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Maxsimal

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Everything posted by Maxsimal

  1. There's a dev blog coming up shortly that has all the relevant stats, I believe it'll be posted pretty soon, just needs to be vetted by the comms team.
  2. I'm enjoying the discussion here. We've chosen to go with unlocking the dV information right from the start in all modes. I tend to agree that the tools should be available for players to learn with, as this is a sandbox game. Also, the total dV display twitchiness was recorded with beta code, and has been fixed for the upcoming release by the almighty @JPLRepo. Should be smooth as butter. Or your preferred lactose-free non-dairy substitute.
  3. @nightingale Gotcha - ok, yes I understand the terrible edge cases - was not going to even try this for anything you'd have to construct a station for. Thanks
  4. @nightingale Question for you. I have an idea for improving how some of the grindier side of Realism Progression Contracts work, but to do it i'd need access to the original cost of a vehicle, when it was launched - not the cost of the remaining bits when it finally satisfies the contract. Is there any way to do this with CC, or is it reasonable to add this through an extension? I know you could write a parameter for 'justlaunched', testing vessel state, and you could have a behaviour that runs off that parameter to grab the parts list for which there's a cost field - but I don't know that you could sum the costs in any fashion - and the behaviour could only write to the data store, which there's nothing per-vessel. What I'd be trying to create is a contract that, once satisfied, starts trigger a repeated no-requirements contract that would give the player X amount of funds each month, for which X is some value - the cost of the vehicle the used to originally satisfy it. IE 'no more grinding this repeatable, just assume the player is redoing them each month with his original LV'. And then give another contract to redo-the contract if they want to try again with a cheaper vehicle.
  5. Thank you! - I guess I didn't google the right repository
  6. is there any way to get an older version? The github releases only seem to go up to 1.5.0 Ckan downloads don't seem to work anymore, and I'm using 1.3.1 -
  7. Having some trouble with CC behaviours. The following exception is coming up Exception occured while loading contract 'RP0.recordUncrewedAlt': System.Exception: Error parsing statement. Error occurred near '*': Max(60 * (@/uncrewedTargetAltitudeKM), $RP0_SoundingDifficulty) ........* <-- HERE ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Cannot get value for @/uncrewedTargetAltitudeKM: not available in this context. at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseSpecialIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].GetCalledFunction (System.String functionName, Function& selectedMethod, Boolean isFunction) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpressionGeneric (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.Expression.OnLoad (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.Load (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.LoadBehaviour (.ConfigNode configNode, ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 It's to do with this bit of code - the error occurs in the behaviour at the bottom DATA { type = float testDat = Max(60 * (@/uncrewedTargetAltitudeKM), $RP0_SoundingDifficulty) } BEHAVIOUR { name = SetMaxSoundingDifficulty type = Expression CONTRACT_COMPLETED_SUCCESS { RP0_SoundingDifficulty = @/testDat } } BEHAVIOUR { name = SetMaxSoundingDifficulty type = Expression CONTRACT_COMPLETED_SUCCESS { RP0_SoundingDifficulty = Max(60 * (@/uncrewedTargetAltitudeKM), $RP0_SoundingDifficulty) } } The problem is - as you can see from the 'testdat' data node, that if I have the same set of math in a data node works just fine. And I'm using the @/ thing to reference a variable in the data nodes. I need this math to occur in the behaviour however, I don't want it to be evaluated until the contract is completed.
  8. Running into a lot of trouble with the latest CKAN. 1.22.5 1. The check boxes are very slow to click to select some items - for instance, which mod you want to install. 2-3 seconds of latency between click and checkmark appearing. 2. When trying to install Realism Overhaul - I get an error about "Too many mods provide RSS textures". There are 3 RSS texture packs, and you have to pick one - this has always worked afaik. https://imgur.com/a/2CYQV
  9. I really wanted to continue this, but the development version of RP0 is changing dramatically - partially based on this play through actually. However, I did play the next month - I'll give a quick summary. On June 8th, I unlocked the RD-108/RD107, and the LR105. This let me do SO much more. By the end of the month, I'd do the lunar orbiter/flyby/impact contracts, finishing all the multiples, as well as a Molniya, and early test sat contract, which was a huge amount of cash. I also was about to launch the 4x Comm sat contract. More than 1 million in funds total this month, which let me work on the final Reseach building I'd need, as well as more upgrades for the launchpad and also the VAB, plus almost 5.0 BP/s in build speed. July was going to be a flood of commsat launches which would have greatly accelerated my research growth, likely up 1 RP per day. I estimate that I would have been able to do a manned moon landing by the end of 1951, with enough comm sat grinding.
  10. Hey Magico, question for you - do you know how KCT works with multiple KSC's and the PQScity waypoint generation available in Contract Configurator? I'm curious if there's anyway to make a waypoint be generated near the KSC that the player is currently focused on.
  11. Any chance for an RSS version of this?
  12. @nightingale Sorted it. had a parameter missing a @ being fend to a Rand( X,Y). Y ended up being lower than X - somehow this didn't generate an error, but oh well, it's sorted.
  13. May 1951 - Another month of sounding rockets As expected, may provides nothing interesting, only two things happen of note. First, the first R&D center upgrade completes - giving us 25% more R&D speed. The next upgrade is too expensive so we'll be saving up for a bit more to purchase it. 2nd, Early satellite materials science completes - this gives balloon tanks, but we're FAR too cheap to use these for normal launches. This also gives 3m tanks/fairings/decouplers - which will be great, but first we need engines that will make those new sizes worthwhile. So, we launch sounding contracts, save money for a new R&D upgrade, and looking forward to a special day sometime in June... Contracts Completed: >140 Science Nodes Unlocked: 24 Science Nodes Researched: 10 VAB Build Rate: 2.5 Bp/s R&D Research Rate: .508 sci/day Remaining Funds: 156100
  14. @nightingale I'm also having a problem where a contract, with all conditions met, no parse errors, no errors in the log, no limit on simultaneous contracts, is still not showing up as available. Any ideas? Anything I can do to provide debug about it?
  15. @nightingale Ok a real problem. Getting the following exception Exception occured while loading contract 'RP0.recordUncrewedAlt': System.Exception: Error parsing statement. Error occurred near '*': Max($RP0_SoundingDifficulty, @/uncrewedTargetAltitudeKM * 60) .......................................................* <-- HERE ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Cannot get value for @/uncrewedTargetAltitudeKM: not available in this context. at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseSpecialIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].GetCalledFunction (System.String functionName, Function& selectedMethod, Boolean isFunction) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpressionGeneric (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.Expression.OnLoad (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.Load (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.LoadBehaviour (.ConfigNode configNode, ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 But I have this block defined DATA { type = float uncrewedTargetAltitudeKM = @uncrewedTargetAltitude*0.001 } DATA { type = float newMaxSoundingDifficulty = Max($RP0_SoundingDifficulty, @uncrewedTargetAltitudeKM * 60) } The whole contract is here https://pastebin.com/Ctb9eUHz This doesn't actually seem to cause problems with the contract, and also seems to go away after a couple of these exceptions happen
  16. April 1951 - Back to Orbit, Cont. Several more great things happen for us in April. First, after completing that first comm sat contract, we get access to the Comm Sat 3 and Comm Sat 4 contracts - neither of which we can plausibly do, but the advance will more than cover our next upcoming R&D center upgrade. We also complete several more techs - although I stupidly chose to complete rocket techs when I could have gone down material science first. 1956-1957 Orbital Rocketry is our goal, but we could have had Default tanks sooner. We also build our first rocket with terminal-guidance for the last stage to try and complete the Early Weather satellite contract - which requires an eccentricity of 0.005 so our spin-stabilization final stages won't ever work. Enter Vaquita-Beluga Heavy. Procedural Avionics is amazing here - possibly too amazing. Having a 3T avionics unit that weighs only 55kg and uses 110Watts - for $134? Pretty awesome. Our first launch to try putting up a weather sat is a near total disaster, as we lose a booster less than 600 meters of the pad. Fortunately the part commander mod lets me find the avionics unit it and range safety the rocket before we crash back on the pad since I forgot the hot key for that. 3 days later, though, we succeed. Unfortunately, May isn't looking like it'll be a fun month - none of the contracts available can be done anymore with my current lift capacity, not without trying to strap together 10 A4's and having a hideously low reliability. Still, the moon feels more and more in reach, as we've gotten another big bump to our research rate, and soon, soon we'll have the engines we'll need. Contracts Completed: >100 Science Nodes Unlocked: 23 Science Nodes Researched: 8 VAB Build Rate: 2.5 Bp/s R&D Research Rate: .377 sci/day Remaining Funds: 96060 - we'll be upgrading R&D soon
  17. April 1951 - Back to Orbit, Finally On 4/6, we get our new launchpad - we're up to 150tons, though no boosters we own are nearly large enough to make that a manageable launch weight. On 4/8 we finally get Satellite Era Electronics, for the first set of solar cells, which finally will get us past the "First Solar Powered Satellite" gate. To complete this and "First Polar Satellite" we build the following craft - at 800ish funds for a 10,000+ dv low tech rocket, our penny pinching engineers are pretty proud of themselves. Here is Spinner-Beluga 1, an A-4 powered booster with a guided 4 XASR sage and a 1 XASR kick stage that puts an explorer probe into an orbit. Because of the unavoidably high TWR's of the first stages, it tends to put the pre-kick stage apoapsis at >300km, giving lots of time to establish a good kick pitch angle and spin up on RCS, as well as maintaining line of site to the mission control dishes 4/12 With this, we take "First Polar Satellite" and "First Solar Powered Satellite" and some sounding rocket contracts, and hope for the best. Which we manage, with a 3mm x 460km orbit. Next we try to complete atmospheric analysis and Sun-Synchronous. Because Sun Synchronous requires such a low-eccentricity orbit, we modify Spinner-Beluga with a longer kick stage, hoping to hit the right eccentricity while still at a relatively low acceleration. 4/14 First attempt is *just* shy of the mark, at .049 eccentricity. We finish the atmosphere scan contract and prep another rocket. We also finish Early Rocketry and move on to Basic Rocketry 4/17 Second attempt - managed to get the Sun-Synchronous contract. Next we start work on putting our first com sat up. We still don't have good boosters, so we go with this multi-stage monstrosity 4/21 - The Spinner-Beluga heavy actually puts up the commsat on the first try! Shocking, given how many A-4's it was dependent on. TBC
  18. March 1951 - Yet More Sounding Rockets On 3/1, we get mission control, which lets us take the advances for Lunar Orbit, Lunar Flyby, and Lunar Impact - more money than we made from all those sounding rocket contracts all February. We pick up Early Avionics and Probes on March 5th, giving us access to the first upper stage avionics, as well as the fantastic explorer probe, much lighter than the 60 kilo sounding rocket rings we have been using. However, we still need solar panels to really progress into satellite contracts. We'll prep a couple orbiters to attach those solar panels too, but that's about all we can do - March is going to be another slow month, so we keep launching our sounding rockets, and prepare for fun in April. The biggest problem this month is keeping our engineers awake to stage the rockets at the right time. We end with Contracts Completed: 80 Science Nodes Unlocked: 23 Science Nodes Researched: 3 VAB Build Rate: 2.45 Bp/s R&D Research Rate: .308 sci/day Remaining Funds: 64472 - we'll be upgrading our launchpad again soon
  19. Hrmm after looking, the aerobee decoupler is a taerobee part. I guess I don't have the decoupler that is supposed to go with this engine, or its disabled in RO.
  20. Ok, gotcha! This aerobee stack decoupler? Was skipping that cause it costs 3x what the engine does.
  21. End of January, Feb 1951 - 5 weeks of sounding rockets After the flurry of activity at the beginning of the project, things slow down a bit. We launch numerous sounding rockets, and also develop a Bottlenose that uses a A-9 engine to do suborbital contracts, which were just re-enabled, doing 4 of those to get some extra cash. Notable Events: We develop the following techs: Postwar Avionics Early Avionices On 1/25, we start building the tracking station - frankly we should have started this earlier. On 2/11, our first landing pad upgrade completes, and we immediately start another. We launch some White Beak's with sensor packages in Alaska, Australia, New Mexico, Virginia and Iran, collecting the last of the Earth atmospheric and low-space science we have access to - we'll need more science instruments, but it's not a priority as we have a HUGE backlog of tech to churn through. Overall, we complete a total of 31 more contracts, unlock 2 more science nodes Contracts Completed: 48 Science Nodes Unlocked: 23 Science Nodes Researched: 3 VAB Build Rate: 2.15 Bp/s R&D Research Rate: .238 sci/day Remaining Funds: 7140 March will hopefully prove more interesting.
  22. Hi @raidernick Just noticed that in RO, using the US rockets pack, the AJ11 and aerobee JR don't have a bottom node to attach to. Also, the AJ11 doesn't have a TF config. I was told to let you know about those.
  23. Week 3 - In Orbit! & Planning for the future It took two tries, but our space program reached orbit on Day 17. Day 15's attempt was mostly good, but we had a bit of a miscalculation with HTP which stole 200m/s from our first stage, and that left little time to align the kick stage properly, resulting in a 1.7kkm by 122km orbit - just shy of what we needed. Our second attempt, with an editted fuel tank and perfectly pitched kick stage, achieved an astounding 2.5kkm x 169km orbit. Also a night launch unfortunately That gave us another good chunk of cash, amplified by our fund raising strategy. We pour it into more R&D speed. Now's a good time to take stock of what we'll need, at the minimum, for our moon mission, science-wise. Absolute Requirements: Basic Capsules - W/prereques, this comes to 152 science :Obvious why Early Avionics and Probes - 21 points w/prereqs : Unreasonable to launch enough mass without 1956-1957 Engines - 13 points w/prereqs : Ditto Near Necessities: Without these we'd need a ridiculous amount of shenanigans, like landing on the moon with just huge #'s of RCS, or a huge single 1961 Orbital Rocketry - 88 w/prereqs not included above : First unlimited ignition engine - We'd need to suicide land otherwise (and/or use large amounts of RCS thrusters) Good to Have: Lunar Rated Heatshields - 124 w/prereqs not included above : We could slow down with retroburn, but this cuts our total TLO mass requirement a lot Improved Flight Control- 130 w/prereqs not included above : The first docking port. We need these, or a huge pad limit. Early Power Gen. and Storage: 47 w/prereqs not included above : To not have to haul craploads of batteries So it seems that we'll need a total of at least 186 science researched, probably another 88 to 301 to make it reasonable. At our current rate, we'll have 140 research done in 2 years - not nearly enough! Plus we need a lot more science. So we'll have to pile up a lot more cash - unfortunately, until we tech up, there aren't a lot of good sources for it. The rewards for the next couple of satellite missions aren't worth the effort to do them without a more reliable orbit rocket, we're better of grinding sounding rockets. (I'm still not going to pogo-launch x-plane missions). So over the coming weeks& months, our plan is: Get better avionics, so we can do real satellite contracts Get enough cash to keep upgrading the launchpad, Improve our lift capacity, for more reasonable throw weights We end the week with: Contracts Completed: 17 Science Nodes Unlocked: 21 Science Nodes Researched: 1 VAB Build Rate: 1.9 Bp/s R&D Research Rate: .221 sci/day Remaining Funds: 19050
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