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severedsolo

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Everything posted by severedsolo

  1. Well now there's an interesting screenshot.... suffice to say I am unable to reproduce. Please confirm: You are using latest version? (1.2.1) and CC version (0.7.15, I think). Any mods? If so what happens if you remove all mods except Contract Configurator, Module Manager and this pack? A copy of your log might help too.
  2. Nightingale will correct me if I'm wrong, but I believe that's intended behaviour, we ( that is, contract pack creators) have no way of knowing whether you plan to send the same craft to mun or not. Either way, this would be better reported on the contract pack itself I think so the author can look into
  3. Of course it is. I was trawling the wiki going "I know it's here somewhere it's such a simple function" and scrolled right past it. Cheers
  4. ugh, I'm hitting a wall here, a little help please? I am trying to return the CelestialBody that targetVessel is orbiting. (targetVessel works fine), my code is: DATA { type = CelestialBody requiredValue = true targetBody = AllBodies().Where(@/targetVessel.isOrbiting()).Random() } I'm getting an error in the log that says "Cannot find method isOrbiting for class Vessel" - which based on previous conversations I think means that CC doesn't know it's looking for a vessel... I can sort of see why it wouldn't work (because I've told CC that I'm looking for a celestialBody), but I can't figure out how to get to the desired outcome. Any ideas?
  5. *cough shameless plug* check out my signature for just that. To answer your specific question about disabling the base/station contracts: Contract Configurator will allow you to do that. Just make a cfg that says: CONTRACT_CONFIGURATOR { //disables Base Contracts disabledContractType = BaseContract //disables Station Contracts disabledContractType = StationContract }
  6. I thought it was odd that it was erroring out completely, rather than just falling back on the stock model. Ah well, glad it's sorted anyway. Then it's working as intended. Huzzah! Thanks for the confirmation. Duh. Note to self, when extending a mission by 4x as much work, you should probably loosen up an already tight deadline parameter. Kerbin Space Station 1.2.1 released Changelog: Contract Deadline for Tier 1 missions extended, will now be a random figure between 500 and 1000 kerbin days (previously 1-500) I'll leave the Tier 3s as they are for now, as they are probably getting an overhaul in the next update anyway. (but please feel free to feedback if you feel they are too tight).
  7. Huh, and I thought I was doing you all a favour. Bascially, the reason for the change was: I loaded up Vens while testing the CrewRotation bug and noticed that it was different, and didn't like the aesthetics of having the docking ports look differently, so thought i'd fix it. This makes me think even more that the root cause of that bug was Vens Stock Revamp... even though I worked around it. Alright, well those of you who use it, what would you prefer? I can: 1) Leave it as it is, and you can download the old version if you need to, 2) Change it back 3) Provide instructions on how to resolve the problem (it's literally just deleting 6 characters from the config file)
  8. Yeah that would do it. The short answer is that MM loads the station port last (after Vens has made the changes). If dockingport2 no longer exists... you'll get that error. Do me a favour try this updated cfg see if this fixes it for you (just overwrite when prompted, don't change any other files) (link reinstated) https://www.dropbox.com/s/rd71xka13q6uqma/StationPortFix.zip?dl=0 For anybody else reading this: DO NOT USE THIS CFG UNLESS YOU HAVE THE SAME ERROR Regarding the other errors, you tend to find if one contract fails, it causes a cascade failure in other contracts too (as they often reference each other). Although I can't think of anything that would specifically interfere with Advanced Progression
  9. Kerbin Space Station 1.2 Released WARNING - BACK UP YOUR SAVE AND COMPLETE ANY KSS CONTRACTS BEFORE UPDATING. MAJOR CHANGES IMPLEMENTED. DO A FULL RE-INSTALL, DELETE THE FOLDER AND RE-INSTALL OR YOU WILL GET DUPLICATES New Features Tier 1 and 2 are now one Mission (allowing for greater flexibility, you can launch your station in one go or modularly now). Bug Fixes Fixed a bug that sometimes prevents CrewRotation from completing (thanks Capt Kerk) Minor bugfixes/corrections/cleanup of cfgs. (thanks nightingale for your help with this). Tweaks/Changes In order to maintain save compatibility with the Core Mission change, The "LKOStation, MunStation and MinmusStation" vessel definitions are now obsolete. Replaced by "LKOStationNEW, MunStationNEW, MinmusStationNEW". (Old stations will have to re-run the Core Mission to get the new definition). Taken advantage of nested Contract Groups to stop the pack from swamping Mission Control Improved compatibility with Vens Stock Revamp - the "Station Core Docking Port" will now use the mesh of that mod, if you have it installed. (Or any other mod that replaces the Clamp-O-Tron to be honest, but only tested with Stock Revamp). Dependencies Now requires Contract Configurator 0.7.12 or higher
  10. Also, doesn't Karbonite (which I believe the resource system is based on), basically have unlimited fuel deposits? Will the asteroids be the same way?
  11. No rush. I'm not planning a release until tomorrow, and even then it can wait. The first screenshot is "good enough" for now. At least I pruned most of it out.
  12. Cfg is here: https://github.com/severedsolo/KerbinSpaceStation/blob/master/Kerbin/KerbinStationCore.cfg The thing I don't like specifically about the example above, is that my title says "have a way of generating power" - the modules are removed in the next two lines (as they should be), but it still says "parts" (twice). I would like those two "Parts" lines to also be hidden, and just my title shown instead (as it does for the "Have the Station Core Docking Port" parameter, and the "Include a cupola" parameter. This is what it looks like with no hideChildren lines: This is ALOT of information, and most of it is duplicated. For example, my title is "Have a way of generating power" - I don't then need "with module Deployable solar panel" or "with module Generator" Or: "Have the Station Core Docking Port on board." CC then inserts "with type: Station Core Docking Port" + "Count: At least 1" - Duplicated information. In an ideal world, if I choose to use hideChildren - I would like everything under the "title" to be removed. The thing is though (and I know I'm being awkward now), sometimes I LIKE those lines. Orbit for example - it's handy to have that, rather than me needing to spell it out in the title. I guess I just want the option to choose.
  13. So I used hideChildren for the first time, but it seems to have missed some? It's hidden what parts I'm looking for, but still says that I'm looking for parts. Is this intentional? It looks a bit silly IMO. I should mention, this seems to be a problem either with using "Any" or "partModule" as the Cupola + Station Docking Port parameters are just looking for one part, and not a module and they work fine.
  14. I just figured out what the problem is with this! Will be fixed in the next update (Grab the pre-release below if you like). Advanced Notice: Due to the aforementioned Inteplanetary missions Tier 1 and Tier 2 are going to be merged in the next update. This should NOT break existing stations, but you'll have to run the Core mission again (with updated parameters). Basically, if your station is already in place just load it up, and the mission should pass. If you're halfway through Tier 2, it SHOULD be replaced by the new mission. I can't guarantee that any of this will happen, or that there won't be some weirdness though. Please also note that ANY KSS missions will need to be completed before you upgrade, as they are likely to all fail due to the major changes. There is a pre-release below if want a sneak peek. Download the Pre Release Is this clear as to what you need to do to pass the mission?
  15. We may have won the battle, but we have lost the war. You're all fired! Squad have announced the Round-8 is staying, which was the point of nightingales contract. (I didn't care either way, but I hope that our little game has helped somewhat.) With that, this pack is done. I would HIGHLY recommend that you uninstall it, as it's not very well tested, and with the latest update, spawns vessels all over KSC (I may have got carried away). I won't be offering any future support, as this was just a joke that got a bit out of hand. Thank you to nightingale for helping make this as fun as it was, and to everyone else for playing along. Long live the Round-8!
  16. I haven't read squadcast yet, but I'm happy to call a truce. Thanks for being such a good sport, I've had a lot of fun, and thank you to everyone for playing along. Congratulations on your victory
  17. All your tanks belong to us.... http://forum.kerbalspaceprogram.com/threads/115752-0-90-Contract-Pack-Destroy-All-ROUND-8s!-%281-2-17-04-15%29?p=1843020#post1843020
  18. You monster! 1.3 released. The takeover has begun (requires Module Manager). Also, all missions will now generate towers of OscarBs around the Launchpad.
  19. Your precious Round8's are currently being ejected from the Kerbol System as we speak!
  20. The Oscar-B is Life, not Death. New mission added, eject all the Round8's from the Kerbol system! https://github.com/severedsolo/ContractPack-DestroyRound8/releases/tag/1.2
  21. We've found your hidden cache on the Ice caps! New Missions added
  22. Alright, I'll play your game. New mission added to destroy a hidden cache of Round8s (if you have SavetheRound8 installed) Edit: 1.1.1 - I forgot to pay you for completing the new mission. https://github.com/severedsolo/ContractPack-DestroyRound8/releases/tag/1.1.1
  23. In the interests of balance, I feel the need to say Destroy All Round-8s! Seriously though, I never use it, but more part choice is always good. I'd rather see new parts than old ones re-purposed.
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