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Tazius

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  1. @nightingale Hello, in v1.3 (and the patch prior) the ships spawned per by accepting my custom missions have all their stages combined rather than how they were split and organized in the VAB. Then that 1st stage is inactivate, like it gets skipped. So If I had 0) Rocket Engine, 1) Coupler, 2) Rocket Engine, 3) Parachute.....the ship would spawn with all as 0)Rocket/coupler/rocket/parachute and the ship wouldn't launch, there'd be no stages triggerable... If I reorganize my stages and then try to stage the engines stage 0 won't trigger, but stage 1 will trigger.
  2. So I would just add: SCENARIO { name = ScenarioCustomWaypoints scene = 7, 8 WAYPOINT { name = m_001_target_01 celestialName = Kerbin latitude = -0.097202801731816196 longitude = -74.407672319304297 navigationId = ae4ef747-e2a0-4bc8-80ae-eab83dbb97bb icon = custom altitude = 2.6645352591003757E-14 index = 1 seed = 569 } } inside one of my missions in my contract pack?: // Author: Tazius CONTRACT_TYPE { name = DCA04 group = Defense Combat Advisors Group title = Mission 04: Driving Them Back (Part 1 of 10) description = Engage the enemy and drive them back! synopsis = Destroy the enemy position. completedMessage = Way to take it to the enemy! targetBody = HomeWorld() agent = Defense Combat Advisors cancellable = true declinable = false maxCompletions = 1 // Contract rewards rewardScience = 5.0 rewardReputation = 0.0 rewardFunds = 10000.0 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = DCA03 } BEHAVIOUR { name = SpawnVessel type = SpawnVessel // The VESSEL node indicates a vessel to spawn and can be specified // multiple times. VESSEL { // If the name is not supplied, defaults from the name within the // craft file. Note that this name behaves like the // VesselParameterGroup define field - in other words, you may // refer back to this vessel by this name in VesselParameterGroup // parameters. name = Target 4-1 // Path to the .craft file (relative to the GameData/ directory) craftURL = ContractPacks/DCA/ships/m-hydra-70-turret-tb.craft // Location of the flag to use. // Default = Player's flag for the current game flagURL = Squad/Flags/satellite // The type of vessel (affects display in the tracking station). // Valid values from VesselType enum: // Base // Lander // Probe // Probe // Ship (default) // Station // Unknown vesselType = Unknown // Whether the vessel should show up as owned or unowned. If it is // owned, then it will be immediately selectable. owned = False targetBody = Kerbin lat = -0.170927167418021 lon = 284.971276117177 alt = 131.515580844018 } } BEHAVIOUR { name = SpawnVessel type = SpawnVessel // The VESSEL node indicates a vessel to spawn and can be specified // multiple times. VESSEL { // If the name is not supplied, defaults from the name within the // craft file. Note that this name behaves like the // VesselParameterGroup define field - in other words, you may // refer back to this vessel by this name in VesselParameterGroup // parameters. name = Target 4-2 // Path to the .craft file (relative to the GameData/ directory) craftURL = ContractPacks/DCA/ships/m-hydra-70-turret-tb.craft // Location of the flag to use. // Default = Player's flag for the current game flagURL = Squad/Flags/satellite // The type of vessel (affects display in the tracking station). // Valid values from VesselType enum: // Base // Lander // Probe // Probe // Ship (default) // Station // Unknown vesselType = Unknown // Whether the vessel should show up as owned or unowned. If it is // owned, then it will be immediately selectable. owned = False targetBody = Kerbin lat = -0.192819097726486 lon = 284.951586225251 alt = 121.493141820887 } } PARAMETER { name = TargetDestroyed type = TargetDestroyed // The vessel attribute is the *defined* name of the vessel that should // not be destroyed. This is a name of a vessel defined either with // the define attribute of a VesselParameterGroup parameter, or via a // SpawnVessel. // // It can be specified multiple times, but there must be at least one. vessel = Target 4-1 vessel = Target 4-2 // Text for the contract parameter. // Default: Target destroyed //title = } } So would that spawn the waypoint when accepting the mission? Is there a way to cull the waypoint on completion? I see the waypoints I have made in game in my save file so I wasn't sure how to get them to populate for others when they use my contract pack. Tazius
  3. @Matchlight can you select to register your mod with CKAN on the publish page on spacedock.info if you list dependencies CKAN can install everything, it simplifies everything so well.
  4. @nightingale with the upcoming KSP Expansion: Making History and the in game mission builder, is any of this based off your work so when you decide to retire your contract configurator we'd have some way to port our contract packs? Do you have any additional info on what Squad is up to with their mission builder?
  5. @godarklight I've had a blast with DMP, awesome mod! With some other space games they talk about geographic instancing, it would be cool of we could fly our way to someone else's server, like fly to this asteroid and it asks if you'd like to join a server or fly to another asteroid somewhere else and get a prompt to join another person's server the just have some database that keeps track of all the servers and the connect to locations in space with compatible mods. It would be awesome to have web of servers.
  6. Activated Subassemblies: Engines & BDArmory The goal of this mod is to streamline the creation of crafts for Contract Configurator contract packs. Normally, when crafts are created for contract pack the author has to go through each .craft file and set engine staging & ignition values to true to get crafts engines to activate when spawned by a mission. If authors want their crafts to take off & fly autonomously they will need edit their .craft files to set the pilot activation value to true. If the author wants their crafts to attack other crafts of a different team, .craft files will need to be edited so that Guard Mode is set to true. This mod allows authors to build crafts from scratch using these activated subassemblies so that they don't have to do any craft file editing outside of the game. There are 3 different variants of this mod: Activated Subassemblies: Engines: Stock engine subassemblies that have been pre-staged and pre-ignited. Requirements: None Download on SpaceDock & CKAN: https://spacedock.info/mod/1376/Activated Subassemblies: Engines Activated Subassemblies: BDArmory: BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1377/Activated Subassemblies: BDArmory Activated Subassemblies: Engines & BDArmory: Stock engine subassemblies that have been pre-staged and pre-ignited & BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1378/Activated Subassemblies: Engines %26 BDArmory Installation: 1) Download one of the 3 variants 2) Extract zip file 3) Drop the saves folder from the extracted zip file into the KSP installation directory. 4) Use the activated_bdarmory, activated_engines or activated_engines_bdarmory sandbox game save to access the subassemblies. 5) Alternatively, copy the Subassemblies folder within the installed game save into your own existing game save folder to access the subassemblies. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ Let me know if there's any additional parts that people would like activated and add to this download.
  7. @nightingale I'm sure this has been covered in a previous post, how do I add waypoints to my contract pack missions that I am making? Tazius
  8. I was able to get CKAN to update their repository to the newest BDArmory Continued release. My contract pack had a dependency for BDArmory and it kept installing an* older version. Everything works great now! Have a great weekend! Tazius
  9. Yeah it's was fun building a craft that I could manually outfit. The goal was to have missions where you'd need to use the provide craft or build your own to similar spec and fly it to locations across the map, outfit according to your mission type. However to justify off base outfitting distance from Space Center has to be great enough, but then it takes a while to get from point A to point B to outfit, point B to point C to carry out your mission. I agree it does get exhausting after a while. The orbital strike missions are more of a rocketry combat theme than a plane theme. I was planning on having targets all over Kerbin, some that are really far from the Space Center. That would require players launch into space, possible create an orbit, then do a reentry with a trajectory that matches the location of the mission objective. However, your trajectory can be hard predict with Kerbin's atmospheric drag manipulating your decent. I'm not sure if people would enjoy it or not. I do love creating the launch vehicles though.
  10. I'm having an issue with the targeting pods. Simply aiming at the ground provides a lock instead of only when locking objects such as KSP buildings & crafts. Laser Guided missiles are ignoring where the pod is painting. I am using the newest public release.
  11. I've thought about creating separate contact packs that revolve around BDArmory because I love the mod. I've been toying around with the idea of 3 different mods: 1) Manual Outfitting Combat Contracts: 2) Orbital Strike Contracts: 3) Naval Mod Contracts (No Video yet) Let me know your thoughts...
  12. You have to open the craft files in notepad or a program such as KML and you need to activate the engines & the AI Autopilot. You have to make sure the the crafts have the right orientation so they don't spawn upside down, on their side, etc. What I usually do is create a craft with engines, AI modules, Weapon Manager and set all the setting I can inside the SPH or VAB, then I do editing of the craft file to get the engines & autopilot to activate on spawn. If you want to make it easier on yourself, look through my mission crafts folder and grab one of the planes craft file and copy it into your SPH in your save folder. Open it in the SPH, Launch the craft to verify it auto starts the engines & AI Autopilot. If they activate, go back into the SPH and disassemble the engine, AI Autopilot & Weapon Manager and save them as Sub Assemblies. Then add them to your existing crafts and their engines should auto start, the craft should have AI Pilot along with the weapon manager settings. Here's a link for KML:
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