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Athywren

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  1. You are a beautiful person. I'll go check it now. See my face? This is my happy face. Works perfectly. Now, to make sure the mission objectives are clear to the end user, design a decent flag for the Kerbal Resources Department (the placeholder I'm using is amazingly ugly), maybe tweak the rewards, and get ready to release it into the wild when you update.
  2. Well, I suppose I could have them stage a horrific accident for each of these shadowing contracts, just to hammer the point home, have that Men In Black moment. "I wasn't training a partner; I was training a replacement... aaaaaaaaaagh!" If there's a way to have it check on level up, it seems like that might be more efficient while still being quick to respond, but I guess you would've mentioned that if it was possible. Anyway, I'll see if I can make it work as it is for the time being - even if you update it, I really need to get a decent grasp on the way expressions work in this for my other half-implemented and planned contracts, so it's worth it either way.
  3. If that is the issue, would it come up as complete if I just stuck timewarp on for a while after completing it, or is it a realtime thing? (Anyway, thanks, that would be a much simpler solution if it fixes it.)
  4. Cool, thanks. I'm not sure it'll give the full picture, but the contract I'm working on comes up when you've got your most experienced pilot, engineer, or scientist up to a certain level and nobody at the level just below them - if they're at 2, nobody's at 1, if they're at 3, nobody's at 2, etc. The contract has you train up another Kerbal in their career path to the level below them so you have an experienced backup in case of accidents. That part works exactly as I want it to, but it currently only completes the contract when you hire a new Kerbal (it's not just the scene change, and it's not just the hiring of a new Kerbal without regard to whether the parameters were fulfilled - I tested both of those possibilities (although, now that I think of it, I haven't tried sending out another ship, but, even if that does help, it's not a very clean solution)) hence my thinking that I need to have it recount the Kerbal list after recovery. My stab in the dark solution is to leave the parameters enabled on state change - I originally had them disable, but it occurred to me that maybe that was stopping it from completing the contract. Like it said, not a great deal of logic to it, just a hope, but it's easier and more efficient than working unnecessary expressions in if it works - I want to keep it as small as possible.
  5. I'm a big fan of these updates. At least, I assume I'm a big fan - each time I try loading after installing the new update, I get a notification telling me that it's been updated. Thanks, Athlonic, I love this mod.
  6. Oooookay. I'm either an inch or a mile away from having the first part of my contract pack available for downloads - it's actually up on GitHub now, but you have to hire a new Kerbal in order to finish the contract, so it's not exactly working as intended just yet, and there's no point actually posting it until it is. On the off chance that it's a mile rather than an inch, could I get a quick bit of feedback on something? If I use the OnParameterStateChange() behaviour with the ReturnHome parameter, will that allow me to run an expression on recovering a craft? I'm in the middle of testing one possibility that might make this redundant, but I think the problem I'm having is that the Kerbals list needs to be recounted after meeting the contract parameters, hence the current need to hire a new crew member, and I'm hoping that just having it count through the list on recovery might make it work if my current idea doesn't (and it probably won't because it's a stab in the dark with the hope of avoiding putting real work in, and there's only a sliver of logic to it).
  7. Marvelous! In that case, I'll run away with the dev version this weekend, and maybe figure out how to put things on github, on the off chance there's anyone else out there who wants to work with the Kerbal Resources department and get paid for training up their crews. Thanks.
  8. Hello again. I've been working on my contract idea on and off in spare moments over the past week or so, and I think I have the shape of it pretty much right. I kept coming up with an issue that didn't seem to make sense, though, because I think I'd confused myself on something. The requirement "HasCrew", I'm pretty sure, refers to the entire space program, right? That's the entire collection of Kerbals you've hired? But the parameter "HasCrew" seems to be specific to a single vessel. Is that right? If so, is there a parameter that corresponds to the "HasCrew" requirement?
  9. You missed out the Squad folder. Default\Squad\Parts, not Default\Parts.
  10. It's such a relief to see someone talented do this. I was trying to make a couple, but my graphical skills are... absent. Yours look really good. (I like your older textures, too.)
  11. I get the feeling that this isn't something I'd be of any help with... but surely there must be a texture map for them hidden away somewhere, because they work with the default textures? Could be that I'm missing something though - textures and I aren't really on friendly terms most of the time. Anyway, I'll see what I can do with the basic head stuff and get a couple uploaded. They'll be .png files, though, because I can't get it to work when I save them in .dds format, but I'm sure it'll be fine until someone does a proper job of it.
  12. It's just a straight vertical flip, then it works fine. Hair in the right place, eyelashes in the right place, no seams, perfect. Only problem is that the state of Kerbal dentistry has suffered terribly - lady Kerbs have no teeth with a custom texture. I think there must be a separate texture for their teeth, because the only change I made between the default texture I extracted from the .assets file and the custom was the hair colour.
  13. Thanks, I'm giving it a try right now with a couple of differently flipped images. Given how the textures were broken, it actually makes a lot of sense that this'll work... bit embarrassed that I didn't think of it myself, actually... I'm gonna blame my total lack of experience with modding textures.
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