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tito13kfm

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Everything posted by tito13kfm

  1. Yeah, the vessel still exists, hadn't docked or done anything except changing from a rover to a lander. It was completely landed and did not move even an inch, it was in one of the flats of Minmus. Unfortunately I don't have a log file from when it occured and my save file is quite a bit past that point right now. I also deleted the failed contract using alt+f12 menu so I'm not sure how useful it would be (Sorry, I was being hasty and thought that might somehow re-offer it) I'll still upload it, but like I said it's probably not entirely useful. https://drive.google.com/open?id=0B5rWPLUyOK1VU2JnaktlYV9IWms
  2. I started the chain to build a base on Minmus, scanned the planet, landed a ship at a suitable site and renamed it to a rover, then I did something stupid. I renamed that ship back to a lander because that's what it is. When the contract to build the base came up it nearly immediately failed after I accepted it. Will it start the chain back over now, or have I missed my chance to get that contract?
  3. I guess I'll have to do further testing. I was fairly sure that it doesn't catch up, but I was sleep deprived when I first saw it behaving like that.
  4. Looks like there was an issue in the .ckan file "ksp_version_min": "1.1.1", "ksp_version_max": "1.1.0", For whatever reason I can't get my fork to update properly and my pull requests hit an error. But let's not clog this thread up with CKAN BS. I've been through your github issues and I can't find it. Is it a known issue or limitation that resource converters do not operate, or at least do not appear to operate when the ship is not focused? I have not had a chance to do extensive testing, but as it is right now, if I add an OKS_AgModule to my space station, supply it with Fertilizer and Mulch, it will indeed slowly increase available supplies while Agroponics is started AND the ship is in focus. As soon as I switch focus to another station the supplies again begin to drop.
  5. Using version .0.5.0.0 of this mod with KSP pre 1.1 build 1183 64-bit (Windows) with no other mods installed. Using included Module Manager and Firespitter. Log located here http://www.filedropper.com/outputlog The AES command pod has its insides fall out of it on the launch pad. The IVA view also has parts of the insides missing and no pilot can be seen inside of it from the outside. Edit: If anybody can confirm it's not on my end I can open an issue on Github if that's preferable
  6. Edit: Appears to be the same issue another person has already reported and you are aware of it. There seems to be a slight incompatibility between 1.1.0.1 pre-release and Fuel Tanks Plus by Necrobones or Interstellar Fuel Switch Core by FreeThinker Example pictures: These 2 screenshots are taken of the same craft, in the same save file, without leaving the VAB or editing the craft at all. It just flips between the 2 values. I THINK the issue is that it is miscalculating the mass on the higher Delta-V totals as my manual calculations show it much closer to the lower amounts. Not sure if this is something you would be able to address, but just thought you would like to know.
  7. I did get one exception in my log file, but it hasn't caused me any issues. [EXC 01:50:39.426] NullReferenceException: Object reference not set to an instance of an object FinePrint.WaypointManager.RemoveWaypoint (FinePrint.Waypoint wp) ContractConfigurator.Behaviour.WaypointGenerator.OnUnregister () ContractConfigurator.ContractBehaviour.Unregister () ContractConfigurator.ConfiguredContract.OnUnregister () Contracts.Contract.Unregister () Contracts.ContractSystem.OnDestroy () That's at the very end of my log right around the time when I alt+f4'd my way back to desktop. Probably not related to that action, but thought I'd mention it. The packs I use are Anomaly Surveyor, Kerbin Space Station, SCANSat Lite, Tourism Plus Been running the 64-bit hackaround for a few weeks now with only the "normal" bugs (right click bugged on exit, buildings upgraded randomly) Ultimately it's your mod, and your time that you choose to spend coding it. Like I said, I personally can recompile it for my own use after stripping out the code which disables it if it comes to that. Although I'm pretty sure most wouldn't be able to do that. Edit: And of course as soon as I speak that I have no problems, I exhibit problems. [ERR 03:37:12.695] ContractConfigurator.ConfiguredContract: Error loading contract from persistance file! [EXC 03:37:12.696] NullReferenceException: Object reference not set to an instance of an object ContractConfigurator.ConfigNodeUtil+<>c__DisplayClass1e.<ParseVesselValue>b__1d (.Vessel v) System.Collections.Generic.List`1[Vessel].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) System.Collections.Generic.List`1[Vessel].Find (System.Predicate`1 match) ContractConfigurator.ConfigNodeUtil.ParseVesselValue (System.String name) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[Vessel] (System.String key, System.String stringValue, Boolean allowExpression) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfiguredContract:OnLoad(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) Contracts.ContractSystem:LoadContract(ConfigNode) Contracts. :MoveNext() So there does seem to be a big problem in the way that the 64-bit hackaround of KSP is doing something in relation to your mod. Something I'll deal with though until Unity 5, not a big deal to me. Will attempt to replicate in 32-bit and report back in an edit. Edit: Cannot replicate in either 32-bit or 64-bit version of game. Reloading exact same quicksave and jumping back to KSC which triggered it the first time did not trigger it this time. If I get it to trigger the error in the 32-bit version I will post
  8. Just state up front that you will not provide support for Win64 workaround and make people submit log files that show what version they are running. Please don't lock us out from even using your mod. A simple "I will not provide support at all for issues from 64-bit Windows KSP and any attempts to receive support from me will result in public ridicule" would suffice. I understand it's frustrating to chase ghosts from bug reports from morons who cannot accept the fact that their bugs are caused from a buggy game, hacked, game build. But come on... Please Edit: Eh, you are under MIT license. I'll just recompile the source after removing the checks and use it for my own personal use and just not bother you with any bugs. Win/win
  9. Lol, actually hits ordered from jealous spouses and lovers. You'd have to take the target to the destination and then make sure they didn't make it home.
  10. Really appreciate the work you did to address my concern. I downloaded the dev version of the dll to do more testing. Running in to the ground at full speed seems to work great now. Other ways of destruction work most of the time. 95% of the time firing a nuke engine directly at the pod that contains the victims will get it to complete after it explodes.. but 5% of the time it doesn't, it's very weird. Also the explosives from KIS/KAS don't work, but I believe that is just from the way it creates the explosion. I've looked at that source code, and with absolutely no experience in C or C# I have concluded that I have no idea what it says... but it seems to create an explosion, and delete the ship parts, not actually have them explode. I can get it to recognize as being destroyed only if I have the vessel as my focus when it explodes. That makes sense, how else would it know what to look for as being destroyed. There is probably a way to save the vessel I want the state of tracked, I'll have to dive deeper in to the documentation though. For now I'll just have to get creative in the way I write my contracts to take advantage of the things I know how to make work. PS: I totally just copy/pasted your tourism contracts and edited them for my needs. They serve as great tutorial templates, thank you.
  11. Working on a contract that requires you to kill tourists after taking them to their destination. I was going to use KerbalDeaths Parameter but that seems to only be able to fail a contract. I have settled on having to destroy the craft as a parameter using just the very simple PARAMETER { name = VesselDestroyed type = VesselDestroyed } Unfortunately I cannot get this part of the contract to turn green. I ran the entire vessel in to the surface of Kerbin at >2000m/s and it just will not complete. I blew it up in space using explosives that are part of the KIS mod.. nada. I attached SRB's to it pointing at the craft and let er rip... nope Anybody able to give me any help? For those interested in the entire config it is here CONTRACT_TYPE { name = Murder_LowOrbit group = Murder title = Murder: Bring @/SpawnPassengers/count.Print() tourists to low @targetBody orbit and KILL THEM. description = The Mob has a contract out on these civilians. Bring them to orbit around @targetBody then botch the landing. The pilot must return home safely. synopsis = Bring @/SpawnPassengers/count.Print() tourists to orbit of @targetBody orbit then make them go boom. completedMessage = The tourists are dead! targetBody = HomeWorld() // Can only have two at a time maxSimultaneous = 2 // Contract rewards rewardFunds = 50000.0 * @/SpawnPassengers/count + Random(0.0, 10000.0) rewardReputation = 1.0 failureReputation = 20.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Bring the tourists into orbit duration = 1s PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.AtmosphereAltitude() + 5000 } } PARAMETER { name = VesselDestroyed type = VesselDestroyed } PARAMETER { name = ReturnHome type = ReturnHome // Text for the contract parameter. // Default = Return home. //title = } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = Random(2, 5) } } Also, is it possible to assign a negative reputation REWARD? I envision this to be a last ditch money making contract. Don't judge me.
  12. Everything looking good here. Successfully completed and returned an experiment from my Minmus Space Station and everything seems to have functioned properly. I didn't do any extensive testing like seeing if it was compatible with Dmagic Orbital Science experiments, or Station Science experiments, I just went the cheap and easy way of using a thermometer. I didn't notice it not completing until I changed scenes though. Although I can't be sure because as soon as I recovered the experiment I switched to a vessel that was waiting on me to perform a maneuver (thank you KAC). One thing I have noticed, and not sure if you addressed it already. Last week I noticed that Crew Rotation contracts don't actually require you to rotate any crew. I docked with the required number of Kerbals, then undocked and it was waiting on me to return them home. Not sure if that's just something that isn't possible to test for in CC, or if it's a bug you fixed recently. I wish I was at least competent in coding, I'd love to do add in the functionality to make it so that when you replace a faulty part on your space station, it breaks the part and you have to physically remove it and add a new one with KIS/KAS. Unfortunately I wouldn't have the slightest idea of where to begin on that so I just have to role play it and do it manually. The last time I tried to make my own contract I spent a week trying to make it a requirement to kill a tourist. Unfortunately no matter what I did I couldn't get that to be a requirement to pass instead of fail. Enough rambling from me...
  13. I'm assuming you mean the updated CC dll here https://github.com/jrossignol/ContractConfigurator/blob/master/GameData/ContractConfigurator/ContractConfigurator.dll ? If so, I cannot get the new ScienceExperimentModule.cfg to show up as an available contract. I spent 5 minutes just force generating and declining contracts using the alt+f12 menu, but cannot seem to get one to show up. I wish I knew of an easier way to get one to generate so I could test it.
  14. Looking good so far, I just accepted a new contract to evacuate, completed it, and launched a new ship to try to replicate the error I had before. No errors at all.
  15. TL;DR: Exception occurs when accepting any contracts to do work to existing LKO station. Beta1 config file for KerbinStationCore isn't compatible with Station Science. Hit an error on one of the new contracts. This was with an existing LKO space station, all old contracts were canceled before fully removing 1.4.1 version of addon and then installing 2.0 Beta. This is with ContractConfigurator 1.2.0 and Kerbin Space Station 2.0b1 This error occurred when attempting to launch a new ship AFTER completing the contract. Edit 4: This actually occurs after a set amount of time, the launching of the ship and completing of the contract seem to not be involved in getting this exception. Here's a screenshot of my contract configurator screen showing the contracts that are loaded. My theory is that I could fix this if I deorbit this existing space station and force the contract to launch a new one to generate again. Would love to know if you have any insight on how I might fix this. Edit: Here's the info in the log. I cannot for the life of me find an actual log file that contains this information, so here is a screenshot. Edit 2: Ok, I've compared the file KerbinStationCore.cfg to MinmusStationCore.cfg and there seems to be a difference in the way it looks for the science module. In MinmusStationCore.cfg which seems to work there is a line partModule = StationScienceModule In the KerbinStationCore.cfg it is partModule = ResearchFacility I'm going to make them the same and will report back in an edit if that fixes my issues. Edit 3: The contract now validates in alt+f10 although I still get the original exception that I reported above when attempting to start a new contract involving the existing station
  16. For those (like me) who are too impatient to wait for a fix to make it compatible with station science, you can edit the cfg files for the core station contracts to remove the science module requirements. Obviously it's not ideal, but it's a quick workaround that allows me to use two of my favorite mods together. Looking forward to the 2.0 release. Can't wait to see what changes you will bring.
  17. Thank you for this. I modified it to compute the timeToStop value for me based on my craft's acceleration (which is calculated from Thrust in KN/Mass) and it's a perfect little quick script for hitting my Mun and Minmus bases.
  18. First of all I love the mod and am excited that it is updated for 1.0 What I'm wondering is in terms of balancing on the funds rewards. Is it your intention that it is balanced to do each experiment at each planet once? With the 30x payout for the first completion I really can't see any reason why you would want to do each one more than once, yet I get nothing but contracts to do the plant growth experiments again and again and again. -see edit Don't get me wrong. I've thought about it and I really can't think of a better way to handle the rewards. From a thematic point of view it doesn't make sense that any company would pay me more than chump change to grow plants in space once I've already given them results once. Although I can't see why they would keep offering me $12,000 to do it again and again when it would cost me significantly more than that to ferry it up to my station for them. Edit: I figured out why I only got the plant growth ones and no others. I had reached the node in the tech tree to unlock the other experiments, but I had yet to pay to unlock them. I was going to unlock them fully one I had a reason (contract) to. On a whim i did so and the contracts starting coming in.
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