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Twitchi

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    Spacecraft Engineer

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  1. If I wasn't going into university this year I would be totally up for it.. but as this is the start of the academic year I cannot commit
  2. Hey guys, I must be doing something wrong and I am hoping you can help me out I am writing a simple series of station building contracts, so far I have one to put a core up, no problem. The trouble comes when I want to remember this station core to be added to in the next contract. The understanding I gained form the wiki was that I should make a VesselParameterGroup parent of all the parameters to do with the core.. then the name I gave in the VesselParameterGroup would be available for the 2nd contract to use in a validvessel requirement So I made 2 contracts following this logic and the f10 debug says they both load BUT.. the 2nd contract is not visible in the mission control (well its got a red x in the all section), digging in the f10 I see that the validvessel is not deterministic, which fair enough, it wouldn't know at load up. but isn't that the point of the VesselParameterGroup? If this not the way then does any body know the right way to have ships span multiple contracts? Thanks First Contract https://pastebin.com/2xUYTFPV Second https://pastebin.com/f9hTPbAv
  3. @Katten I had this issue... I think it's because you have left kerbin's soi, I think the work around I used was to wrap it all in a sequence parameter so it ticked them all off in order https://github.com/jrossignol/ContractConfigurator/wiki/Sequence-Parameter (docs for said parameter )
  4. For people playing along at home (and future google searches) I have found a section on boot files in KOS https://ksp-kos.github.io/KOS/general/volumes.html#boot It appears to be exactly what I am looking for.. would defiantly be if I was not loading the vessel via contract.. the wiki states that when you leave the VAB\SPH your vessel is in a prelaunch status and I am not sure if this is the same for vessels spawn in contract.. testing continues Appended : So I can indeed set a boot file to be used.. but for it to start running the vessel needs to enter a prelaunch status, (I believe this to be a ksp native variable and not KOS specific, but this is speculation based on finding an enum breakdown in the vessel section of the api) but unfortunately when spawning a vessel via a contract there appears to be no time spent in the prelaunch stage and the script does not run.. tho it is defiantly there loaded I am now looking at the craft file of the vessel in case I can find some way to launch in prelaunch.. I see lots of empty events{} but am finding very little documentation.. maybe I can run the script from there?
  5. Hey guys, In my quest to get a contract experience I can call awesome I am making contract configurator contracts that spawn in vehicles with kos scripts to do all manner of thing.. Obviously I want these behaviors running without the player having to swap over and run the commands themselves but cannot seam to locate any method for Autorunning scripts in kos Any one more experienced know of a way to make this happen..
  6. Thanks very much buddy.. your fast becoming my personal savior
  7. Purposely send Jeb to rot on eeloo .. he needs to let other kerbals drive!!
  8. Hey guys, Back with another similar issue and rather than spam the boards with my face thought I would just reopen this one up, hang with me this one has a few layers So I am working on a part testing contract in contract configurator, all that side of things I have covered but the part I want to test does not normally have the capability to be tested. No Fear the wiki had my back there to " It is possible to add ModuleTestSubject to parts that don't already have it using Module Manager. " or so I thought I went to another part that I knew had the Module, copy and pasted values for typo free transfer @PART[bdWarheadSmall] MODULE { name = ModuleTestSubject useStaging = False useEvent = True } There was also a whole bunch of constraint sub modules and another value, situation mask I have tried running this with and without these extra pieces and every form of syntax I can find in the module manager, which basically boils down to this and using % with the values, (and module in an experiment borne of frustration) but the test button will not show and I cannot complete the contract objective Could there be a hidden property of this warhead that makes it unable to be used in testing like this? or am I once again making simple errors that I am blind to?
  9. Ahh thanks..the only reference I found to it was in the game itself, is there some where convenient to find naming conventions?
  10. Hey guys, So I want to move the BDA weapon manager in the tech tree from 'precision engineering' to the 'Start' category Reading the wiki I was lead to type out: @PART[missileController] { @TechRequired = Start } Obviously I have this wrong some how, but I cannot fathom how. My gut says this is to short and I am missing loads of set up or something thanks for help
  11. Yeah thats where I find it now.. crazy that it wasn't until today for me :s Honestly kinda liked it there, was useful for writing early game "test this gun" contracts thanks for the speedy reply
  12. Hey guys, I have a quick question that I am hoping one of you can answer.. I installed both Community tech tree and BDAc and yesterday the weapon manager was in tech level one.. today its in tech level 6, I suspect user error on my behalf but I can not honestly think of anything I have done that would cause this change.. where is your weapon manager located? is it one of the first things you get as I think it should be.. or has it now been moved? Thanks for any help in my quest for answers
  13. Hey guys.. so I have a situation where all the conditions are met for my contract to be offered, but alas I still am not able to take them. I used to think the cooldownDuration on the CompleteContract requirement might be to blame for this but after playing about have been convinced this is not so A bit of forum searching points me to some mythical RNG based selection process turning over in the background.. but is there any way to over ride this and make it immediately available? I'm typing this before going to bed and don't have the time to check right now but would turning off the other contracts (I forget which flag turns off contact groups right now) and having very few contracts to choose from be a dirty way to make this happen? Thanks for any assistance
  14. Exactly why all my chatter was about urls, and when I talked about not expressly visiting them yourself called the validity into question..
  15. Dude, please, I know how much work goes into this stuff. I would be composing small sonnets in the modders honer before even talking about their work..
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