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PrivateFlip

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Everything posted by PrivateFlip

  1. Updated (version 076): -compiled plugin against KSP 1.0 libraries. -tested most functionality except for joystick support due to not having access to a joystick. -fixed bug where plugin windows close when staging.
  2. When I look at the stats on Kerbal Stuff for my mods I see a huge amounts of downloads for the oldest version. This is happening for all my mods. Some other mods, are showing the same thing in their stats. I'm sure I'm not the first to notice it but couldn't find an explanation anywhere. EDIT Found the answer (in this very thread):
  3. 0.90 version did not work in 1.0, latest 0.13 version should work. -One connection node was badly configured, it always had been, but previous ksp versions were apparently more relaxed regarding this. -The part did not show up in the new science tree it's now placed under "Adv. Fuel Systems"
  4. Thank you. I'm going to test it now; a bit worried about the joystick support with the changes squad mentioned in the notes.
  5. Thanks for the report. Maybe I can put some delays between when multiple ships spawning to ease the load on the system. This weekend I have the time to put some effort into this. Don't know about KJR, can see how it could get confused when a ships spawns in space and then docks in the next second.
  6. Updated (version 074): -fixed bug occurring when using the SRB-KD25k. (Thanks to Skipperro for reporting it)
  7. Hello Randyre, Checked the latest download and part shows up for me. You have to unlock Specialized Controls though in career.
  8. First off, thank you for reporting it! This was easily fixed. I also don't really know what the effect will be for mods downstream. - - - Updated - - - Update -while tracking a landing on kerbin, a successful landing is registered with a ten seconds delay instead of immediate upon touchdowns to account for damages incurred shortly after touchdown. -under the hood changed the transaction reason under which mission procurement, cancelation and vehicle return fee are logged. -made fix for reported null reference exception occuring during scene changes.
  9. The current mod doesn't have the capability to do landings, it's not just something I'm actively blocking. Docking on the ground is being blocked right now, but for good reasons; the current orbital docking logic would lead to violent explosions. Compared to orbital docking, landing on a spot is, I imagine, technically a lot easier to accomplish. It would however require an almost whole separate flow for tracking/managing those missions, albeit a little simpler than orbital docking. Docking on the ground I don't want to begin to ponder at this point.
  10. Thanks you for reporting this. Never paid attention to that during testing. I'll try to find a way to just add the funds and ignoring strategies. EDIT: What strategies are you using? I have tried a few combinations myself but can't reproduce the bug. Science and Reputations are unaffected. I will make some changes to the transaction reasons under which the transaction is logged to be on the save side for the next version (to be released soon with some other small changes). It was previous logged under "Any", for now I will go with "VesselRollout" and "VesselRecovery" for the ordering and return/cancellation respectively. I would like to reproduce this bug, so any additional information about the strategies used would be welcome.
  11. What I meant by being able to land as part of the mission was that wouldn't end/or complicate the mission. Landing is not an endpoint to a mission, only docking with something in orbit is. So what you want to do won't work.
  12. I don't see why it couldn't handle landed rendesvous. I am much less sure about KAS flextube -type docking, but I'd guess maybe, if done right.Landing on the surface can be part of the mission, i guess, but dockings must be orbital so there is not much point. - - - Updated - - - Update -mod now distinguishes between required resources for return and cargo, allowing players to return varying amounts of non propellant resources. This makes it more easy for players to for instance return mined resources to Kerbin an be paid for it, without the resource amount on the original mission being a required resource for the return mission. The cargo weight returned on the original mission will however represent the maximum cargo weight which will be refunded during an automated return. -made another blind fix for the bug experienced by a number of users.
  13. I'm completely with you on this one (in theory). That's part of what I originally set my aims for, but soon after starting it was clear the scope of that mod was too big for me to tackle, so I abandoned it altogether. At a later point I scrapped together some parts of that old project and set out for much humbler goal, which is the what you see here right now. In all honesty I don't think I will add the feature you mention. There is at least one modder who has shown interest in creating such a mod/extension, but I don't know what the status of it is. - - - Updated - - - You're welcome!
  14. Sounds good; next version will have that as an option in the part config option for people reusing the partmodule.
  15. Update 18 January 2015 -support for Kerbal Alarm Clock. This feature was added by hab136.
  16. What I meant with modular was the ability to change or expand it later, not whether you send it up in one go or assemble in orbit. In that sense having a mothership which is modular does not exclude it from being sent up in one go. A good trick for sending up a large mother ship in one go would be to empty most of the fuel tanks of the mothership itself. That way the mass will be a fraction of what it would otherwise be. You would then of course have to refuel it in orbit, but it might beat the alternative of building a gigantic launch system to launch a much heavier fully fueled mothership.
  17. yip. That's all it needs, NERVAs can be replaced by other engines of course . Don't forget solar panels. -Things you might want to take into consideration is modularity. Instead of having all fuel tanks directly attached to the "engine block", consider adding them instead with docking ports. This way you can enlarge or swap your fuel compartment for different mission. The same goes for every other functional part of your mothership. It's a shame you if have to build a new one from scratch when you just want a larger crew compartment/need more docking ports/require a stronger engine cluster. -Take into consideration re-usability. If you use decouplers to dump empty fuel tanks, you can not replace them on future mission. Docking ports would allow this. -Another choice to make if you want your engines to be pushing or pulling your vessel. You can place your engines in behind your mother ship in a conventional way, especially if your using standard sized docking to attach landers and stuff, can make your vessel wobbly. Placing your engines in front makes this less of an issue, but puts constraints on the future design of the rest of the mother ship since the engines 'backblast' can not of course not be obstructed. -Think about calamities. For example Does the mothership has it's own command module or probe core if my lander doesn't make it back to the right orbit? What happens if one of my landers gets wrecked on the mission? Would it unbalance the mothership in a way which would prevent it to return? Can I reconfigure the lander placement to restore balance or dump another lander and still have enough crew seats to get everyone home? Can I potentially pick up the crew of a crashed lander with another lander? (You won't always bring more than on lander, but when you do, sometimes making small changes to your design could enhance the options you have in case of a mishap.)
  18. I'll add it as a customizable option, allowing you to define "returnResources" in the part.cfg, which will be taken back to Kerbin and paid for after each delivery. Not necessarily next version but next next version, promise. The partmodule should work in another part. You should also copy the "ModuleGenerator" partmodule, otherwise the part will behave strangely in the VAB, due to a bug in KSP.
  19. Good to hear you found a solution! - - - Updated - - - It does and also refunds the recovery funds of the return mission. Currently the refund amount is the same amount as on the original return mission, but next version will refund based on what you actually take back on the mission so players can automatically return and sell their Karbonite/Kethane products which the bring to a station in orbit of Kerbin.
  20. From my perspective both Davon Supply and this mod are primarily utility mods and and I don't feel like introducing constraints on the player. It would limit the player to the flights which I decided to add, while a player currently has all the options. This doesn't mean a mod like you describe wouldn't be appreciated. It would introduce a new game element and there would also be some ease of use advantages compared to the current mod. Unfortunately I don't feel like adding such a mod to the mods I already maintain, especially since such a mod would cost lots of upkeep. You would need to make create a whole bunch of missions, with visually pleasing vehicles and also a little balanced. It would add such a hassle, especially if it should also support the resources of mod X. (And mod Y ). I would have to install the other mod make a bunch of missions again. It all sounds like a small amount of work, but you wouldn't believe how much time all this small stuff takes in practice. Therefore I rather aim for a versatile mod, which from a purely functional perspective can give the exact same options to the player. Although it falls short of the suggestion made by Disposeable, this mod already contains some hidden functionality to allow anyone with no programming skill whatsoever to create mission packs which can be used with this mod. A brief tutorial for those interested: [B]How to create a mission pack for Routine Mission Manager:[/B] [I]Preperation[/I] Create a new folder inside GameData but outside the RoutineMissionManager folder which will contain the missions of your 'mission pack'. In the "Missions" folder of this mod there is a file "CommercialOfferingsPackMarkerFile". Place a copy of this file in your 'mission pack' folder. [I]Adding missions[/I] Step 1 - Fly a mission you want your players to be able to order. The mission is now saved in the "Missions" folder. Since all mission are stored in folders named a random string of numbers, it might be difficult to find the folder of the mission you just flew. Use the following steps to find your mission: Step 2 - In game open the GUI you normally use to order missions. Step 3 - In the list of mission, click on the mission you want to add to your mission pack. Step 4 - Press Alt-F2 to open the console. In it you will see the entry "<YourMissionName> in folder: <folder locations>". Write down the folder location. The mission you just clicked is saved in this folder. Step 5 - Copy the mission folder to the new folder which will contain your 'mission pack'. You can optionally change the folder name. Step 6 - After copying, open the info.txt file inside with your favorite text editor and change the "CompanyName" entry to something else. This will make the mission available in every campaign and not just the one you flew the mission in. In addition it will display the company name in the dialog screen where you order the mission. You can optionally change some other variables like Price or MaxOrbitAltitude. Step 7 - Test the mission. This one is important. Check if everything is like it you want it to be. Repeat step 1 through 7 for all the other missions you want to add. Zip the mission pack folder so you can distribute it to your players and instruct your players to place it in "GameData" along with installing this mod. If you use non-stock parts you should of course instruct your player which part packs to install as well. Players will now be able to fly your missions in their games. EDIT: do take into consideration this mod still has some bugs which make it unusable for an unknown portion of players.
  21. Do the buttons also have textures, in that it reads something like "em2"? If so than this is a new bug. Thanks for the detailed description. Do folders exist in the the mission folder, e.g. "Missions/4537423"? Could KSP lack write permissions to the folder? I can also imagine navigating directories on a mac takes some special care I'm currently not taking.
  22. I'll consider this for the Davon Supply mod, but I do want to keep the functionality humble and simple. It wash however extremely simple to add this functionality to my Routine Mission Manager mod. It also fits better there because it doesn't require the user to change, do or understand anything for it to work. In version 009 (current 008), when the the ship of a "repeat mission" is ordered to return to Kerbin from Kerbin orbit, it will refund your ship and also any resources currently in it. So if the Karbonite mod or any mining mod has defined a good unitCost in the resource definition file it should pay you the money when the mission vehicle is ordered to return. The current version still refunds the price of the original mission, but I figured there is no reason why it would do so. - - - Updated - - - Pretty new to github myself, so it's not yet all so clear to me either. I accepted the pull, will test it this week.
  23. Under the hood this mod works by pasting in the mission vehicle. To reduce the amount in which this breaks immersion, I've made it so this only happens when you're away. This way the player in never confronted with a ship materializing out of thin air. This does however prevents the ship arriving when the player keeps hanging around the station. This can however not be explicitly explained to the player because it this would also break immersion. That's why as the mission time approaches zero the ETA becomes increasingly vague. When it actually goes past zero it even changes to "maybe later" to communicate to the player the ship will still arrive but there is no idea when, in the hope the player decides to do something else for a while and check back later. Means so much to hear that. Thank you. As your test have no doubt have shown the mod does not take into account any recovered stages from the launch system and only takes into account the landing of one single vessel on the return mission. So any repeat mission cost will not take be corrected with the money saved by the StageRecovery mod.
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