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iamchairs

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Everything posted by iamchairs

  1. Man oh man what's going on in here. @linuxgurugamer Thanks for reviving this. Sorry for all the bugs.
  2. Don't have time to read all the posts. Anyone here going to rehost KS? If not I can.
  3. Should be fine. If you have any concerns backup your save file.
  4. @wild_bill123 and @FatherLawrence I'd love to fix these bugs. But I don't know how to do that without replicating it myself. Could you tell me which mods- if any- you are using. I could probably solve it very quickly if you guys would send me your save folder, or just the persistence and statefunding files. @FatherLawrence I have a save with 26 quarters and no problems. I have the attachment system and and kerbal engineer mods. I don't know how to replicate this bug.
  5. Nothing in the code removes vessels. Everything is read only- no write. Are you sure you haven't just set everything to stop displaying from the menu at the top of the tracking-station/flight?
  6. Hmm. Interesting. Did you add/modify the governments in `data/governments.settings` ? - - - Updated - - - Thanks. I'll update this.
  7. I added the mentioned modules to the modulealiases and released a new version. Also for the fellow with the low resolution I made the width of the state funding hub a fix 800px.
  8. Is anything showing up in the debug console? (ALT+F2). Did you upgrade from 0.1.0 to >= 0.2.0 without deleting the state funding save first? - - - Updated - - - Bases should be labeled as bases. It also needs to have some electric charge and be able to generate electricity. Finally it needs communication mods. Are you using an "alternate" energy resource (that's not electrical charge). After that you need one "Energy" module and one "Communication" module. Item { name = Communication Modules { Item { name = ModuleDataTransmitter } Item { name = ModuleRTAntenna } } } Item { name = Energy Modules { Item { name = ModuleDeployableSolarPanel } } } - - - Updated - - - I really would like to fix this but I don't know how. - - - Updated - - - PLEASE SUBMIT PULL REQUESTS FOR YOUR MODULES (or for anything else really)https://github.com/iamchairs/StateFunding/blob/master/data/modulealiases.settings
  9. Hmm. What is your screen resolution and what resolution are you playing at? A higher resolution would fix this. Hehe, I like it.
  10. Ok. That's what I've been leaning on mostly. Letting the IDE expose properties and methods (using Xamarin). But it's all guess-and-check. I wish there were an official API.
  11. I've been using this API for development: http://anatid.github.io/XML-Documentation-for-the-KSP-API/index.html But it's basic, not very descriptive in some places, and doesn't contain all the properties and methods exposed. Is there an updated API that I should be using? Also, is KSP open source?
  12. There could be a limit to the amount of satellites needed. But I think it's fair that if your planet is 10 times bigger then wouldn't you need 10 times the amount of satellites? You can still get decent coverage just by sending satellites to all of those small moons and planets first. Noted. Will update.
  13. Nevermind about the new thread. Just staying here as advised.
  14. I have nothing that attempts to replace contracts in the early game. I'm beginning to think against doing my own contracts because there are so many great contract mods out there. If anything I could tie into those. That's a limitation of what I know about the KSP API. How can you tell if a flight gets reverted? I've been playing with no-reverts for so long I forgot you could. Could you PM me your save or just the vessel from your persistence file? The VesselHelper is a helper class for the mod. https://github.com/iamchairs/StateFunding/blob/master/Helpers/VesselHelper.cs
  15. I don't think you understood my post. I'm not trying to police peoples single player games, if I add an opt-in public scoreboard then I wouldn't want it to be susceptible to cheaters. Perhaps. Maybe an on-forum signup would be needed. Sounds like a lot of work to keep updated though.
  16. I'm writing a mod that adds state funding to your space program. I think it would be neat to be able to automatically upload the state of your space program and have a public score. The only way I'd do that is if I could avoid cheating but I'm not sure if that's possible since everything about the state of your save is editable in a plaintext file. Even if it wasn't easy to edit it would still be possible through other means be someone who was particularly savvy. Without validating and processing every keystroke on the server to ensure validity. Is it possible to prevent cheating?
  17. It sounds like it has everything- antennae, autonomous command, and is able to generate energy. Does it have crew? Is it orbiting a body other than the sun? Here is the code to find a satellite (in VesselHelpers)- public static Vessel[] GetSatellites() { List<Vessel> ReturnVessels = new List<Vessel>(); Vessel[] Satellites = VesselHelper.GetVesselsWithModuleAliases(new string[] { "Energy", "Communication", "AutonomousCommand" }); for (int i = 0; i < Satellites.Length; i++) { Vessel Satellite = Satellites [i]; if (!Satellite.Landed && Satellite.GetOrbit() != null && Satellite.GetOrbit().referenceBody.GetName() != "Sun" && !VesselHelper.HasCrew (Satellite)) { ReturnVessels.Add (Satellite); } } return ReturnVessels.ToArray (); } Stock Kerbin should take 10 satellites to cover. It should be the radius of the planet divided by 60,000 (or 60km)- Report.satCountForFullCoverage = (int)Math.Ceiling (Body.Radius / 60000); So if your Kerbin needs 16 satellites it should have somewhere between a 900km radius and a 960km radius. Ok. If I implement this I will make it contextually aware.
  18. Had an idea. Expectations Working on Space Stations, Bases, and Rovers where you're rewarded for the sum of their parts. Building bigger, more elaborate, space stations and bases will give you higher rewards. With this, putting a rover on the mun *may* not be as lucrative as adding another module to your space station. So I had a thought to push people to do more. Expectations exist outside of the contracts system and are a permanent negative modifier where you can have one expectation at a time from the State and one expectation from the Public. An expectation may be where the public *expects* you to have a rover on the mun (if you do not already have one). So while you do not have a rover on the moon they are upset and have a negative modifier until you fulfill that expectation. It won't be crippling but it will be something you want to resolve. Thoughts?
  19. Early on, contracts will be important because state funding doesn't give you much to start. I feel that later on in the game doing contracts will naturally taper off as contracts get repetitive and building bigger and better space stations and bases on other bodies becomes much more rewarding- err, in the next version anyway when I implement stations and bases.
  20. As with module aliases i'm making an effort to work with other mods when they're mentioned. It's got to be in the save file somewhere.
  21. Released 0.2.6 Kerbals are considered stranded if they are out of fuel OR electric charge Kerbals aren't considered stranded until a 2 year grace period is up. The StateFunding Hub will show you how much time is left before a Kerbal becoms Stranded. Fixed duplicate app launcher bug
  22. S'fair. Not push my opinion on how you should play. You can change it to a space station as well.
  23. Lol. Honor system. Edit: Is there a reason to have Kerbals in orbit of eve without a science station?
  24. Just checking there aren't other uses. I was thinking about adding a 1-2 year period before stranded is in affect. for those missions
  25. @Akronymus I haven't made an effort to balance it with anything unless asked for (I usually just play with KerbalEngineer). So any bugs/suggestions for your mod would be appreciated. @GregroxMun Fair point depending on how you're using it. What sort of vessel only has a crew module?
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