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  1. Great to see this challenge is still going! It's definitely something on my KSP 1 bucket list to do but i have a few others things to master first like learning to return from Eve (only place I've never come back from successfully). So it may be a few weeks before I start this. Hope you get some submissions soon
  2. Sounds interesting, a bit like the Ultimate Challenge but with return trips home inbetween? Also kinda some similarities to Kerpollo?
  3. Been looking through this thread to see the state of the heritage challenges. I had offered to reboot this thread but the mods aren't too keen on pinning a new thread as this hasn't been active for awhile. So how does the challenge community feel about this thread? Do you feel it is useful if I rebooted it again, and would it still be useful if it isn't pinned like this one used to be? At the moment this thread is very out of date and I worked out that only 3 of the challenges are still recently active as listed on the OP:- Jool 5 Kerpollo K Prize and 4 have been rebooted and still active since the OP was last updated, namely Shuttle Challenge Elcano Caveman Ultimate Challenge The others mostly haven't seen much activity this year and quite a few may be either up for reboot or total retirement, some are maybe still maintained but have little current interest. If this this thread is rebooted would you like like to see changes in how it is run and how to the challenges on the list are decided? Would you like to see any challenges added/removed from the list?
  4. Thanks so much for taking a look. The bit that isnt working for me with this code or my original is when one of the two contracts is accepted. I was hoping the second offered contract would not duplicate the accepted one but it still does. I tested this by accepting one contract and then declining the other. In my save the next two unreached bodies are Duna and Gilly. When I have no contract accepted it seems to work ok, but as soon as I accept one then the second one can duplicate the accepted one. ie Accept the Duna one and when the Gilly one expired/declined the regenerated one some of the time is another Duna one. Same prob with your code. Could this be a CC bug? Is there a way to edit the unreached bodies in the save file? Is there a log or debug info for CC beyond the Alt-F10 window (which doesn't say much about generation)?
  5. I was modding the Exploration Plus contract pack. I modified just one file which I pastebin here https://pastebin.com/Rv61uiC8 Any thoughts or help appreciated
  6. Found this open bug/issue on the CC github, although it seems very old ( 5 years ago), maybe it was never fixed? I'll avoid that button for now https://github.com/jrossignol/ContractConfigurator/issues/592 @Caerfinon As for the contacts I'm fiddling with everything works well until I accept one of the two choices. Once I do the other contract can then be identical to the acepted one and it seems random even using SelectUnique() An example would be 1 Duna and 1 Eve contract. Now I accept just one of those choices say Duna. If I decline the Eve one (or wait for it to expire) it regenerates BUT 50% of the time its another Duna one, whereas with both SelectUnique() and uniquenessCheck = CONTRACT_ACTIVE, I would expect to only get an Eve contract. I've tried uniquenessCheck = CONTRACT_ALL and same issue.
  7. Yes that worked, have now got them disabled from the Difficulty Settings
  8. Thanks! Is it better to use SelectUnique() rather than Random() and have DATA { type = CelestialBody targetBody = NextUnreachedBodies(2).SelectUnique() uniquenessCheck = CONTRACT_ACTIVE } Also the reload contracts in the debug menu seems to hang with message "Reloading ModuleManager..." displayed in the game screen (not the CC debug window). Any ideas why that happens to me?
  9. I'm new to fiddling with Contract Configurator, and trying to find a way to use the NextUnreachedBodies() function to always generate two identical contracts but different bodies on the progression list from NextUnreachedBodies(). So if for example I was generating two flyby contracts I'd like to get one foe Eve and one for Duna but never get two for the same body. I'm assuming that if I did something like :- CONTRACT_TYPE { .... targetBody = @/targetBody maxSimultaneous = 2 ... DATA { type = CelestialBody targetBody = NextUnreachedBodies(2).Random() } ... } then I might get two contracts with the same target body? If NextUnreachedBodies() generates [Eve, Duna] then I want to guarantee I get 1 contract for Duna and another for Eve, and aprt from the target bosy the two contracts are otherwise identical.
  10. Thanks just realised the expt I was trying to pickup was too heavy if the kerbal also had a EVA jet pack hence why I couldn't work out how to pick it up even though I had a free slot! Tested it at KSC and can pickup the expt if inventory empty
  11. I can't work out (or find via search) how to pick up (using a Kerbal) a deployed science experiment or supporting solar panels etc after they are deployed. Is this even possible? Also can the science they have be collected by a Kerbal or does it have to be transmitted?
  12. I'm getting what looks like stock base and station contracts also showing up even though this mod is installed which I understand should disable the stock ones, is this because I installed the mod after starting the career stock? ie Does the stock contract disabling only occur at career start?
  13. Could you modify the OP to explain the settings for this mod are in the Difficulty settings? Thanks.
  14. I'm also getting the pink 2d square bug with this. This with just this mod and its required mods it is dependent on installed on Windows 64 with an Nvidia card. So not mod conflicts. I can provide more info, logs etc on request.
  15. New to this mod, and this may be a stupid question but I couldn't figure out if the real chutes editor can tell you the max mass (or full deployed descent speed) of craft the current attached chute can handle for a given body with the given editor settings? At the moment just seems to be a matter of trial and error in editing settings then pressing the apply button to see if get the "too heavy" message or not. Am I missing something or is not possible to see somewhere the max mass for a given setup (setting and target body) and descent speed or lowest descent speed for a given mass and setup? EDIT: Ok ignore this I'm being dumb. I was thinking the editor should tell me how many chutes to attach but instead its working out the chute area etc
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