taniwha / Extraplanetary-Launchpads

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Creating contrainers with EL #89

Closed Prototype2001 closed 6 years ago

Prototype2001 commented 9 years ago

Filled containers cost the same as empty containers. Crafting a container costs 300 rocket parts, contents within the container: 9000 rocketparts, EL just magically created 8700 rocket parts for free.

Edit: This can be done with C3 module, orbital shipyard, & mobile launch platform, pictures how to recreate this issue are posted near the bottom.

Edit2: Tested with latest 5.0.1, issue is still there.

TraindKilla commented 9 years ago

Are you referring to the KAS containers?

Prototype2001 commented 9 years ago

MKS containers.

Olympic1 commented 9 years ago

then report the issue on the MKS repo

TraindKilla commented 9 years ago

I don't have this issue when building KAS containers using EL. I get different values for containers with different contents. For example, a large container loaded with nothing but survey stakes costs me 50 rocket parts, whereas, a large container loaded with connector points and 2 ground pylon costs me 160 rocket parts.

What container are you using that costs you 300 rocket parts?

Prototype2001 commented 9 years ago

Actually its not MKS its http://forum.kerbalspaceprogram.com/threads/91706 Both the regular shipping kontainers and the larger shipping kontainers. The 2.5m costs 100 rocket parts and can hold 9000 units of rocket parts, the bigger kontainer ALSO costs 100 rocket parts and can hold 27,000 units of rocket parts.

I did some more tests on the behavior described in the OP post it seems like KAS container and any containers containing spare parts, enriched, and depleted uranium are working, the price varies depending on the quantity. While all of TAC LS resources are not affected and all of the other MKS resources such as ore, metal, substrate, water, chemicals, recyclables, biomass, compost, rocket parts... etc etc etc..are not affected, the EL price is the same whether the containers are filled or are empty. Also all of the fuel tanks have no affect on EL price, whether they are full or empty.

So i think this is an EL issue?

TraindKilla commented 9 years ago

EL will not load resources (ore, metal, substrate, etc, etc...) to the created craft unless they are available from the building craft, even if they have been loaded in at the VAB (same goes for fuel, oxidizer, monopropellant, and other stock resources). Thus is why the amount of resources does not affect the cost in rocket parts. Resources are not taken into consideration by design. Makes sense though if you think about it; you couldn't create fuel, substrate, oxygen, or any other resource from rocket parts.

As for the containers you are using, this must be a conflict with the FTT mod. EL does not conflict with any of the mods I use (MKS, KAS, IR, Kethane, and EL).

Prototype2001 commented 9 years ago

So your saying the solution to this is to self police? All im saying is clearly some resources work w. EL like enriched uranium. While others such as ore metal etc don't. I could make a container with 27,000 rocket parts for same price as a container with 0 rocket parts.

You can fully load all MKS and OKS modules for the same rocket parts price as they would be empty. And i clearly posted in the previest reply this is not a FTT issue, this is for all regolith resources & MKS resources and TAC LS resources. The only ones that work are enriched & depleted uranium & spare parts. everything else doesn't work, so how is this a FTT conflict?

Edit: What do you mean EL will not load resources? EL will load resources depending on how you saved the craft file, im just arguing that for majority of resources EL doesn't change extra because the containers & MKS modules are fully loaded.

TraindKilla commented 9 years ago

I'll download the FTT mod and mess around with it for a week or so and see if I can mimic your issue. For now ”self policing” may be an option until the issue can be investigated and resolved.

EL works great with the mods I mentioned above. If you see if fit, you could temporarily do away with the FTT mod and use these, if you are looking for a more ”realistic” experience. I don't own the EL mod or write the code dude. I'm just trying to help you out by telling you what works for me.

I'll let you know what happens after I get acquainted with the FTT mod. Best of luck to you for now. Touch back soon...

Prototype2001 commented 9 years ago

I don't understand why you keep mentioning FTT when its not a FTT issue. Ore,metal, water, substrate, chemicals is not FTT its regolith, TAC LS food, oxygen is not FTT, yet EL ignores those resources when creating containers filled with them.

I said this several times FTT is not the issue, you either can't explain or you don't understand what is happening, i've tried to clearly explain the issue over the past several posts.

EL would work great w. MKS if crafting containers & modules filled with resources would cost more, but it doesn't. Unless they contain enriched, depleted uranium, and or spare parts, which FTT has nothing to do w.

Olympic1 commented 9 years ago

Well Regolith doesn't add resources (only Rock) it is CRP and MKS that add those resources.

But I'll try to repro this with EL, KAS, TAC LS and all USI. Are you using more mods?

Prototype2001 commented 9 years ago

KAS, Tac LS, Tweakscale, Scansat, MKS, Karbonite, Karbonite plus, FTT,USI Exploration pack.

Are you saying that when people load ore, water, substrate, chemicals, polymers, biomass, substrate and or rocket parts into their containers EL charges them more rocket parts? because it doesn't for me. It only charges me more if i put enriched uranium, depleted urandium, and or spare parts but not the other resources.

If im making a container filled with 27,000 rocket parts, it should ATLEAST cost 27,000 rocket parts, but it costs 100 for me so i generate 26,900 rocket parts out of nothing. This is extremely broken, how has no one noticed this?

BFlatt85 commented 9 years ago

After doing my own test I couldn't find an issue. I tested using a 2.5m kontainer from FTT. Orbital Shipyard carrying on 1000 RocketParts (1st pic) Initial RocketPart cost of 300 (2nd pic) Finalized build kontainer appears to be filled with RocketParts (3rd pic) After clicking release button kontainer has only 700 RocketParts (4th pic) http://imgur.com/a/vwf1O

Prototype2001 commented 9 years ago

I posted this in the MKS thread but if you want to duplicate the issue its pretty simple. http://i.imgur.com/Lp41smZ.jpg C3 module & a kontainer with 1027 rocket parts, no survey stakes.

http://i.imgur.com/rSTyddd.jpgFinished creating a test container of biomass & compost.

http://i.imgur.com/wiJgB6M.jpg Full container of 1250 biomass & compost is made which is the issue, these resources came out of nowhere.

Orbital ship yard works fine for me, i haven't tried the landed EL launchpad. This was done w. c3 module w.o stakes.

BFlatt85 commented 9 years ago

Yeah I actually repro'd this last night. Building anything with fs switch will create resources out of thin air when using survey stations with or without survey stakes.

Prototype2001 commented 9 years ago

I was also able to create the same outcomes using orbital shipyard and mobile launch platforms. After hitting finalize you have a slider which you can move 0-100% if the slider is on any value other then 100% ( in pictures 2 & 4 the value is set to 0% creating completely filled containers of compost & biomass), resources will be generated inside the crafted containers. http://imgur.com/a/orzOo#0

BFlatt85 commented 9 years ago

This is where we differ. In my tests, it would appear to fill it completely. When I clicked the release button, it would fill it with what was left on the construction ship.

Prototype2001 commented 9 years ago

Did you move the slider off 100% before hitting release? Having it at 100% would transfer construction resources to the crafted container, which is how it should work. But moving it off 100% it will generate resources into container that are not available on construction as seen in previous gallery. I used 0% for the slider.

BFlatt85 commented 9 years ago

No, but I will try that tonight in the next couple hours.

rabidninjawombat commented 9 years ago

I was able to recreate this.

It only seems to happen on parts that have the fs switch module. (and only when you move the transfer slider from 100% to any other number)

Creating say just a normal fuel tank, does not cause this.

taniwha commented 9 years ago

Actually, this might be an EL "bug": it could be that I am removing the resources too early: I remove them as soon as the vessel spawns, which means it occurs before modules are started (implying that MFT modified tanks will have issues too, though I haven't noticed any).

Ramarren commented 9 years ago

This is still a problem in Firespitter, it deletes all resource nodes and recreates them every time OnStart fires. As far as I can tell it is completely unnecessary, since once the proper part resource nodes are created there is not reason to touch them unless the tank setup is changed. I have patched FSfuelswitch to that effect: https://github.com/Ramarren/Firespitter/commit/a1951d2700a084d29d895897ac3aaee830a71cd3 , I haven't tested it very much yet, but it seems to fix this issue at least.

taniwha commented 6 years ago

Closing due to lack of complaints in the last 3 years.