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Kerolyov

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Posts posted by Kerolyov

  1. 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    At the moment this thread is very out of date and I worked out that only 3 of the challenges are still recently active as listed on the OP:-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?

     

     

  2. 3 hours ago, Caerfinon said:

    I was able to get the next two unreached bodies to be offered in contracts at the same time with the following;

    
    	DATA
    	{
    		type = CelestialBody
    		targetBody1 = NextUnreachedBodies(2).Random()
    		uniquenessCheck = GROUP_ACTIVE
    		title = Must have not reached all bodies.
    	}

     

    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)?

  3. 24 minutes ago, Caerfinon said:

    I never use the reload contracts in the debug menu I just reload the game so I get a clean load of any contract changes I make.  You would need to post your ksp.log and your player.log to check what;s happening. 

    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.

  4. 19 minutes ago, Caerfinon said:

    You need to add a "uniquenessCheck" to the Data Node.

    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?

  5. 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.

  6. 3 hours ago, jimmymcgoochie said:

    Yes, you can pick them up- just right click them then click "pick up". You can only do this if the Kerbal you are controlling has the room in their inventory- they need a space for it to go and the volume/mass for it to fit. If you pick it up when it's half way through an experiment, for example because you've levelled up a scientist and can get a faster data collection rate, it doesn't mean you'll get more than the maximum science cap- if the experiment produces 100 science in total and you've transmitted 40%, picking up and re-deploying will probably generate another 100% data but you'll only get another 60 science points for it.

    The data needs to be transmitted back to be received, so packing a deployed dish can be useful for more distant targets; it's fairly powerful, but if you're going further than Duna you'll probably need relays to boost the signal back to Kerbin. There's nothing to stop you from landing a probe beside the deployed science setup with a big relay dish though, just bear in mind that you still need an unblocked line of sight to Kerbin so there'll be times when you can't send data back- relays will fix that as they do for any other mission.

    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

  7. 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?

    j0Bkb7b.png

     

     

  8. 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

  9. Hi @JacobJHC thinking of having another attempt at this, been 2 years since I achieved Level 1 and thinking of trying either a Level 2 or 3 attempt, once I've got back up to speed with all the recent KSP updates.  Noticed the rules have two crossed on the first post (5 & 6 re seats and refuelling), what does this mean that the rules no longer apply or that they are optional?  Not easy to search the whole 24 page thread to clarify this (maybe you could add something on the first post to explain?)

    Thanks for all your work on maintaining this excellent challenge.

  10. On 17/02/2018 at 1:41 AM, sdj64 said:

    @JacobJHC has my permission to make the new Jool 5 Challenge thread when this one closes.  Thank you for stepping up.  I'm glad to have someone with experience with completing the Jool 5 Challenge twice, including one Level 3, and also experience running other challenges.  For all of those who have a mission in progress, don't worry - you will probably still be able to submit in the new Jool 5 Challenge.  If there is a change with the Making History expansion that makes it difficult or impossible to judge equally, I'll keep this one open for a while upon request.

    Woohoo!  Thanks @JacobJHC for stepping up and many thanks to @sdj64 for all his hard work, I only had time to enter this challenge once at level 1 but have been a lurker looking at many of the excellent entries so really glad to hear it will go on.  @JacobJHC I've just been playing around with the Kerbalism mod and thinking what an excellent extra layer of challenge it be to do the Jool 5 with life support etc, be great if we could have a new level of Jool 5 challenge at some point that requires the use of a ife support mod.

  11. 11 hours ago, sdj64 said:

    @Kerolyov Congratulations, you have completed the Jool 5 Challenge on Level 1!  I liked the separate drive unit and fuel section, it was an innovative and efficient choice.  Your video was great, one of the best I've seen in striking a balance between being exciting to watch and informative to judge.

    Thanks @sdj64 I'm happy to know my editing worked out as was thinking I hadn't cut enough out, if I get time I might upload a second shorter version for more general consumption.

    As for the mission I felt I still have a lot to learn in timing my gravity assists as couldn't find a Tylo assist to both capture at Jool and get me into a Laythe orbit without too much dV expenditure to circularise at Laythe, in the end the short burn at periapsis of the Tylo assist and a second burn to get rendevous with Laythe were the most efficient solution I could come up with. 

    Second thing I struggled with was the transfer from Vall to Bop, my fuel unit was in the high orbit and so that fixed my ejection angle and couldn't find an easy direct burn solution and had to first do small escape burn then do expensive plane change and then do transfer burn to get there, luckily I had over-engineered the amount of dV  on my ship so had more than enough but think there is probably a better solution.  If anyone has any tips on getting a more efficient Vall to Bop transfer I'd love to hear how you do it.

    Final thing to note is my Laythe aerobrakes had to be done in stages to avoid burning up, this ws learnt the hard way and was glad I had saved just before I started the Laythe descent!

  12.  

    Here (finally!) is my entry for the 1st Level of the Jool 5 Challenge:

    KSP Version: 1.2.2 Windows 64bit (with comms turned off)

    Kerbals: 1 - Valentina Kerman

    Launches: 1

    Refuelling: No

    Mods

    Visual Mods:

    • Scatterer
    • Planetshine
    • DistantObject

    Info Mods:

    • Kerbal Engineer Redux
    • Precise Node
    • Better Burn Time
    • Trajectories
    • Navyfish Docking Port Alignment Indicator
    • Landing Height
    • Kerbal Alarm Clock
    • Transfer Window Planner

    Build mods:

    • RCS Build Aid

    Auto-Pilot Mods:

    • GravityTurn
    • Vertical Velocity Controller
    • Horizontal Landing Aid (installed but not used on this mission)

     

    The Mission Consists of 4 main parts:-

    1. Laythe space plane (will be abandoned in Laythe orbit after landing there)
    2. Fuel tank unit - this is used to store the fuel needed for upcoming landings and burns.  Will always be in high orbit. The outer tanks can be dropped when empty, has both mixed and liquid only tanks. Has a probe core for independent control.
    3. Drive unit with two nuclear engines.  Used for most of the main burns and also used to start off some of the landing descents. Waits in low orbit for the lander.  Returns to Kerbin and abandoned in Kerbin orbit.  Alsio had probe core for independent control.
    4. Lander this has drop tanks for Tylo and will land on the remaining three moons without the extra tanks.  Also the lander can will return to Kerbin

    vb9w607h.png

    zaHjJGYh.png

     

    My ship on the launch pad was 1357 tonnes and cost 788,847 roots and had a launch TWR of 1.8

    dV left after reaching LKO was 5447 m/s (vacuum) and mass of 268 tonnes

    The Tylo lander had 6125 m/s dV (vacuum) and the fully fuelled lander without the Tylo droptanks was 2751 m/s dV

     

    Been a blast doing this mission.  Hope to attempt levels two and three soon!

  13. 17 hours ago, sdj64 said:

    You can cut out planning maneuvers, as long as you have some footage of executing them.  Also if it's clear where you're going, such as during a long timewarp or on an easy landing on Bop, Pol, or Vall, the middle of that can be cut out.  But any time fuel is tight, piloting is difficult, or the sequence of actions is confusing should obviously stay in your video.

    @sdj64 thanks. What about tweaking burns of a couple of dV and rendevous (it's a multi-part ship), include in full?

  14. Are you still accepting submissions recorded in 1.2? I started this challenge in March and recorded video up to Vall then got so busy with work I only just got round to finishing the challenge and decided to not update to 1.3 until I finished it (in case it broke anything). So I now have footage of whole challenge I need to splice together and speed up into one video and then upload.

     

    Plus I think imgur changed their album embeds so many of the albums are no longer visible on this thread, not sure if there is a solution but thought I'd point this out as now I can't see many of the other entries.
    See more here Imgur albums are broken again

  15. @Mycroft, this has been a valiant attempt to try and sort out the fact from rumour. I think this issue (in general not this thread) has got out of hand for a number of reasons: -

    1) The devs in KSP have always interacted with the community to some degree and some of the devs were/are former modders and ordinary community members.  This has created a different dynamic when devs leave as they are felt to be part of the community and their loss is felt much more than games where the devs are largely anonymous.  

    2) The timing of the announcement by the leaving devs was very odd.  Normally you would expect a more orderly departure announced as soon as a patch was both released and declared stable.  Leaving just before is unusual.

    3) 8 devs leaving at once including 2 of the most senior ones.

    4) The anouncement made on Reddit and not initially made official here until later.

    5) The previous bad press from bitter ex-employees

    All this is a big shame as its a game we all love.  I see no easy way for this to resolve other than just letting it settle down in time.  NDAs are there for a reason and no one wants their private employment issues airing publicly as it does neither Squad nor the former employees any good going forward,  The community has no choice but to accept this unfortunate situation and that we will never know what happened.  Am I concerned for the future of KSP?  Yes definitely, losing so much experience at once is a big concern but at least Roverdude and a few others are left to pick up the pieces.

     

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