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scerion

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Posts posted by scerion

  1. 17 minutes ago, DasValdez said:

         3.  Spamming on part failure rolls before launch. We're still encountering the part failure attempt spam when we deploy a plane to the runway. Scenario is we roll out a plane, Alt-F12 for the console, and see Oh Scrap spamming failure rolls twice per second. We can stop it by firing up the engines and getting the plane rolling. Can you help us understand why it would EVER/in what craft situation want to spam multiple rolls per second? Again, not sure if this is related to the "World Stabilizer" mod confusing the craft situation, but it isn't clear to me why Oh Scrap would ever roll twice per second.

    Clip with example of what the log looks like:

     

  2. A name I haven't seen in some time! In case you weren't aware of it, there is Draft Twitch Users. It doesn't do exactly what you're asking, but a good chunk of it. So IRnifty may be a good person to contact. Anyway, on to your actual questions:

    It is possible to suppress stock contracts, but overriding their behaviour is outside the scope of Contract Configurator. It's easy to rename a Kerbal in the crew roster, but just took a peek in the stock contracts and the only way I could see to override it would be hacking it in the save file (bad idea).

    So replacing it with a stock-alike Contract Configurator one would probably be your best bet. Not sure if Draft Twitch Users has any kind of API, but perhaps I could build optional integration into it and have some of that stuff "just work" if it's installed (maybe).

    Actually that mod is why I'm asking ;) Kinda asking for Nifty heh.

    Okay so cool if it can be suppressed then that would likely be the best route.

    Thanks nightingale, figured you were the best person to come to for this :D And will def see if Nifty can get an API working for some integration :D

  3. Nightingale! Long time no talk to :)

    Had a quick question for ya.

    Is it possible to suppress stock contracts? Or potentially hook into them? Am wanting to have the rescue contracts pull names from a Twitch user base instead of the random pool KSP has.

    So thinking options are either replace the name list with a temporary one pulled from Twitch at time of playing, if that can be hooked into. Or creating a new contract pack which will pull those names from Twitch, but suppress the stock rescue contracts so no random names are pulled.

  4. Hmm would this help for the sub issue?

    https://github.com/justintv/Twitch-API/blob/master/v3_resources/subscriptions.md

    Also not sure how thetwitch api shows it, but when viewing users via chatty it has an icon in front of their name. If that shows up in the twitch api like that, then should be kinda easy to determine? just search and limit to that symbol.

    Ohhh so in career it wouldn't include any random named ones just ones from your channel? What if you don't have enough folks in your channel? still would pull random named kerbals?

  5. zcaalock, Where you have the prelaunch parameter add this and it won't mark the parameter failed after launch: disableOnStateChange = true

    Like this:

    		PARAMETER
    {
    name = ReachState
    type = ReachState

    situation = PRELAUNCH

    [COLOR="#FF0000"]disableOnStateChange = true[/COLOR]
    }

    For cleanup I'd remove the minCount=1 on your detectionarray, it should just detect then if it has one or more without the added text.

    As for the Destination Mun that might be a bug? But I think the workaround is to remove the target=Mun from the main contract parameter and put it in the SCANsatCoverage parameter.

  6. New version is out, fixes to the KerbalSpawner (it really wasn't working right before), and a fix provided by tattagreis. Download it now!

    Contract Configurator 0.5.5

    - Fixed issue in ReachState where empty situation caused issues (thanks tattagreis).

    - Fixed problems with KerbalSpawner.

    - Added new attribute to KerbalSpawner to have the Kerbal added to the roster (thanks scerion).

    Nightingale you're the best :D

  7. Ok, having some trouble getting the reachdestination and reachsituation to work how I wanted. Also, a question about VesselHasVisited

    The objective is only "completed" _while_ the vessal is in those conditions. For example, I have a simple contract (in the spoiler) to send a kerbal into space, orbit kerbin, and land safely. It can't be completed, because reachsituation orbiting uncompletes itself after the retroburn, and obviously ReturnHome isn't completed while still in orbit. Is there a better way to do this contract?

    Also, I tried using VesselHasVisited to do a mun flyby-and-return-safely mission but I couldn't get the flyby condition to complete. I flew in, and out, of the Mun SOI several times, no luck. Am I misunderstanding what "flyby" means for VesselHasVisited?

    (I hope I'm not too annoying with my 50 questions)

    CONTRACT_TYPE

    {

    name = FirstMannedOrbital

    title = Launch a Kerbal into orbit.

    description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a Kerbal in a stable orbit, and bring him back alive. We're all counting on you!

    synopsis = Put Kerbal in orbit.

    completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin and returned him to the surface alive!

    agent = OKB-1

    cancellable = false

    declinable = false

    prestige = Significant

    targetBody = Kerbin

    maxCompletions = 1

    maxSimultaneous = 1

    rewardScience = 50

    rewardReputation = 20

    rewardFunds = 150000

    failureReputation = 10

    failurefunds = 10000

    advanceFunds = 10000

    weight = 10.0

    //REQUIREMENT

    //{

    // name = ReachSpace2

    // type = ReachSpace

    //}

    PARAMETER

    {

    name = VesselParameterGroup2

    type = VesselParameterGroup

    PARAMETER

    {

    name = HasCrew2

    type = HasCrew

    trait = Pilot

    minCrew = 1

    }

    PARAMETER

    {

    name = ReachSituation2

    type = ReachSituation

    situation = ORBITING

    }

    PARAMETER

    {

    name = ReachDestination2

    type = ReachDestination

    targetBody = Kerbin

    }

    PARAMETER

    {

    name = ReturnHome1

    type = ReturnHome

    }

    }

    }

    EDIT: as a troubleshooting step, I tried using disableonstatechange = true , but it hasn't helped.

        PARAMETER
    {
    name = ReachSituation2
    type = ReachSituation
    situation = ORBITING
    disableOnStateChange = true
    }

    Still uncompletes after de-orbit burn

    you have disableOnStateChange = true, this needs to be false so that it'll stay checked.

  8. nightingale thank you as always :D The update looks awesome.

    I'm confused by the documentation on VesselParameterGroups though... could you give a more clarified example?

    Like would this work or do I need to change things? can parameters be updated to any newer ones (i.e. orbit?) or is this the simplest/most optimized way? Rather it instead of being "Just working" to it being "properly coded" ;)

    (Still the basic munar landing and planting a flag contract with using a specific craft)

    CONTRACT_TYPE:NEEDS[!MechJeb2&!HyperEdit]

    {

    name = KSABKHW150110

    title = KSA BootKamp 2015-01-10 Homework

    description = Greetings Space Kadets! Here is the first Kerbal Space Academy Homework. Load up the KSA Munar Trainer mkIII in the VAB and go to the Mun! Once at the Mun, land the craft and plant your flag. Be sure to get a screenshot of the plaque with BootKamp 01-10 / YourTwitchUsername / DateComplete

    synopsis = Complete the Homework Request below

    completedMessage = You have completed the homework for Jan. 10th! Don't forget to screenshot!

    agent = Kerbal Space Academy

    cancellable = false

    declinable = false

    prestige = Trivial

    maxCompletions = 1

    maxSimultaneous = 1

    advanceFunds = 35000

    rewardScience = 25.0

    rewardReputation = 100.0

    rewardFunds = 100000.0

    failureReputation = 10.0

    failureFunds = 35000.0

    PARAMETER

    {

    name = Sequence1

    type = Sequence

    title = Complete following in order & screenshot with plaque and craft.

    PARAMETER

    {

    name = VesselParameterGroup1

    type = VesselParameterGroup

    vessel = KSA Munar Trainer

    PARAMETER

    {

    name = EnterOrbit1

    type = EnterOrbit

    disableOnStateChange = false

    targetBody = Kerbin

    }

    PARAMETER

    {

    name = EnterOrbit1

    type = EnterOrbit

    disableOnStateChange = false

    targetBody = Mun

    }

    PARAMETER

    {

    name = LandOnBody1

    type = LandOnBody

    disableOnStateChange = false

    targetBody = Mun

    }

    PARAMETER

    {

    name = PlantFlag1

    type = PlantFlag

    targetBody = Mun

    }

    }

    }

    }

  9. Heyas Cvod :) Loving the update!!!

    I was helping someone troubleshoot getting this working in their save and noticed some things:

    1) Alternate tree id needs to be changed to modOrienTreeAlt as the name conflicts with the other and would require a manual delete of the file, this way there's nothing required on the user end.

    2) In both trees:

    name= Mod-Oriented Tree 0.3.0 (normal) <---needs to be label, not name

  10. Version 0.4.0 is out, now supports a good chunk of new KSP 0.90 features. Download it now!

    Feature Spotlight: No more restarting KSP!

    If you're building Contract Configurator contracts and want to change something, there's no more need to restart KSP! Make your change, open up the debugging menu (Alt-F9 on windows) and press the reload button. May cause problems with active/offered contracts, use only for testing. You've been warned.

    There's lots more, so have a look at the change log, and as always - happy contracting!

    Debug window is alt-F12 actually :D Alt-F9 is load a specific quicksave.

    Love the new features! Esp the no need to restart :D so much easier to test contracts now. Hopefully should have full set of KSA homework soon :D

  11. Hi,

    The section that says Prestige Level was removed so it didnt lock in when the contract should show up; removing enough contracts also makes it appear ahead of any others (I think).

    The only problem I had and am not sure of is that it crashed my main mission and I had to load a quicksave; I am not sure what caused this I am still runnin a few tests.

    The funds multiplier problem I had works only for new contracts as well not the ones already on the board so things are working; I can create missions and even make 1 or 2 new agents.

    I will probly use this to troubleshoot; I am not totally confident on using it in a permanent mission series yet; I can solve some of my other game problems not that this is working for me thanks !!

    Zeta

    you were able to get new agents created? How so? :) I haven't tested yet trying to make my own cfg file yet.

    Also thanks for testing my contract Zeta! :D

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