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HawkEngineer

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  1. I have the following data node in a custom contract. The contract is trying to determine the amount of electric charge capacity the selected vessel has and calculate how much to add. But the RecourceCapacity always returns 0. Is this a known bug in CC or is there something wrong in the data node code? DATA { type = Double requiredValue = true title = #SpaceStationPower_7 tempStorage = @/targetVessel1.ResourceCapacity(ElectricCharge) stationPwrStorage = @/targetVessel1.ResourceCapacity(ElectricCharge) powerStorage = Round(@/stationPwrStorage * Random(1.5, 3.0), 5.0) powerDelta = Round(@/powerStorage - @/stationPwrStorage, 5.0) }
  2. Where can I look to see what tier the different fuel types are unlocked in the tech tree? Some of my tanks such as tanks from the near future mods have the tank switch option for different fuel types, but tanks that are from the base game (Squad) do not have the option to switch fuel types. The fuel type is default to Kerolox. I initially thought there might be a mod conflict but when I enter into sandbox mod, I am able to switch fuel types in all tanks. I do have part upgrades option enabled.
  3. Thanks for the response, just one follow-up. I was reviewing the wiki and for for partModuleType, the only values allowed are Antenna, Battery, Dock, Generator, Grapple, Wheel? For PartModules, the only examples include ModuleReactionWheel and ModuleSAS.
  4. I am working on some custom contracts and wondering where I could get the full available for the PartValidation parameter. In particular, I wanted to see the full list for the partModule and partModuleType options.
  5. Is anyone else getting a B9 PartSwitch Fatal Error for no tank type found: SSS_Food. I have installed the latest v1.1.2 of SSS and running on KSP version 1.12.3. I have doubled checked the dependencies and did a clean install twice, but keep getting the error as soon as I install Kerbalism.
  6. @StarCrusher96 Just wanted to say thank-you for all your efforts. GU is an excellent mod for KSP which people take for granted the amount of work people like you put into these mods for our enjoyment. Just wanted you to know that there are many of us who appreciate the work you do to make KSP a more enjoyable game.
  7. Unfortunately I was never ever able to track down the conflict. I was on KSP 1.10 at the time, but when I did a fresh install to KSP 1.11, the problem went away. I also using it on a GEP install without any problems. I am basically using the same set of mods from KSP 1.10 and 1.11...
  8. Thanks for the response, I definitely think it is a bug right now. I tried multiple ways and expanded to list all the resources on the target vessel, no matter what I try, the amount of resources comes back as 0. At this point, I need to redesign the contracts to avoid calculating the amount of resource quantity and capacity onboard.
  9. Thanks for the tip, I did review the CE Pack but I also noticed that there is an old Issue in the github tracker for Contract Configurator which indicates a problem with the getresource retrieval.
  10. I am working on a contract file that looks at a vessel resources and determines how much to add depending on available space. When testing the contract, the current resource capacity and quantity is 0 for the target vessel. Has anyone used these in contract and able to retrieve the resource values?
  11. After reading your post, I was able to turn-on VERBOSE logging and discovered that the contract was not being offered due to a failed uniqueness check. I since updated the uniqueness check and it is now working.... Thanks for the information about checking the data nodes....
  12. Is there a way to further troubleshoot which contracts are offered? I have a contract which shows all the requirements met in mission control but it isn't being offered. I removed any limits to the number of contracts and warp ahead in time without the contract being offered. Thanks for any help.
  13. @Zelda I was trying to figure out the same thing and asked the same question recently. I tried several ways to get my cascading contracts to work and identify the right contract name using the DATA_EXPAND but failed. I did open a ticket on the github either requesting the feature to be added or see if there is something I missed...
  14. Quick Question: Does anyone know if an error is generated when using an iterator within the parameter node when the iterator list is empty? For example, if the iterator is written: ITERATOR { type = CelestialBody targetMoon = @/targetBody.Children() } If the targetBody does not have any moons, will the parameter node be skipped or will this cause an error in loading the contract?
  15. Thanks for the feedback, I did try that hardcoding the name works so I believe it is something to do with using a variable in the contractType field. I was hoping to use the DATA_EXPAND field so that the contract files could be used for any planet pack...might need to rethink the approach....
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