jclovis3

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About jclovis3

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  1. Previously, on “The 100”, you flew 100 colonists to Laythe to establish a bright and explorative future for all of Kerbal Kind. With the first outpost established, you will be able to explore the outer planets much easier, starting with Jools various moons. Buzz Kerbal, one of the colonists transported to the colony, had been given a special mission to build a small VAB facility on Laythe. He couldn’t build a very big one yet, but he has managed to gather enough resources to fabricate a few basic parts for you to use. Valentina and Bill are on site to aid Buzz in gathering materials for his work. Jebediah couldn’t make it because he, well, retired early. In this mission, Valentina will be your lead role. The 100 - episode 1: https://drive.google.com/open?id=1iwg7XpY638dL1C1b_Bi3blRu13yXSSsY The 100 - episode 2_ Buzz's Biz: https://drive.google.com/open?id=1gI4tANbX5Utv-4_QFkK06C_jpuD_V8mJ No mods required, EVER... and only bug tested without them. To install as mission packs, place only the zip files in your Missions folder. Then Open the game and Play Missions. They will be imported and grouped as a mission pack under the same category heading.
  2. jclovis3

    Event node not working

    I have a similar problem, but not as easy to explain. Please see my video. https://youtu.be/1dsFp2cTdZE I want the boarding ship objective nodes to be hidden until the flag is planted. Why is the Event node setting not doing this? Upon start up, both nodes can be seen under the lightning bold flash of planting the flag. I understand that this lightning bolt means it is an event node. When the flag is planted, the two boarding nodes gain a blue block next to them, which means they are now enabled. So why were they visible before they were enabled and before the flag was planted?
  3. jclovis3

    Jeb's Life: A Kerbal Novel

    Yeah, just change that node to reference "any" vessel rather than the named UFO.
  4. I discovered the MissionPacks.cfg file can be placed in each mission folder along with the persistent.mission file and it will still be read. This clears things up quite a bit. So if I want to distribute a series of missions under the same pack, I just need to be sure each one gets a copy of the MissionPacks.cfg with the same information in it in case they don't download all of the missions but only the ones they are interested in. The easiest way then to create the first mission for the pack is to create the mission pack first, and place it in the Mission directory. Once you've created the mission, you can move or copy it into the new folder and it will still be available in the list for new missions when you create them.
  5. OK, but then to make a MissionPacks.cfg file for the community missions, it would have to go in the Kerbal Space Program\Missions folder where a person might have other missions already. How would you go about adding a mission pack without overwriting their existing MissionPacks.cfg file (if they had one)? There's gotta be a way to create some sort of stand-alone file or import document that adds your mission pack data to their MissionPacks.cfg file or creates a new one with your mission in it.
  6. I don't see a link to your mission pack. I am curious how to set one up as there is no option in the editor to create mission packs.
  7. Laythe has air and water. We believe it's about time it had life too. You've been tasked with the momentous mission to put 100 Kerbals on Laythe. "The 100", as we have so named them, will all be specially trained colonists. They are not to become a part of any ship crew and to ensure this, we have designated them all tourists. There is a colony structure already in place. Just dock with it and load them in. You'll have 8 years. This is the first episode in what will probably become several (not sure how many though). There is a main mission, and several side jobs that will be thrown at you for extra points, but not to interfere with the main mission. This mission features a few artistic structures, some of which you won’t see until their respective events are triggered. Due to a bug where by you cannot set icons in mission vessels to anything but Rockets and Aircraft, it is advised once you get started you rename the Colony structures and any other ground bases when they appear to change the icon only, not the name. This will make it easier to review only your own vessels. I’ve tried to work around all the known bugs with mission builder as best I can, but some required inserting little notes within the mission to remind you. https://drive.google.com/open?id=1iwg7XpY638dL1C1b_Bi3blRu13yXSSsY This is also my first Mission Pack assembly so to install it as a mission pack, just drop the zip file in your Missions folder. Don't unzip it. KSP will do that for you when you load it up and view the available missions.
  8. jclovis3

    Jeb's Life: A Kerbal Novel

    Abacus, and anyone else still playing the bugged versions: Chapter 2 fix: The mission doesn't always end. Taking a look at it in the editor, I noticed you have a condition that checks if the game time is less than 15 minutes. If that is false, the buck stops there. There is no path way to the Finish marker. If you add another connector from the last green Display Message node directly to the Finish location check, then the player can either get the quick time bonus, or finish when they land. Chapter 3 fix: The fix for the EVA node is to replace the reference to UFO with just plain ANY because by this point, if the specified Kerbal goes EVA, he will already be exiting the UFO craft. This node only triggers as you exit the craft, so if you jump out and use personal parachutes instead and let the craft crash, the game will never end.
  9. jclovis3

    Jeb's Life: A Kerbal Novel

    The easiest fix for the timing is to create two paths after the last dialog. One that goes to the end node, and the other that goes to the timer. Since by this point you want to award if still less than 15 minutes, the award will go through and pass control on to the end node. If 15 minutes has already elapsed, then the other path straight to the end will be the one that is taken. The paths are both waiting for one of the nodes to be true, so you need two paths to make both enabled. As for the fuel dump, I find that removing 9,999,999 of the fuel type works (without comas). If you ever enter a large enough number that gets converted to scientific notation, then it won't work as expected. 1E+30 evaluates to only 1 unit of fuel until they fix that bug. Adding more fuel than a vessel can hold won't cause an overflow either. It will just be filled up. The fix for the EVA node is to replace the reference to UFO with just plain ANY because by this point, if the specified Kerbal goes EVA, he will already be exiting the UFO craft. This node only triggers as you exit the craft, so if you jump out and use personal parachutes instead and let the craft crash, the game will never end. You'll probably need to add a fail if the craft is destroyed (the controlling pod will determine that).
  10. jclovis3

    Part Recovery Rates

    I just tested with two spots on the runway and found you also get 100% in both spots, but right in front of the SPH, you get less. Go figure.
  11. jclovis3

    Jeb's Life: A Kerbal Novel

    Chapter 3 bugs: From the launch pad, you prevent all engines from operating while supposedly loading oxidizer. It would make more sense to first drain all the oxidizer, and then load it slowly over time. Before the 45 second message, I was already trying to launch because all my oxidizer was full. Also, the EVA node at the end did not trigger when I landed and went EVA. I've updated a reported bug on this submitted a couple months ago (https://bugs.kerbalspaceprogram.com/issues/18027#change-97966) Give the video about ten minutes to finish loading.
  12. jclovis3

    Jeb's Life: A Kerbal Novel

    Chapter 2 is bugged: The mission doesn't always end. Taking a look at it in the editor, I noticed you have a condition that checks if the game time is less than 15 minutes. If that is false, the buck stops there. There is no path way to the Finish marker. If you add another connector from the last green Display Message node directly to the Finish location check, then the player can either get the quick time bonus, or finish when they land. Also, I recommend moving the Finish circle to the right a little bit as it doesn't quite go up to the construction block (which seems to float in the air on a quick load). Something like -74.684, -0.050 looks good, same radius.
  13. jclovis3

    Eve Shuttle Builder

    "Eve Shuttle Builder" : https://drive.google.com/open?id=1-p5Yx7w4AjyLCMhnH-swTL_qVbEOBLbV Provides you with step by step guidance and platforms for building up and testing ships for landing on Eve, taking samples, planting a flag, and getting back up again. Starts you with a launch pad on the surface to build for launch, then puts you on the ground to mine fuel in the second stage. Third setting puts you in orbit with added parts to descend safely and land. The final build will be to launch from the KSC and fly your ship to Eve. In the final mission, you will receive free full serve fuel refueling at Minmus and Gilly with a self serve station in a lower orbit of Eve for a final top off before you land. That way you control how much fuel you bring on board for this maneuver. You will have requirements to plant a flag, do science, and bring tourists along. I built this as a tool for trying out different ideas quickly and easily and am happy to share it.
  14. Does anyone know if there are any special variables that can be accessed in a message or dialog text? For instance, suppose you want to display your score progress thus far. I would think something like "Your score is [%%Score]. Keep it up" might work, but it doesn't.
  15. jclovis3

    [BUG] impossible to make paragraphs

    "/n" isn't correct. It's "\n". There is one bug that bugs me though. Typing this in the editor will make the characters "\n" disappear and be replaced with the new line, but editing text after that point (like back space or delete) causes things to happen in the wrong place and you end up inserting text wrong or deleting the wrong characters. You almost have to just do the whole thing in notepad where you can see the "\n" the whole time.