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    Bottle Rocketeer
  1. @nightingale - Sorry I missed your reply! I got it working again by going back to the last stable 1.8 version (1.28). But glad to see there's an update! Sorry, I'm a bit new still to this; where would I find the log that you would like to see? Now that I have my saved career working, should everything still be ok when I update the mod?
  2. @nightingale Hi nightingale! I am having an issue running RP-1 via Realism Overhaul. I keep getting the same two exceptions in Contract Configurator. I will post the second, as I'm not sure where these outputs are logged to copy both: Exception occured while attempt to generate contract of type 'RP0.recordCrewedAlt': System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at KSP.Localization.Localizer.GetStringByTag (System.String tag) [0x00005] in <9d71e4043e394d78a6cf9193ad011698>:0 at ContractConfigurator.Parameters.ReachState.CreateDelegates () [0x00157] in <726d60ef951344e39d24ccae155f0319>:0 at ContractConfigurator.Parameters.ReachState..ctor (System.Collections.Generic.List`1[T] targetBodies, System.String biome, System.Collections.Generic.List`1[T] situation, System.Single minAltitude, System.Single maxAltitude, System.Single minTerrainAltitude, System.Single maxTerrainAltitude, System.Double minSpeed, System.Double maxSpeed, System.Double minRateOfClimb, System.Double maxRateOfClimb, System.Single minAcceleration, System.Single maxAcceleration, System.Double minDeltaVeeActual, System.Double maxDeltaVeeActual, System.Double minDeltaVeeVacuum, System.Double maxDeltaVeeVacuum, System.String title) [0x0008d] in <726d60ef951344e39d24ccae155f0319>:0 at ContractConfigurator.ReachStateFactory.Generate (Contracts.Contract contract) [0x00000] in <726d60ef951344e39d24ccae155f0319>:0 at ContractConfigurator.ParameterFactory.Generate (ContractConfigurator.ConfiguredContract contract, Contracts.IContractParameterHost contractParamHost) [0x00016] in <726d60ef951344e39d24ccae155f0319>:0 at ContractConfigurator.ParameterFactory.GenerateParameters (ContractConfigurator.ConfiguredContract contract, Contracts.IContractParameterHost contractParamHost, System.Collections.Generic.List`1[T] paramFactories) [0x0007e] in <726d60ef951344e39d24ccae155f0319>:0 at ContractConfigurator.ContractType.GenerateParameters (ContractConfigurator.ConfiguredContract contract) [0x00000] in <726d60ef951344e39d24ccae155f0319>:0 at ContractConfigurator.ConfiguredContract.Initialize (ContractConfigurator.ContractType contractType) [0x00211] in <726d60ef951344e39d24ccae155f0319>:0 I am running KSP v1.8.1, and CC v1.30.1. I downloaded RO/RP-1 via CKAN, with a filter of only downloading compatible 1.8 versions of mods. I followed this guide: https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.8.1#main-installation This same exception is thrown with "first_FirstFlight". In-game, the contract is not being offered to me, despite it saying I meet all prerequisites for the contract. First Launch is necessary to do anything else in the career mode, unfortunately, but I can't accept the contract. It just has a little red x next to it.
  3. I think it should keep the cartoony art style it has, along with the humorous experiment reports and part descriptions. This style makes this game accessible, which is instrumental in its success. But then, I would like more realism in some aspects such as deadly reentry (where the wrong angle of reentry can kill you do to the Gs or overheat your ship) and an improved aerodynamics system. Improved celestial body textures would be nice too, or at least some more stuff happening on Kerbin like foliage and cities and clouds. The game, in my opinion does a stellar job of making these otherwise complex ideas (orbital mechanics) into something fun. My friend neither plays many video games nor likes anything too "sciencey" or "mathy", yet he spent hours with this game just because it lets you be creative and laugh at your own failures, and maybe even teach you something about the complexities of space travel, all without punishing you or boring you to death.
  4. I highly doubt they would remove the sandbox portion of the demo. They might make it an optional mission or contract.
  5. This is definitely a good idea. Not only would it add more, and showcase more before you decide to buy, but it will also be able to spread the idea of NASA's ARM to the public. Maybe NASA could link to the demo on their website if visitors want to "see if they can do it". Could also be really educational on the topic, which is the whole purpose of KSP anyway. I think it would be beneficial. Besides no money is lost because they intended to make it free anyway.
  6. I hope so. I also hope they have a more fleshed out tutorial set of missions. Maybe as the first part of the missions. And if they do, I hope that they tailor the tech tree to these missions so that they flow together. And I definitely don't mean that they should be mandatory. Only part of the career game mode. I can't imagine they would ever remove the sandbox style. And I guess the center of my suggestion was having the missions and contracts be separate things, but with similar rewards (money and/or science). Make missions be the main focus (but they wouldn't have to be linear, as MCE demonstrates) and then you can also select contracts as a sort of "side quest" for extra money and/or science.
  7. Oh, I'm absolutely satisfied with MCE! I'm just suggesting that Squad does something like missions AND contracts in the game, much like how MCE has it set up, but better integration with the money system and science. Since it is a mod, it can do a lot, but I'm just saying I'd like to see something like a career mode with both missions and contracts. I know that they plan to put contracts in the next update, though, so I just hope they take it further by putting a mission track in there too. After posting this thread, I did some searching an realized that someone already posted with a similar suggestion -->http://forum.kerbalspaceprogram.com/threads/73225-Career-Mode I mean, I think this player was going for ultimate realism and a little more than what I would expect from the career mode, but it is essentially the same idea that I had.
  8. Sorry it's late. I guess what I'm suggesting is that there should be a mission system, like a campaign, where you just go step by step through different challenges, and then onto harder ones. Like the first mission could be something simple like "Launch a rocket above 70km and then land safely" and then could increase in difficulty to something like "create a stable Kerbin orbit, transfer to Duna, create a stable Duna orbit, and land a rover on Duna" and so on and so on. You would be constrained by a budget, but then earn money and maybe some science for completing the mission. However, you may just want to earn money or just earn science, or might not have the parts available yet, so then you see what contracts are available, with their own set of parameters and requirements, and will result in a monetary or science reward. I'm not sure if this is what they already had in mind, but it would be leaps and bounds more immersive for a campaign IMO because it challenges you to do things you may not have thought you could do, and teaches you how to be a better rocket or plane builder, which you could take to your sandbox excursions, or maybe MP if they ever come out with that. I don't know if that makes it a bit clearer. And sorry about the title. Literally just created this account so I'm kinda new here, but I wanted to see if others thought this would be a fun idea. Or maybe someone would shut me up because they already have something like this planned.
  9. "The thing is, we don't play KSP because it's easy, we play it because it's HAWD" FTFY
  10. I really hope members of Squad see this and consider it. Anyway, here's my idea. I've been playing KSP everyday when I don't have responsibilities because I just downloaded the Mission Controller Extended mod. I heard that Squad will be implementing a contracts system in 0.24 (someone correct me if I'm wrong), and I've been using MCE in Career mode, which is kind of difficult for a relative novice like me. My biggest milestones so far has been to land on the Mun and return, and only land on Duna. Anyway, my idea is this: In addition to contracts (which, if it works like the MCE contracts, I assume will be to complete a specific task or tasks for so-and-so company for a money reward, and possibly science), I think there should also be a mission track. The tech tree is cool and all, but I still feel kind of overwhelmed. So much science to be earned and I don't know where to begin. That's where the missions come in. Missions as simple as "reach an altitude above 70km" or "make a stable orbit between 80km and 120km" or "make a stable Kerbin orbit, Mun transfer, Mun orbit, and Mun landing" and so on and so until you are doing some intense stuff. But, you can't do some missions until you have the necessary technology, thus you need to be doing experiments (which should also have a bit of a money reward). And, if you still are unable to do your missions, but are running low on funds, you will have the contracts to do as little "side-quests". And then, after everything is 100% done, hopefully there will be community mission packs as well, or mission packs bundled with mods! While I understand that I can forge my own experience now with mods, I think if it comes like this vanilla, there will be better integration with budgets, rewards, science, and the tech tree, rather than each separate mod developer having to basically guess and wing it, if that makes sense. This idea stems from my love of this game, my frustration with going in debt because I fail a mission because of inadequate parts, and my one vision of the infinite ways this game could be expanded. I mean, sure, I could just download mods for the experiences I want, but I think this would be a good setup for a true "career" mode. So, if you are reading this, Squad devs, think about it? Thoughts? Additions? Leads on future updates that I might have missed?
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