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Tudor Aerospace

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Posts posted by Tudor Aerospace

  1. On 4/10/2024 at 9:09 AM, Shadow Wolf TJC said:

    I don't know how to upload to GitHub, so I hope that uploading the mod here instead would be acceptable.

    That's great, thanks! I'll take a look tomorrow

    On 4/11/2024 at 9:36 PM, pbristow said:

    I'm currently playing KSRSS, so I can't try your mod right now. Sounds interesting though, so I've flagged it in my CKAN install as "interesting".  (I've developed a strong habit of ignoring the "planes/aeronautics" branches of whichever tech tree I'm playing until I've researched everything else, so this mod might finally break that habit!) 

    I look forward to future developments...  =:o}

    I hope you'll have fun with it when you try it! :)) 

  2. 22 hours ago, Shadow Wolf TJC said:

    A bit of a forewarning:

    As of now, the mod doesn't seem to be compatable with any mods that replace the stock Kerbolar system, such as Galileo Planets Pack or Real Solar System. To remedy this, for starters, I'd recommend replacing any instances of "Kerbin" with "HomeWorld()" (and also find ways to replace the other planetary bodies, such as the Mun and Duna, in an adaptable way), so that the contract configurator mod can auto-detect where the homeworld is located (along with other nearby challenge-appropriate worlds).

      Reveal hidden contents

    For Real Solar System in particular, I've opted to adjust the challenges accordingly through making my own personal modifications to the mod. For example, I've doubled the target ceiling for all altitude challenges to go with Earth's atmosphere extending twice as high as Kerbin's atmosphere.

    However, since getting to orbit in Real Solar System generally requires roughly 3x-4x as much delta-V as with Kerbin, I've also opted to make several challenges easier by, say, permitting the usage of non-air-breathing, non-solid-fueled engines for both altitude and speed challenges, and even permitting the use of solid-fuel boosters for any space flight challenges, so that space shuttles that could take off vertically and land at the runway horizontally could be used instead of any spaceplanes that would've been designed to take off and land at the runway.

    On the other hand, I've also opted to make all of the challenges more challenging in other ways, such as generally requiring the spacecraft to land back at the KSC runway safe and sound, even when returning from another world, and even when performing altitude challenges.

    Oh, and since designing a functional airplane/spaceplane/space shuttle wasn't as easy as designing a functional rocket, I've opted to include a bunch of tutorial text within these contracts to help players design and fly their own planes. Methinks that should've been part of the whole experience, since wasn't this mod's point to increase plane usage?

    If you'd like, I could try uploading my mod changes onto the cloud for others to download and see for themselves (especially if they have Real Solar System installed).

    Hey, I haven't really thought about making it compatible with Planet Packs, but I think It's a great idea. If you want, you can upload the mod changes to the GitHub, and I can take a look at it.

  3. Hello! This is the continuation to my first mod, Planes with Purposes.

    Unfortunately, I previously abandoned this mod because I was very busy with school work, but after 4 years, I can finally continue work on it.

    The purpose of this mod is to make Aircraft useful.

     

    Big thanks to @inigma for making the mod that inspired this one!

    His mod:

    Link to GAP

    Original PWP forum:

    Link to PWP

    VdLrP8q.pngThu6Ae1.png

    The mod is by no means finished or bug free, so please report any bugs encountered in the comments of this forum page, the Github issues thingy or my discord (tudor69420)

    Known bugs:  

    There are no bugs because I'm the best :cool:

    (Anyone that says otherwise will be given an internship at the experimental rocket testing program)

    _______________________________________________________________________________________________________________________________________________________________

    You can download the mod on:

    SpaceDock

    CurseForge

    GitHub

    CKAN:  (I don't think I can link to that, but you can find it by searching for PWP or Planes With Purposes) 

    _____________________________________________________________________________________________________________________________________________________________   

    Dependencies:

    Module Manager

    ContractConfigurator

    _____________________________________________________________________________________________________________________________________________________________   

    To do:

    Fix bugs

    Add rescue contracts 

    Add more distance/flight time contracts

    Add KSC Airlines (transport passengers)

     _____________________________________________________________________________________________________________________________________________________________

    Changelog:

    v1.0

    • Mod Released

    ----------------------------------------------------

    v1.1

    • Fixed Bugs

    ----------------------------------------------------

    v1.2

    • Added 1 stunt contract
    • Added 2 flight duration contracts

    ----------------------------------------------------

    v1.3

    •  MADE SSTO CONTRACTS WORK!!!!!!
    • Also added 2 sunt contracts

    ----------------------------------------------------

    v1.4

    • Added more SSTO contracts

    ----------------------------------------------------

    v1.5

    • Added Mach 9 Kontract
    • Fixed bugs

    ----------------------------------------------------

    v1.5.1

    • Fixed Reach Space Contract

    ----------------------------------------------------

    v1.5.2

    • Added Reach Orbit With Shuttle Contract
    • FIXED CURLY BRACKETS
    • Updated Module Manager Version
  4. On 1/19/2021 at 11:45 PM, AccidentalDisassembly said:

    Hello! Small note about configs - each of the following configs has a mismatched number of curly braces, which appears mostly to be the result of a missing closing brace at the end of the file:

    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\100.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\2500m.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\AtlasII.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\AtlasIII.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\Gilly.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\Jool5.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\LandOnMinmus.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\ReachSpace.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Milestones\That'sOneSmallStep!.cfg
    Check {} in C:\Games\KSP_win64\GameData\ContractPacks\PWP\Stunts\BarnstormRnDBridges.cfg

     

    EDIT: Jool5.cfg in particular has *many* missing curly braces, such as on PARAMETER{}s - just a heads up.

    Thanks for pointing that out! I'll make sure to fix that in the next update!

     

     

  5. 14 hours ago, DasSkelett said:

    That's indeed a CKAN metadata issue. When I indexed PWP initially, there was no "PWP" subfolder. So I made CKAN to create the "PlanesWithPurposes" folder to adhere to the ContractConfigurator standard and avoid conflicts with other contract pack mods (since they should all go into a mod-specific subfolder under "GameData/ContractPacks", not "GameData/ContractPacks" directly.

    Now that the PlanesWithPurposes zip comes with a subfolder itself ("GameData/ContractPacks/PWP"), I can adjust the metadata to use that one, and the configs should work again.

    Please make sure to report problems that you suspect are caused by CKAN on the CKAN thread in the future, don't bother mod authors with them.

    Edit: fixed the metadata, if you refresh the registry now, CKAN should prompt you to reinstall PWP. If you click yes, it should be installed into the directory the config files expect.

    Thanks for fixing the problem! I don't know why there was no PWP folder, since  it is in version 1.1. I guess I forgot to add it :/

  6. 1 minute ago, BTAxis said:

    There appears to be a problem with path to the flag images in Agencies.cfg, causing the image to not work in Mission Control:

    
        logoURL = ContractPacks/PWP/Assets/Flags/TA

    However, at least when installed via CKAN, the actual path is ContractPacks/PlanesWithPurposes/PWP/Assets/Flags.

    Hmm... That's weird... I'll see what I can do

  7. 7 hours ago, Hemco said:

    I decide to launch a rocket instead of fly a plane after accepting some contracts.  I failed all three because I didn't "safely" land (for some reason, rocket parts blow up when they hit the ground).  Not sure if there's a way to fix that, but a warning needs to be there to say to not accept unless you are going to fly a plane next.

    Wait, that's illegal

     

    Also, most land safely, don't kill anyone etc. parts of the contracts will be removed, as @Caerfinon pointed out that 

    Quote

     A kerbal could achieve the specific milestone and be honoured for the achievement but still perish in a freak accident. That kerbal's glory would not be diminished. So is the check necessary? You could complete the contract when the deed is done... but what happens after that is just fate.

     

  8. 18 hours ago, DasSkelett said:

    Hey @Tudor Aerospace, this mod is now indexed on CKAN.

    A few things I've noticed while indexing your mod:

    You are currently bundling a "MiniAVC.dll" in your releases. Since your mod doesn't have a AVC .version file, this isn't necessary and only adds more noise and increases loading times for KSP (although negligible).

    There's also a ".gitignore" file included, which doesn't need to be in the release zip either,

    The "README.txt" doesn't mention the "ContractConfigurator" dependency, only the forum thread does. You might also want to list the dependencies in the SpaceDock description, for people that directly download from SpaceDock without reading the forum thread first.

    The GitHub repository is basically just a collection of release zips. Git and GitHub are supposed to be used as source code repositories though, i.e. the repo should  contain the contents of the zip, not the zip itself. This allows others to contribute and help you developing your mod.
    Older versions of the mod don't have to be included side-by-side, that's what the commit history is for.
    The release zips can be uploaded in the "Releases" section after you created a new release.
    Here are a few links to help you getting started with Git(Hub):


    Nothing major though, congrats on your first mod!

    Hello! First of all,  thanks for adding the mod to CKAN!

     

    The MiniAVC.dll and .gitignore files will be removed with 1.3

     

    I will also make sure to make a release in github.

     

    Version 1.3 isn't coming out today because KSP doesn't want to start :(

  9. On 1/9/2021 at 4:47 AM, Hemco said:

    Perhaps instead of saying "fly up to" say "to an altitude of".  I thought was saying fly up to a distance of X, not a height of X.

    Noted! Will be changed in the next update, which should come out today

    SSTO contracts not included

    On 1/1/2021 at 11:21 PM, Urus28 said:

    Interesting set of contracts. =)

    My suggestion would be to add plane contracts on other planets with an atmosphere, perhaps with electric motors for Duna and Eve.

    That's a good suggestion! It will be added after I make the SSTO contracts work, so probably never :(

     

    On 12/31/2020 at 7:24 PM, Caerfinon said:

    Just a note about GAP code that I've run into that  you might run into as well.

      Hide contents

    When you use the following parameter checks in a GAP like contract;

    
    
    //Recovery Parameter - Craft & Kerbal Safety Check
        PARAMETER
        {
            name = All
            type = All
            title = safely
            
            PARAMETER
            {
                name = VesselNotDestroyed
                type = VesselNotDestroyed
                title = without destroying your aircraft
                
                vessel = @/craft
    
            }
            
            PARAMETER
            {
                name = KerbalDeaths
                type = KerbalDeaths
                title = or killing anyone
                
                vessel = @/craft
    
            }
    
            completeInSequence = true
            disableOnStateChange = true
    
        }

    It sets up a chain reaction of contract failures if you have multiple contracts active with this check code enabled.  This is because the "VesselNotDestroyed" and "KerbalDeaths" parameter fail the contracts immediately when triggered and nesting them in an ALL parameter doesn't stop this.  The trick is to set up the Vessel parameter that defines the craft very precisely so that a craft on one contract cannot fulfill the Vessel parameter of another contract at the same time.  This can be done with;  

    • Specific observer passengers that are boarded at launch and checked with "hasCrew"
    • Specific non-standard part(s) onboard

    Another option is to remove the check from contracts that don't really require them. For milestone flights, a kerbal could achieve the specific milestone and be honoured for the achievement but still perish in a freak accident. That kerbal's glory would not be diminished. So is the check necessary? You could complete the contract when the deed is done... but what happens after that is just fate.

    From a player's point of view (history with the original GAP) it's a little frustrating to fail one contract and have several other active contracts fail because the flight fulfilled multiple conditions at the same time which triggered this code in each active contract.

    This segment of code is also responsible for "Tourist Spam".  If your flight is carrying tourist passengers and fails due to this code any tourists that survive the crash are returned to the Astronaut Complex as tourists unattached to any contract. They just sit there. Fail enough flights and it becomes an infestation.  The only way I've found to prevent this is to use the destroy vessel behaviour on contract failure. It kills the crew and the tourists, but it stops the overcrowding.   

     

     

    I did notice the chain of failures, and that part of the contract will be removed.

  10. On 12/30/2020 at 6:59 AM, Nitojmg said:

    First, Thank for the mod, for planes i´ts super useful.
    But please can you describe a bit more about your mod? like: what tipe of contract we are going to encounter, there are contracts for SSTO building? Contracts for rescuing kerbals on surface? SSTO deliver on a mun or planet besides kerbin? a bit more of info would be really good, or some pinctures with the contracts.



     

    First, you will encounter contracts that lead you to reaching Mach1,2.... and altitude contracts that will lead you to the edge of space, then you will get a contract that will require you to build a plane that can get to space and back, then are SSTO contracts to Kerbin orbit and to the surfaces of the Mun and Minmus, but those aren't working. There are also stunt contracts  but those also don't work. :( They will be fixed in the next update though!

    Edit: The SSTO contracts were not fixed. Maybe next year :D

  11. 2 hours ago, Daniel Prates said:

    Thanks @Tudor Aerospace for improving the OP, it is now much clearer what the mod does.

    Those missions sound somewhat familiar, were you inspired by another similar mod?

    In any case many thanks, I cant get enough of those aircraft contracts.

    Edit: btw... that airplane on the image.... so the blast goes right over the rudder hum? :o :confused:

    Yes, they are inspired by another mod (first one), the rest are made so that the progression seems realistic/they don't progress too fast or too slow

    The mod that inspired this mod was getting buggy (flags not showing up and other things) because it hadn't been updated since 1.5 or 1.6

    Oh and it is named GAP

    And yes, the blast goes right over the rudder because it makes the plane look cool

  12.  

    Planes With Purposes  v1.5

     

    Hello! This is my first mod, Planes with Purposes.

     

    The purpose of this mod is to make Aircraft useful.

     

    Big thanks to @inigma for making the mod that inspired this one!

    His mod:

    Link to GAP

     

    VdLrP8q.pngThu6Ae1.png

    The mod is by no means finished or bug free, so please report any bugs encountered in the comments of this forum page, the Github issues thingy or my discord (Tudor#8762)

    Known bugs:  

    There are no bugs because I'm the best :cool:

    (Anyone that says otherwise will be given an internship at the experimental rocket testing program)

     _______________________________________________________________________________________________________________________________________________________________  

                                                  

     

    To do:

    Fix bugs

    Add rescue contracts 

    Add more distance/flight time contracts

    Add KSC Airlines (transport passengers)

     

    _______________________________________________________________________________________________________________________________________________________________

     

    Changelog:

    v1.0

    • Mod Released

    ----------------------------------------------------

    v1.1

    • Fixed Bugs

    ----------------------------------------------------

    v1.2

    • Added 1 stunt contract
    • Added 2 flight duration contracts

    ----------------------------------------------------

    v1.3

    •  MADE SSTO CONTRACTS WORK!!!!!!
    • Also added 2 sunt contracts

    ----------------------------------------------------

    v1.4

    • Added more SSTO contracts

    ----------------------------------------------------

    v1.5

    • Added Mach 9 Kontract
    • Fixed bugs

    _______________________________________________________________________________________________________________________________________________________________

     

    Dependencies:

    Module Manager

    ContractConfigurator

    _____________________________________________________________________________________________________________________________________________________________   

    You can download the mod on:

    SpaceDock

    CurseForge

    GitHub

    CKAN:  (I don't think I can link to that, but you can find it by searching for PWP or Planes With Purposes) 

     

     

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