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nightingale

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Everything posted by nightingale

  1. Quick release to fix the incorrect assembly version (download). Waypoint Manager 2.8.1 Correctly increment assembly version.
  2. I can't see the tourist in the picture, but I'll assume he's there. Can you submit a KSP.log file?
  3. Yeah, I realized last night that I messed up and forgot to change the version in the assembly... I may do a new release just to fix that.
  4. Because of the automated system I have in place for CKAN it's hard to go back and fix the compatibility on an old version - unfortunately 2.7.5 is stuck in a state of claiming to not work on 1.7.3 (even though I know people have reported that it works). 2.8.0 *may* work on 1.7.3, but it's not tested/supported - so I'm not going to change it that way either. It's a mess - but time will fix it as people slowly move off of 1.7.3.
  5. New release available here! Just want to give a huge shout out to the KSP devs (especially @JPLRepo and @TriggerAu) - I pretty much only had to make changes related to the Unity upgrade. It used to be that there'd be a whole host of broken things in CC on KSP updates, but there's clearly been a lot of effort in maintaining backwards compatibility (as much as is possible when you have mods that rely on every single little behaviour of KSP). Contract Configurator 1.28.0 Support for KSP 1.8
  6. I don't understand what you mean - Waypoint Manager has no dependencies. Everything in CKAN looks good to me.
  7. First mod update from me in a long time, please enjoy! Waypoint Manager 2.8.0 Recompile for KSP 1.8.0 Fixed NRE when changing scenes (thanks DomiKamu). Workaround for minor stock bug - the Dessert Airfield has the wrong icon (thanks Jacke4913).
  8. KSP 1.8 Update Plans I haven't been around these days, but I'm going to be taking some time to update things for KSP 1.8. No promises on timelines, but here's my list in order of priority. Note that I'm only looking at minor bugfixes and KSP 1.8 compatibility at this time. Waypoint Manager (done) Contract Configurator Contract Pack: Tourism Contract Pack: Field Research Contract Pack: Anomaly Surveyor Contract Pack: RemoteTech Strategia Kerbal Sports Note that Contract Configurator depends on Module Manager, and Strategia depends on Custom Barn Kit. So don't expect any updates on those ones before their dependencies are ready.
  9. I don't spend much time with KSP modding these days, and there's a fair bit of work to be done. It's high on the list of things that I'd like to do if I'm am spending time modding. That being said, I'll be doing a full recompile/bug-fix pass with KSP 1.8 - so maybe after that's done I'll see where I'm at.
  10. New release, get it here! Waypoint Manager 2.7.5 Recompile for KSP 1.6.1 Group auto-generated site waypoints separately from custom waypoints. Make waypoint data visible in IVA (thanks @taniwha). Workaround stock bug that causes the launch site waypoints to be added in duplicate on each scene change (thanks @catonthekbd & @Steven Mading).
  11. Oh yeah, I just checked - it figures out lat/lon based on world position, which is centered on the player (Krakensbane stuff). Out at Ike you're more or less on the same plane, which is why it's only affecting the longitude. I think I'll just bring the tolerance way up to one km or so, and only do the check if the waypoint name matches something in the list of site names. That plus the existing no contract check should hopefully limit it enough.
  12. Wow, okay... that is a lot more than what I saw in my (limited) testing. I may have to give this one a bit more thought.
  13. See the details in my commit. The difference is coming from rounding errors in KSP calculating the position. A tolerance of 0.01 mm was enough to get a consistent match - so I doubt it's going to remove any legitimate close/similar waypoints.
  14. It did, but I just gave it a bit of a tolerance and it looks good. Should have a new release out in the next couple of days.
  15. Contract Configurator does its reload in a co-routine, and it leaves its own config in a bad state while the reload is happening. This is no big deal on the main menu, but space center is a different story. There's lots of ways for me to fix it, including the bad (but easy) fix of just not doing a co-routine in the space center. Anyway, I don't think there's a Module Manager problem here - since this is all happening in my own ModuleManagerPostLoad() call. The only thing I'm not sure about is the part database loading - was that always happening after the ModuleManagerPostLoad() calls in 3.x, or was that changed in 4.x? The part database isn't an issue in this instance, but I could see it causing problems in other cases.
  16. @blowfish & @Tonka Crash - Reloading the Contract Configurator stuff (which is what's getting triggered by the module manager reload) has been somewhat broken for a long time. It's also not really supported from inside an active game (which it looks to me like what's happening in that log, but it's only a partial log so it's hard to say for sure).
  17. Ugly, but I'm not aware of a better way. for (int index = 0; index < GameDatabase.Instance.ExperienceConfigs.Categories.Count; ++index) { if (traitStr == GameDatabase.Instance.ExperienceConfigs.Categories[index].Name) { Type type = KerbalRoster.GetExperienceTraitType(traitStr) ?? typeof(ExperienceTrait); return ExperienceTrait.Create(type, GameDatabase.Instance.ExperienceConfigs.Categories[index], null); } }
  18. Huh, I didn't realize that would have that impact. I've already fixed it, but just haven't released the fix yet - should be getting to that soon. Otherwise I'd expect this runs fine in 1.6.1.
  19. Oh, it could be Bases and Stations disables it (although I checked and this does not seem to be the case).
  20. The short version is that you have to use the TutorialScenario (there are some very old examples if you search github). An alternative is to build your own dialog boxes using KerbalInstructor (that's what provides the picture). This is what Contract Configurator does, although it uses the old GUI system and is... overly complex.
  21. I thought I'd put something in place to prevent that... but I honestly can't remember and will look into it. Raised here: https://github.com/jrossignol/ContractConfigurator/issues/674
  22. DMagic Orbital Sciences has its own contracts that don't use Contract Configurator - so you'll have more luck if you check out that thread.
  23. Must be Bases and Stations - Anomaly Surveyor doesn't have anything like that. It sounds more like Field Research though.
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