32 windowID, System.Action`1[T] drawWindow) [0x00000] in <7c79e3a0838c4ef6afd15e4d09d61b55>:0
at KerbalConstructionTime.KCT_GUI+<>c__DisplayClass49_0.<DrawWindowWithTooltipSupport>b__0 (System.Int32 _) [0x00000] in <7c79e3a0838c4ef6afd15e4d09d61b55>:0
at UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) [0x00070] in <58f888e0d56a4620958c8e58a768c70d>:0
at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00078] in <58f888e0d56a4620958c8e58a768c70d>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
(Filename: <7c79e3a0838c4ef6afd15e4d09d61b55> Line: 0)
List the optional contracts associated with a program
Split X-plane program into two parts
Right now there's one program titled Early X-Plane Research. This program requires that 13 separate missions be flown, including three which can only be flown with an X-15 cockpit, which is pretty far down the tech tree. At the very least, the program should be reduced to 10 flights and stop after the third suborbital hop, which is 70 km and can be completed by the upgraded X-1 cockpit.
For a kinder, gentler, and shorter program, the dividing line between Early X-Planes and the yet-to-be-written Advanced X-Planes program could be at 30 km so it can be completed with a standard X-1 cockpit.
Remove soft cooldowns
At least from the early contracts. We should keep them for repeatable comm/weather/nav etc.
Astronaut cost discrepancies
I have two pilots (fired the other two). Currently in training for x-1 cockpit.
Alleged per-year astronaut costs (plausible):
Alleged breakdown, when clicking the (i) button (clearly wrong):
Astronauts tab, for reference:
edit: just realized the breakdown has more data way at the bottom of the window. So the bug is just the two fired astronauts still being listed in the breakdown's list (and wrongly claiming they have upkeep)
Suborbital Research contracts available before First Launch
Advanced Biological Suborbital Experiment, Low Space Biological Experimentation, and Low space film return (that needs capitalization) can all be accepted before First Launch is completed.
All of the Suborbital Research contracts should depend on Karman Line.
Additionally since First Launch and Break the Sound Barrier (Crewed) can both be accepted at the same time I think Karman Line should be changed so it does not depend on First Launch.
Fix cost/efficiency issues with LCs with idle engineers
Per our chat, LCs that have engineers that are idle due to things like the manmade flag will cost/gain efficiency as if every engineer was working.
Button to switch between admin and mission control facilities
Probably also need to Harmony-clobber KSP to prevent it creating a new save after every facility overlay despawn.
MatSci/Electronics should increase effic cap, not just add mult
Firing astronauts does not immediately update the budget
Firing astronauts should immediately cause the budget window to update. It eventually updates on its own but confusing when it doesn't update immediately.
Steps to reproduce:
Start new game
Open budgets window and see that four astronauts cost 10000 per year
Open detailed astronaut budget window to see each astronaut costs 2500 per year
Fire any number of astronauts
Detailed astronaut budget windows will show fewer astronauts but at the bottom the total will still be 10000 per year
Suborbital Test Flight (Uncrewed) with a WWII cockpit
capturing discord discussion: unlike the Orbital test flight, the NotReentryRated tag isn't enough to prevent plane cockpits from being usable for this contract.
Explicitly preventing crew parts with the Unpressurized Cockpit tag from satisfying the contract would solve this while letting the x-15 qualify (which may or may not be desirable)
Look into widening Programs column in Admin
Make available programs more visible
Hide completed programs, bubble availables to the top... something. Having to scroll down the list to even realize you have newly available programs isn't ideal.
An issue my tiny screen encounters faster than the average, but will get annoying for everyone soon enough
Example: if I hadn't already gone looking for its prereqs, I wouldn't have bothered scrolling down to realize Early Lunar Probes is in fact green now.
Maintenance for LCs and rework salaries
Unable to Launch
Load attached .sfs; in Space Center scene, go to Combined tab, scroll down, click Launch button on 0014 firstpolar
First one of these:
[EXC 20:00:15.858] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <9577ac7a62ef43179789031239ba8798>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <9577ac7a62ef43179789031239ba8798>:0)
KerbalConstructionTime.BuildListVessel.Launch (System.Boolean fillFuel) (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI.RenderWarehouseRow (KerbalConstructionTime.BuildListVessel b, System.Int32 listIdx) (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI.RenderCombinedList () (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI.DrawBuildListWindow (System.Int32 windowID) (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI.DrawWindowAndRecordTooltip (System.Int32 windowID, System.Action`1[T] drawWindow) (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI+<>c__DisplayClass49_0.<DrawWindowWithTooltipSupport>b__0 (System.Int32 _) (at <400658bed1fd4739a4c4849fefd19623>:0)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Then hundreds of this over a few seconds, during which time the Storage section goes blank
[EXC 20:00:15.939] ArgumentException: Getting control 5's position in a group with only 5 controls when doing repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.GUILayout.DoButton (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.GUILayout.Button (UnityEngine.GUIContent content, UnityEngine.GUILayoutOption[] options) (at <58f888e0d56a4620958c8e58a768c70d>:0)
KerbalConstructionTime.KCT_GUI.RenderWarehouseRow (KerbalConstructionTime.BuildListVessel b, System.Int32 listIdx) (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI.RenderCombinedList () (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI.DrawBuildListWindow (System.Int32 windowID) (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI.DrawWindowAndRecordTooltip (System.Int32 windowID, System.Action`1[T] drawWindow) (at <400658bed1fd4739a4c4849fefd19623>:0)
KerbalConstructionTime.KCT_GUI+<>c__DisplayClass49_0.<DrawWindowWithTooltipSupport>b__0 (System.Int32 _) (at <400658bed1fd4739a4c4849fefd19623>:0)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[ERR 20:00:15.940] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
After which the Storage section renders fine, vessel is back to being ready to launch, and switch to flight scene never even started. Clicking Launch again does the same thing (with maybe a longer pause?)
AdvBioSR reward is lower than BioSR
BioSR 2 & 3 are worth 20 rep; AdvBio 2 & 3 are worth 15. Backwards?
FilmSR are also 20; it's also a bit odd for film & bio to be the same, film is a fair bit more demanding.
Supersonic flight contracts do not have a counter
The planes programs has a goal of completing 6 supersonic flight contracts, but there seems to be no counter anywhere, either in the program or in the contract text itself, giving you a completion count. Would be ideal to have it in both those locations.
Uncap "Build time at X BP/s" input
Currently, manually entering a value in the Integration Info window's input fields seems to ignore any value higher than the rate for the current number of assigned engineers (or plane-size cap if lower?)
That partially breaks my main use for the field: setting it to a standard value (i.e. 1) to determine and compare the "efficiency" of different LVs.
No more than an inconvenience, but the behavior keeps surprising me
Add Completion Progress to CrewedFlightAtmo
Show total science earned & next free staff
in staff window.
Also tooltip science with that? @siimav. (I'll do the staff stuff)
Free Airlaunch!
- Load a save that has a plane ready to launch, NOT prepped for airlaunch
- Prep it for airlaunch, airlaunch it
- Once on the runway, hit Esc and re-load the original save
- Now that plane is back to not-prepped, hit Launch
-> get the normal select-crew UI, no airlaunch UI (good)
-> but once on the runway, airlaunch sequence begins (bad)
Pretty good chance this exists in rp-1 release.
caveat: first time I encountered this "airlaunched without asking for it" bug today, I'm fairly sure I didn't do that airlaunch-and-reload dance; only found these steps while trying to reproduce. So there may be a more subtle, accidental way to trigger it. Possibly by actually going through with the airlaunch, recovering, then launching again? I definitely had done an actual airlaunched flight previously.
Sounding payload and bio should be in VPG
Bio sample contract doesn't require the sample and the Sounding Payload to return, I think? And it should. Probably same for other "Return Home" contracts.
Balance for repeated altitude sounding rockets?
I restarted a few days ago to experience all the changes in the early game, and have now finished the two early suborbital rocket programs. Difficult sounding rocket is 15 rep, intermediate is 10 rep. I was able to complete 2 or 3 difficult contracts and a dozen or so intermediate contracts, with my upgraded 2T pad and just 15 engineers. The rocket, a bee with an AJ10-27 and a Tiny Tim, could lift 125 units of sounding payload to 190 km or so, and I was able to crank them out at the rate of 1 every 20 days or so. When compared to the cost and number of engineers required to do more ambitious contracts with an A-4 type of rocket, the larger rockets didn't pencil out from a rep standpoint.
Potential solution - and I have no idea how easy this is to implement - ratchet the rep gain down by 1 for each time the repeatable altitude sounding rockets have been completed. E.g., four completed intermediate contracts means the next one offered will only be for six rep.
I'll upload my career to the spyware website later today so I people can look at the data. What I DO know is that I briefly had more rep than could be used by the max subsidy calculation, largely due to the altitude sounding rockets.
UPDATE: Career data has been uploaded to spyware as "Program and LC Test Career 2".
UPDATE 2: Upon further reflection, it may be just fine as is. While one can farm rep easily with the sounding rocket contracts, the longer you do it the more you're loitering in a low-paying program when you should be finishing and moving to a higher-paying program. And with the rep decay mechanic, any rep above the max subsidy level is going to come back down below the max subsidy level pretty quickly.
Please make a button to open/close the RP-1 window
Please add a button, like the one for KCT, that allows opening/closing the RP-1 window in scenes where the toolbar is not present.
The initial LC creation should open a dialog to confirm/edit choice
Rather than the 1t/15t choice of starting complex, have either of those open the LC creation dialog with the equivalent starting values, so the player can customize height/width, or pick entirely different values, if so desired. The current hard 1t/15t choice leaves players that want say, a 2t or 3t pad at a disadvantage as they have to edit the pad first.
Show LC details in Construction tab
'Modify' LC button disappears
minor but confusing:
In space center view, open kct window, click Staff button: Modify button is hidden (expected)
Click the VAB: after scene switch, Staff window has closed, but Modify button is still hidden for no obvious reason
Another scene switch fixes it.
Originally saw the missing button in the space center scene, but haven't actually been able to repro that
Records in contracts app
- Always show records last
- Add toggle to show records or not?
CONTRACT_GROUP sort order should mirror Program ordering
Add a messagesystem notification when a program can be completed
Comm Sat Test vs Comm Sat Early
both contracts give the same 50 rep reward, both have Unlimited repeats, Test is generally much less demanding than Early
Meaning the only reason to do an Early is to unlock even harder contracts
Building construction does not complete when running a simulation in the future.
Building construction does not complete when running a simulation in the future.
I tried to do a sim for a moon impactor + orbiter roughly 300 days in the future when manoeuvre nodes should have been available.
However construction hadn't advanced.
No rep for First Polar Satellite
It's not entirely useless, unlike First Scientific Satellite; it's a prereq to First Sun Sync, which does offer 50 rep. (and eventually gives access to sun-sync weather sats). But as a non-mandatory-for-program contract, it should offer something, regardless of what ends up happening for mandatories?
No X-Plane option still allows X-Plane Program
Starting a new game with the No X-Plane RP-1 option still allows the X-Plane program to be selected but no X-Plane contracts will appear.
SR rewards are broken
I think all this is known, but just getting it all in one place:
-
difficult altitude SR reward is too low (possibly by a factor of 10 according to Maxsimal, though that seems big). Baseline is 2 rep, probably taking years to break even.
-
intermediate SR reward presumably also too low (something like 1/5 Difficult's?)
-
distance SRs offer the same reward (or close enough to get rounded to the same) as difficult altitude; presumably difficult and intermediate should be different, and at least Difficult Distance should be significantly higher than Difficult Altitude (due to larger reqs, and due to needing guidance)
-
I'll throw this in too: it's weird that Distance SR and 3Mm both require guidance, but Film SR (which also has a distance component) doesn't. If
More info about LC maintenance costs
Now that LCs do have maintenance costs...
- show projected maintenance costs in the New/Modify LC window, so player knows what he's committing to
- add per-LC costs to the Facilities cost breakdown, to inform keep/dismantle decision
Better visualization of program funding curve
Plane recovery time / caps is busted
rocketplane takes 88d to build, capped at 20 engineers
- put rocketplane on runway, recover it immediately: 38d to recover, 20-engineer cap
- put on runway, take off, land back on runway (actually using hyperedit 'land at'), recover: 19d to recover, 15-engineer cap
- put on runway, do a full flight (~6min engine burn), hyperedit back to runway, recover: 29d to recover, 10-engineer cap
- put on runway, do a full flight, splash down, recover: same 29/10 (ruling out a weird side effect of the HE teleport)
Possibly something to do with engine refurb (the more the engine is used, the less it's worth?), but the discrepancies seem too big for that. And in any case, pristine recovery taking 43% of build time is silly
Unify tooltip support between individual and combined tabs in buildlist
proposition: rep normalization (deduction over time)
I think rep, if it is in the real sense reputation, should be a consumable. aka, you are consuming your reputation by availing of higher subsidies. also, people tend to forget what you did if you stop doing it. so I suggest a rep loss with the same rep cap system you have. here the rep is normalized to go smack in the middle. the further away from it you get the more you lose/gain. if you are below the middle, natural rep creep to the middle again. aka let's say you had three astronauts die. you are gonna see a drop in rep for a while. but eventually, even with mediocre performance, people will forget.
features of this system:
I think it'll make tuning on rep significantly easier, because it's not a permanent currency.
it'll solve the whole thing you guys were talking about where the best strategy was going towards "take a program and warp". so now to maintain your high subsidies you gotta be launching to maintain and support that.
and you don't need to be stingy with rewards. cause the rewards lose effectiveness over time, you can afford to give large amounts of rep for big milestones
I also think you should lose rep when you fail objectives. fail objectives in the sense, occurrence of catastrophic failures, such as engine explosions below 70km, collision with fuel on board, astronaut deaths and unconscious events, etc.
P.S. IDK if this is the right place to post this so lemme know.
Crewed Lunar Exploration Contracts
- First Human Moon Landing requires MoonOrbiter, MoonLanding, First Human Moon Orbit
- CrewedMoonLandingTargeted requires First Human Moon Landing
- Capstone is 2 x CrewedMoonLandingTargeted
- CrewedMoonLandingRover requires Targeted Landing and is Optional
Orbital Flight 2 and 3 use rep, and shouldn't
OF2 uses it to calculate duration. OF3 uses it to calculate eccentricity. Neither will work now.
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