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NermNermNerm

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About NermNermNerm

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  1. For the sake of posterity, I went with the option of splitting it out into a separate DLL, but not a separate mod. Work was done in this commit: Break out Contracts code into its own DLL · SteveBenz/[email protected] (github.com)
  2. Wouldn't be so clean for this dependency - for ContractsConfigurator you need to create subclasses.
  3. I recently added support for ContractConfigurator. This entailed adding a reference to ContractConfigurator's DLL so that I could pick up some base classes. I never intended to make ContractConfigurator a straight-up requirement for the mod - more I wanted to make it so that if you had ContractConfigurator, you'd get some extra content. Generally speaking, .Net doesn't load dependent dll's until a class that actually uses that DLL gets loaded... So I thought that because the contract classes have no Unity stuff in them and nothing in the rest of my DLL references the contract classes t
  4. You're probably right - I'll have a look at fixing that this weekend. I thought I had arranged for it to not straight-up require it.
  5. Not eating and this button is gone? Hm. I think something has gone wrong in your install and it's not loading at all. Debugging something like this is pretty near impossible - and if one mod has a problem like this, likely more do. You might back up your KSP folder, wipe all your mods out and reinstall them all.
  6. @rmaine's recent post finally poked me off of my butt to put out a release. The transfer bug he's talking about is really, really annoying. The bug is one of those hazards of KSP modding. There are API's that work. There are API's that certainly should work but do nothing. There are API's that certainly look like they work, but actually only work some of the time. And then there are the API's that should exist but can't be found. Anyway, I was using one of those API's that looks like it works for resource transfer. I finally figured out why my call to the API was subtly different than
  7. Yeah, it's maddening, and really inconsistent too! My Ike base (and everything near it) would fall for a good couple hundred meters every time I switched to it. I had to remember to turn on the no-crash-damage cheat every time I switched to it. I read somewhere that the KSP devs are looking to address that, but if I got the gist of what they were planning on doing, it was to make a mode to fix the base to the ground. I hope they've thought this through, because although that'd work for the base itself, what about a rover parked next to it? And like you point out, it seems confined to
  8. I'm having trouble with the size of the KAC window - the list is barely big enough for one item. There doesn't seem to be a way to resize the window. I've tried jacking with the WindowPosition numbers in TriggerTech\KerbalAlarmClock\settings.cfg, even to the point of deleting the file and letting KAC recreate it from scratch. Nothing seems to affect it. Are there supposed to be resize handles in-game? (Not seeing them if there are). If it helps, I'm on a 4k monitor. I'm running the latest KSP and latest KAC (3.13.0.0). This is the generated WindowPos block in the settings. E
  9. I've been learning about Lingoona script, but am having some trouble applying it to ContractConfigurator because there seems no way to get a kerbal name with the right gender marker on it (e.g. "Valentina Kerman^f"). If I'm reading the source code right, there's no native way to do it. For kerbals, I think I see how I could make it happen with some fancy expression stuff using the Gender() method, but that seems hacky and wrong. For celestial bodies (which have a language-specific gender as well), I don't think I see a way. If I'm right and it really is missing, I would be happy to sub
  10. Well yeah, but what if @/kerbal is not a string, but rather of type Kerbal? There's some shenanigans I could pull, e.g. Format("{0}", @kerbal).FirstWord(), but maybe there's a first-class way to get the name of the kerbal? @kerbal.name doesn't seem to be a thing...
  11. How do you break a string? I mean if @/kerbal is of type Kerbal, how do you get the *first* name? That is, I want "Jebediah", not "Jebediah Kerman".
  12. Is there a way, within the expression language, to use just the Kerbal's first name? E.g. to replicate things like we see in the stock rescue contracts, where it's "Fred's shipwreck" and not "Fred Kerman's shipwreck" ? I mean when the kerbal is generated, so the text would be "@/lostkerbal's derelict" Something like "@/lostkerbal.name()'s derelict". Is that a thing? Also, is there an escaping sequence - like if I'm writing a sentence, the "." seems to sometimes get confused for language syntax, e.g. in "... from @/lostbody." The period is intended to be plain text, but in some
  13. Thanks @nightingale - I think I have all the pieces put together. I hope to have some time to play around with it this weekend. As I read it - it allows the possibility of building an actual craft rather than just a boring old mk1-capsule for the kerbal to be found in... I'm thinking that my space-adventuring would-be-colonists might just end up needing to be collected from some interesting spacecraft. That would give contract fulfillment a more interesting vibe.
  14. i think it would too - but the trouble is that I need to generate a new kerbal; we can't have a whole lotta Skeebop's running around the station. Life would get confusing. Yeah I thought you'd say that based on my reading of the code. A random orbit would be pretty much required e.g. if multiple contracts pop up, they'd all stack on top of each other... hm. or would they? Perhaps they'd be like the Kerbals that spawn in LKO in stock, where they all spawn at a precise 72km equitorial orbit, just staggered by time (probably not so much by-design as by the workings of the con
  15. I've been working on adding a contract to Progressive Colonization System. The first one I want to make involves rescuing a kerbal from orbit of a random moon of Jool and bringing it to a moon of Jool that as an evolved colony. I've made some progress towards figuring out ContractConfigurator, but I'm stuck on a couple points. The big two are: I can't seem to figure out how to reference the kerbal that gets spawned by SpawnVessel I can't seem to figure out how to get a random ORBIT out of SpawnVessel If anybody wants to point me in the right direction, maybe it'd make more se
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