Jump to content

GlitchHound

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by GlitchHound

  1. I can't speak for whether or not it's intended/expected behavior, but I'd wager that minQuantity having a call to Random in it is your issue - probably the title is re-evaluating the expression (including generating another random number) whenever you reference minQuantity, rather than calculating a single value for the contract. You could test this by NOT specifying the title (the wiki says a requirement will typically get a default value) and seeing if there's still an issue. That may not resolve the problem in a satisfactory way, but it would at least narrow it down. Edit: Well, actually that doesn't really test it, but it works around it. TESTING it would be perhaps by using @minQuantity more than once in the title, or using it in yet another field, and seeing if that makes it pick 3 distinct values.
  2. @severedsolo out of curiosity will this help with the scroll list issue? https://forum.kerbalspaceprogram.com/index.php?/topic/186417-solvedui-whats-the-sanitary-useage-of-dialogguiscrolllist Not the reason I originally came here. Wondered if you had any thoughts on how Monthly Budgets and KCT's passive science generation should interact? I'm not even sure whether or not they do right now, it's a little tough to differentiate between the slow trickle of the science budget doing its thing on queued experiments vs the incremental science granted due to build points vs the incremental science/day.
  3. Thanks for guiding me. In the end that's not actually what I changed, but you told me the right file and encouraged me to muck about in the DLL! In the end I replaced the lines setting ACLevel = 5 with the line which actually checks the game for current ACLevel. Then I removed any check for ACLevel == 5 as the only thing that still needs checking is kerExp. Haven't done thorough playtesting yet but the Astronaut Complex is giving me options for level 0, 1, and 2 rather than forcing me to get level 5 only, so everything seems good! I really can't imagine needing to test much outside of checking the AC in all different game types and with AC at all different levels... once I've done so, is this the kind of change I should submit a PR for or am I the only oddball who cares?
  4. Shucks. Now that Kerbal XP is an option in all modes it would be nice if it were an option in hiring as well. Looking over the code for TRP-Hire it looks like it's just removing a few if statements so the system only looks at the XP option before deciding which behavior to follow. I play a weird sort of roleplay sandbox and tracking progression is the key aspect I'm aiming for. I gave myself science so I don't have to unlock the tech tree but I can clearly see which experiments I've completed. I require comms so that I can't just freely go wherever in the system. And I chose to require my Kerbals to level up. For now I guess I'll just hire by editing my save file, the same way I got the science needed to play through this way. If it becomes tedious I'll need to rush to a space academy program that makes it trivial to level Kerbals up to 5 and then I'll feel more content with only hiring at max level.
  5. I read elsewhere that this mod includes TRP-Hire, but the version it includes (maybe the only version released?) defaults to level 5 for science and sandbox modes. Is it possible to overwrite the embedded version (voiding support) or am I stuck with that limitation?
×
×
  • Create New...