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nightingale

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  1. Thanks all for the really positive feedback. I'm happy that my first mod has been so well received! Good idea, I think it should be workable. Let me start with the Kerbal version (ie. like the rescue contract) and work my way there. I'm thinking it would be an optional section that can be added to the RecoverKerbal to generate the Kerbal (it doesn't right now because that logic in stock sits in the Contract and not the ContractParameter (I'm currently only providing a wrapper to generate the ContractParameter). I'm thinking you'd be able to specify the attributes of the orbit (using the same values HyperEdit uses such as apoapsis, periapsis, inclination, etc.). Unless of course, you're happy just with circular equatorial orbits at 100km... Once I get that going, the I don't think ship version shouldn't be a huge jump. The requirement having another one complete is already there, that's the CompleteContract requirement: // Requirement for having a certain number of contracts completed of the given type. REQUIREMENT { name = CompleteContract1 type = CompleteContract // The type of contract being checked. This can either be a ContractConfigurator contract // type or a standard contract type (class). contractType = SimpleTestContract // The minimum number of times the given contract type must have been completed before // the requirement is met. // Default = 1 minCount = 1 // The maximum number of times the given contract type can be completed before the // requirement will no longer be met. // Default = Infinite maxCount = 5 } I'll maybe enhance this (or create a different one) to allow for requiring that a contract be failed. You correctly guessed where I'm going with this - the mod that I wanted to build was one that had a tree of progression based one-time contracts, but I realized they didn't fit nicely in with the way the Squad contract system works. Most of my goals around ContractConfigurator are to set the stage for this future mod. Yup, definitely plans for building a mod using ContractConfigurator. I'd considered for that mod that I might disable the stock contracts (or some of them), but decided to just leave it. Since there's interest I'll look into ways to disable contracts via ContractConfigurator configuration - it looks like the list of valid contract types is public in the Squad code, so I should be able to modify it (just need to figure out the right time to do it). For the first release I didn't write any parameters - just wrappers to the stock ones. The next major goal will be supporting Fine Print parameters (since they will be stock soon enough anyway). After that I'll looks at interesting/generic parameters/requirements. The ones you've mentioned all seem reasonable, I'll add them to the backlog. I like it, that's a good idea. I'll have to play around with it a little bit to make sure it can be done as a standalone duration parameter. I'm thinking it will be a wrapper like this: // Example - orbit the Mun for 10 days PARAMETER { // Parameter is completed when all child parameters have been completed for the specified duration type=Duration duration=10 days PARAMETER { type=ReachSituation situation=Orbit disableOnStateChange=false } PARAMETER { type=ReachDestination targetBody=Mun disableOnStateChange=false } } As to your alternate suggestion I'd also like to be able to make this fit in with resource/mining mods - so Parameters like "have x amount of resource y" on a vessel are definitely in the pipeline. So in the end I'll probably implement both of these suggestions. And that's the exact type of mod I'd like to make easy for people to write.
  2. Listing of Contract Packs This is a list of all mods that provide contracts packs built on Contract Configurator. If you have something you'd like added to this list, PM me or post in this thread. [Active] Anomaly Surveyor @nightingale- Contracts to go search out the various Easter eggs that are included in KSP. Field Research @nightingale- Contracts to do science! Receive contracts for performing a variety of experiments under different situations. Use it to drive the science in your space program, or use it to collect every last bit of science. Giving Aircraft a Purpose (GAP) @inigma- Gives a great variety of contracts for Kerbin, including Aerospace Exploration, Coast Guard Rescue, and General Operations. History of Spaceflight @Frylovespi - Contains 670 contracts for RSS/RP-0 and 622 contracts for Stock. It contains every mission from the time frames 1942-1967, basically the first 25 years of spaceflight. Kerbal Academy @Mark Kerbin - Paid contracts to train up your Kerbals to get them more experience. RemoteTech Contract Pack @nightingale - Contracts for setting up RemoteTech satellite networks and providing coverage to planets/moons. Sounding Rockets @inigma - Companion contracts to go with the USI Sounding Rockets! Tourism Plus @nightingale- Better tourism! A richer tourism experience than stock. Take tourists to space and to visit the stations and bases that you've already created. Build new tourist attractions like the space casino mega-project. Additional Progression Contracts @tjsnh- Contains a series of missions intended to add some more direction and depth to career mode. Kerbin Bases and Stations @LemonSkin - Build a space station in Kerbin orbit over several contracts. Once it's up, get contracts to upgrade and maintain your station. Kerbin Side GAP @Keniamin - Inspired by GAP and Kerbin-SideJobs, provides contracts for air shuttles between various Kerbin-Side bases. SETI-Contracts @Yemo - The SETI-Contracts offer a rebalanced contract progression designed for unmanned starts, though they work with tech trees offering manned starts as well, like the stock tech tree. AntennaRange Relays @Kerbas_ad_astra - Get money for setting up AntennaRange relays! Defence Contract Advisors @Tazius - A BDArmory military contract pack. Historical Progression @pap1723 - A contract pack that takes you through the history of human spaceflight. Career Evolution Contract Pack @pap1723 - A Contract Pack starts from uncrewed launches like sounding rockets, to the first satellite into crewed launches that explore the solar system. Interplanetary Mountaineer @Syntax- Contracts to visit the high/low points throughout the solar system. Rover Missions Redux @linuxgurugamer - Series of contract for Rover Deployment and Rover Expedition Grand Tours @linuxgurugamer - A series of 12 grand tours of the Kerbal System. Spacetux - Unmanned Contracts @linuxgurugamer - Over a hundred missions intended to add some more direction and depth to career mode. It is recommended that you also install the Advanced Progression Contracts Retired/Unsupported Contract Packs Contract packs that have fallen out of support or simply don't work in newer versions of KSP/Contract Configurator. 5dim Military @odin_spain - Some changes to how vessels spawn in Contract Configurator broke the spawning in this contract pack, and odin_spain seems to have disappeared. SCANsat Lite @severedsolo- This contract pack has been integrated into SCANsat itself. Sprite Missions @linuxgurugamer- Sadly the sprite doesn't work in 1.x aero, so this contract pack is no longer supported. Kerbal Aircraft Builders @maculator- Contracts focused on building aircraft. (Absorbed into Giving Aircraft a Purpose (GAP)) SCANsat Contract Pack @DBT85 - Alternative to the contracts (also built using Contract Configurator) that come with SCANsat.(Now packaged with ScanSat) Rover Contracts by Whyren! @Whyren - Here is an Opportunity to seize the Spirit of rovers! Have I piqued your Curiosity? YuTu can send manned and unmanned rovers across the system and run them for years beyond their intended life span until the wheels crumble! (Taken over by @linuxgurugamer and folded into Rover Missions Redux) Mission Based R&D @klefenz - Overhauls the R&D system of career mode by neutralizing the science points and unlocking tech nodes as a reward for completing missions. (No longer available to download as old kerbal-stuff link no longer valid) Maritime Mission Pack @Whitecat106 - A series of missions set at sea for a better use of Kerbin's vast oceans! Includes missions above and under water! (Modder advised leaving the KSP modding scene and now unsupported) Kerbin-SideJobs @AlphaAsh - Contracts for Kerbin-Side! Ferry passengers and cargo between different Kerbin-Side bases. Also has missions of a campaign relating to ancient anomalies, with espionage and intrigue (in spaaaaaace)! (No longer supported - new Kerbin-Side continued mod maintainer @Ger_space might look into it in future) Kerbin on Fire Military Contract Pack @Volwen- Military missions for BDArmory that occur within 120km of KSC. Includes aerial combat missions! (Thread locked and no download link as kerbal-stuff link is invalid) The K-Files @severedsolo - The first story based contract pack. The truth is out there! (Modder advised this is now unsupported due to lack of time) Initial Contracts (SETI) @Yemo- InitialContracts replaces the buggy/annoying stock starting contracts with 3 similar ones, which can be completed by manned and unmanned craft. Thus the mods contracts are especially useful for TechTrees which start unmanned and may be redistributed with them If you like what you see, then check out SETI-Contracts for the full deal! (Seems that support for this pack has dropped as last release was for KSP1.1.2) Historic Missions @Whitecat106 - Historic missions following manned (human) space flight. This contract pack contains over 600 contracts with detailed backgrounds on the real missions. (Unsupported now, but 'Rebuilt' by @Frylovespi as History of Spaceflight ) Clever Sats @severedsolo - More in-depth replacement of the stock satellite contracts.(Modder moved on from contract modding) Base Construction @CosmoBro- Construct and maintain planetary bases! (Mod was folded into Kerbin Bases and Stations ) Banking @Arachnidek- Adds a bank to the game. The bank gives you money and after 2 weeks it takes it back with some interest. (Built for KSP 0.90, unsupported since then) Rules for Getting a Contract Pack Listed A contract pack is an add-on and falls under Squad's forums rules for add-on posting. All rules in that posting must be followed, but this licensing one in particular should be pointed out (emphasis mine): If the contract pack modifies, enhances or uses another mod, be respectful of the licenses of those mods. If the maintainer of a mod used by a contract pack requests that a contract pack be removed or modified, please work with them to make the Contract Pack comply with their wishes and vision for their mod. Remember that the contract pack wouldn't be possible without the original author's mod. I, nightingale, have the final say on what is listed. I do not generally want to be the one telling people what they can and cannot do, so I will list most contract packs so long as the comply with the above two rules. Recommendations for Contract Packs Have your contract pack install into a subdirectory under GameData/ContractPacks/. Contract Configurator does not require this directory structure, but this keeps it cleaner for the end user. If adding your contract pack on CKAN, a name of the form "Contract Pack: <name of contract pack>" is recommended. This keeps the listings of all contract packs together, and allows the player to easily compare and decide which contract packs they are interested in. Try to be original. If your contract pack has significant overlap with an existing contract pack, consider contacting the author and working with them to enhance the contract pack. Be creative! The possibilities for contract packs are endless.
  3. Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do to complete the contract. Requirements - This is what is required before the contract will show up. Most of the ProgressTracking information is supported, along with a few other things. Behaviours - These are behaviours that are applied at the contract level. A behaviour can create additional objects related to the contract (such as spawning Kerbals), be used to store persistent data or any number of other things. Data nodes - These define new data for use within the contract using Contract Configurator's powerful expression language. And if the provided parameters and requirements aren't enough, Contract Configurator is extensible. New parameters and requirements can be added in as little as a dozen lines of code. Download Contract Configurator can be downloaded from GitHub. Source The full source and test configuration is available on GitHub. Documentation The user guide is hosted on the GitHub wiki. Change Log Version Checking This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Recommended Mods The following is a list of mods that enhance some of the things Contract Configurator does: Waypoint Manager - this will help with any contract using the stock waypoint system by drawing the waypoints in the flight view. Makes hitting targets more accurately much easier! License Contract Configurator is licensed under the MIT License. RemoteTech integration (CC_RemoteTech.dll) is licensed under GNU GPL v2.0. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  4. The most important mod of 0.25. I see what you did there.
  5. I'm curious, does the ship still get affected by gravity while under the influence of the AD? Could I fly really close to the sun while warping to change my post-warp direction/velocity? ... or would I just end up in 1986?
  6. Support your local modder. Click OK for great justice.
  7. I would assume we're going to see updates someday. TMarkos has previously stated that he sometimes has to drop away from the forums/KSP:
  8. It's so beautiful... and I've been looking for a big Karborundum tank, too!
  9. Getting some inconsistent results for the x/y complete, green/blue bars and the green text for "done" science. Seems to all be related to rounding error, where there is still some non-useful amount of science to be had (thanks KSP, do I *really* need to go out to get that surface sample for 0.01 science?). id = mysteryGoo@KerbinSrfLandedRunway title = Mystery Gooâ„¢ Observation from Runway dsc = 1 scv = 0.0006544896 sbv = 0.3 sci = 3.897448 cap = 3.9 } Science { id = crewReport@KerbinSrfLandedRunway title = Crew Report from Runway dsc = 1 scv = 0 sbv = 0.3 sci = 1.5 cap = 1.5 } Science { id = surfaceSample@KerbinSrfLandedRunway title = Surface Sample from Runway dsc = 1 scv = 0.0009765625 sbv = 0.3 sci = 11.98828 cap = 12 } Science { id = evaReport@KerbinSrfLandedRunway title = EVA Report from Runway dsc = 1 scv = 0 sbv = 0.3 sci = 2.4 cap = 2.4 } Science { id = mobileMaterialsLab@KerbinSrfLandedRunway title = Materials Study from Runway dsc = 1 scv = 0.0005008777 sbv = 0.3 sci = 9.595192 cap = 9.6 } Science { id = temperatureScan@KerbinSrfLandedRunway title = Temperature Scan from Runway dsc = 1 scv = 0 sbv = 0.3 sci = 2.4 cap = 2.4 } Science {
  10. Looks great to me, I found Science Archives a little too heavy. Perhaps an additional filter for the current biome/body/situation would be good?
  11. Heh, it was bouncy enough during my first few test flights. Advice to those making small craft with the VTOL engines - the thrust limiter is your friend.
  12. You sir, need KSP-AVC. Granted not all mods use/support it - but the more traction it gains with mod builders, the better off us users will be.
  13. Full log file here. What I suspect is relevant: [WRN 20:49:35.931] PartModule is null. [LOG 20:49:36.167] [KerbalEVA]: Loaded, added rigidbody [LOG 20:49:36.168] Can't add component 'Rigidbody' to kerbalEVA because such a component is already added to the game object! [EXC 20:49:36.257] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index [EXC 20:49:36.260] NullReferenceException: Object reference not set to an instance of an object Something that's probably of note - there was a Kerbal sitting in the seat.
  14. Posting this since I didn't see anyone see anyone say one way or another how their existing PackRats faired. Mine seemed unhappy after upgrading. Specifically, when going to an area near the PackRat (via a quickload), everything started slowing to a crawl (something like 20 seconds per frame). Also, bees starting coming out. Circumstantial evidence would seem to point to the PackRat - after restarting KSP and terminating it from the tracking station, everything seemed okay. Tried building a replacement, everything seems fine there. I can provide logs if you want them (but I'm not personally too concerned as everything seems normal after cleaning up).
  15. Sounds like you need separate AVC files for USItools.dll and friends... ðŸ˜Å
  16. If the class is all about orbital mechanics, I don't think you should bother launching (ie, start from orbit). Then you can show how a change in velocity changes the orbit (ie. lowering, raising periapsis). Show what a burn in each of the 6 directions does to the orbit (which can be related back to math behind the orbital stuff, including doing some vector additions). Then you can do a simple transfer to the Mun. You can probably even use the built-in tutorial missions for this.
  17. I have flown to Duna without noticing that I had accidentally used 2x symmetry on my KER module - which I always place on the back of the command pod - which welded the pod shut. I have then edited the save game file to move the part out of the way and left it magically floating a few meters away from the command pod.
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