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nightingale

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Everything posted by nightingale

  1. @boribori - Oops, looks like it's an issue when Breaking Ground isn't installed. I may have to testing with & without expansions. I'll fix it shortly. @Morphisor - Hmmm... okay, don't do that then. Curious, if you do a Module Manager reload (through the Alt-F11 menu), does it do the same thing? @KPD87 - I'm guessing you hit the same issue as boribori, for which I'll be release a fix ASAP. If it's still not working after that, please send a KSP.log file.
  2. New updates, first in... 3 years! Wow, how time flies. This is main just bug fixes, but I had wanted to add a Deployed Science contract. However, any way I seemed to slice it made it not much different than the stock version. So question out to everyone: Do you even want a Deployed Science specific contract (it would only show up for people with the Breaking Ground expansion installed)? Do you have any ideas for how you would like to see it (it needs to be sufficiently different/bettter/more interesting than the stock one to make it worth doing)? ContractPack-FieldResearch 1.2.2 Added agent title. Made experiment contract more likely to successfully generate. Minor improvements to contract text. Prevent Scientist contract from asking for impossible Surface Feature scans (thanks Lathari).
  3. New release, changelog below. But first, a couple items to discuss. There is now support for localization, but so far I only have @tinygrox's Chinese localization. If anyone wants to put in the effort for localization in other languages, please let me know. There is also better support for contract pack localization. I'll make updates to any of my contract packs that people want to localize, but only if Contract Configurator already supports the language, and only if someone says they are interested (because there's a non-trivial amount of work of re-organizing the contract pack for localization. I re-enabled the Reload Contracts button. I honestly can't remember what was broken about it now (it was a specific scenario). I think the safest is to do re-loads in the main menu, but otherwise let me know if you run into any problems with that functionality. Contract Configurator 1.30.3 Deployed Science from Breaking Ground no longer generates tons of message spam. Instead, the messages (including screen messages) are intercepted and combined into a single more useful message. Re-enable the reload contracts button (may or may not work). Fixed issue where invertRequirement was no longer allowed for Any (and All) REQUIREMENT nodes (thanks Morphisor). Made Asteroid and Comet science into Sun-only science to prevent them from showing up in weird (but valid according to the game) scenarios. Prevents contracts for things like "comet sample while landed on Kerbin" (thanks Lathari). Cleaned up some duplicated name in the contract type selection settings window (thanks gamerscircle). Added Experiment.ID(). Removed a workaround for a stock bug fixed in 1.4.3 (#18267).
  4. Umm.... I just meant that it's not an issue in Research Bodies, so we could move any additional discussion to GitHub or the Strategia thread. Not that we needed to scrub all history.
  5. Okay, we can take this off the ResearchBodies thread then, since there's no issues there. And in principle I agree, it doesn't make sense to see the strategies for bodies that you don't "know" about yet. But from a technical perspective I don't know how easy it is for a strategy to be hidden. But I'll use the feature request to take a look at it.
  6. Didn't see too much conclusive in the log, so tested myself, and everything looked good (brand new game, set RB to hard so only Kerbin/Mun are researched): What are you seeing in your game?
  7. Do you have a KSP.log file you can provide? The issue could be Strategia, ResearchBodies or ContractConfigurator (which is where the bulk of the Strategia => ResearchBodies integration happens).
  8. Yup, that was the idea, but you definitely have to be careful when building the craft (the wiki page for SpawnVessel has examples of things to watch out for).
  9. The example was meant to be simple - you could instead do this: DATA { type = Kerbal myKerbal = NewKerbal() } Well, without a code change, the orbit can have some randomness, but it's not easy to control as with the orbit generator: BEHAVIOUR { type = OrbitGenerator // Use this to generate an orbit with specific parameters FIXED_ORBIT { targetBody = Kerbin // Actual orbit details. Note that REF represents the reference // body - but will be overriden by the targetBody. ORBIT { // Semi-major axis SMA = Random(100000, 1000000) // Eccentricity, keep less than 1 for an non-escaping orbit ECC = Random(0, 0.5) // Inclination INC = Random(-45, 45) // Longitude of Periapsis LPE = Random(0, 360) // Longitude of Ascending Node LAN = Random(0, 360) // You can pretty much ignore these for a random orbit - they just move the ship along the orbit. // They are important when you want a ship at an exact position at an exact time. MNA = 1.55872660382504 EPH = 31.3999999999994 // Always ignored by Contract Configurator REF = 1 } } } If you want anything more fancy, it would be a code change similar to what I suggested above (SpawnKerbal and WaypointGenerator are already hooked into the expression system, so it wouldn't be much of a stretch to do it for OrbitGenerator). SpawnKerbal supports this. If you specify an altitude, it's above sea level. If you leave out the altitude attribute, they are spawned on the ground.
  10. Untested, but looking at the code I think you would want to just reference it with a Kerbal expression. So something like this: DATA { type = Kerbal myKerbal = Skeebop Kerman } BEHAVIOUR { type = SpawnVessel VESSEL { name = A vessel CREW { name = Skeebop Kerman } } } Using the above you could then just reference @/myKerbal whenever a Kerbal is allowed. You could also shorthand this with just Kerbal(Skeebop Kerman). I *think* it should work. Looks like it's not possible. Create a feature request on GitHub with exactly what you want and I'll give some thought of how to do it (I'm thinking either new Orbit functions to generate orbits, OR just having it so you can actually get the Orbit out from OrbitGenerator. The OrbitGenerator is responsible for other stuff though (like drawing the orbits), so it may be a little heavy for what we want here. I have the same thing in mine. I'll take a look.
  11. Makes perfect sense. I'll see if I can figure out a middle ground (maybe disable them from the "scientist" contract, but keep them for others).
  12. Hey, @DuoDex is still around!! Depending on how easy it is to get it working, reasonably with Field Research contracts, I may just disable those myself. Curious about the SSPX stuff though, when I looked at those they looked to be fairly "standard" experiments. Are they broken with Field Research, or is just personal preference to disable them from the mod?
  13. Yeah, I added support for new science in Contract Configurator a couple releases ago. Looks like there are some... unreasonable combinations that I'll need to scale back. I'll get this fixed in the next release.
  14. No worries. No log needed anymore, but next time you can get it the KSP.log file from your KSP directory (if you're on Windows/Steam it's C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log by default). Yup, everything should be fine now.
  15. New release, should be working again in KSP 1.8. Contract Configurator 1.30.2 Backport localization tags missing from KSP 1.8 into Contract Configurator (thanks MatjaBrown, TomTheHand, IonTracks & Lignite).
  16. @Lignite - A few (quite a few actually) people have reported this, see #689. I've had some trouble reproducing it, which is strange seeing as I've seen it reported a lot. Any chance you can post your save file and ksp.log over on GitHub? I'm going to give another try with a cleaner install too to see if I can reproduce it. EDIT: Reproduced. I did a full clean install, and this time I deleted the expansions (because I wanted it to load up faster). Turns out I re-used some of the stock strings from the expansion (which is a no-no for anyone who doesn't have the expansion). Should be an easy enough fix.
  17. Okay, time to move the 1.30 branch to a full release! Contract Configurator 1.30.1 Recompile against KSP 1.10.1. Restore compatibility back to KSP 1.8.1.Localization support. Added Format() function to expressions to support better contract pack localization. Translation for Chinese Simplified (thanks tinygrox). Support for Breaking Ground science. Support for comet science. Added Mission Control icons for Sentinel (KSP 1.3) and Robotics (Breaking Ground) stock contracts. Significant cleanup of string addition to reduce garbage generation. Support all tracking station object size classes up to I in SpawnVessel. Allow apostrophe in AgentParser, fixes Kerbin-Side Jobs. Improved some validation in Requirement nodes to throw certain errors at contract validation time instead of at run-time. Fixed issue where biomes without a Celestial Body (targetBody) specified weren't smart enough to figure out which body they were for. General improvements to error handling. Fixed exception in CollectionScience title when there is no targetBody (thanks Morphisor). Here's the delta changelog from 1.30.0 => 1.30.1 for those upgrading from that release: Translation for Chinese Simplified (thanks tinygrox). Restore compatibility back to KSP 1.8.1. General improvements to error handling. Fixed exception in CollectionScience title when there is no targetBody (thanks Morphisor).
  18. Thanks for the log. I've tracked down the issue and it's fixed for the next release.
  19. You may also need to look at Vessel.acceleration in the case of SRBs - but if you're not in orbit it's going to have a gravity component to it as well, so that may be ugly.
  20. Try Vessel.ctrlState.isNeutral. If you only care about the throttle, you may instead want to check Vessel.ctrlState.mainThrottle == 0.0f. Not sure how this handles having no active engines (because of staging or being out of fuel), so you'll want to do some testing with those situations.
  21. Give CC 1.30.0 and KSP 1.10.1 a try. I'm going to try to restore backwards compatibility (to KSP 1.7.x 1.8.x at least) in CC for the 1.30.1 release (not sure if that's important to you in this case or not). EDIT: KSP 1.8.x (because trying to maintain RP-1 compatibility on the main version makes maintenance a lot easier for me).
  22. What version of CC and KSP are you on? I'm looking at the latest pre-release (1.30.0) and it should no longer have this issue (since it doesn't call the function that is failing anymore after the localization changes).
  23. If I remember correctly, the code for making it magic is hiding in a shader, and it's "random" based on some attribute of the PotatoRoid part (maybe the uid)? So if I was going to go save file hacking, I would try adding one to that value until it becomes magic.
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