scerion
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Posts posted by scerion
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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:
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Ooo..this is excellent. Will go great with a mod idea I have. Now just to get working on that.
Very lovely work Zeenobit!
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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 And will def see if Nifty can get an API working for some integration
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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.
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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?
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Nifty! I have a feature request and a question, sir!
Could you make an option box so that it would select from subscribers only?
In career mode, do drafting viewers cost Kerbucks to hire? If not, could you make it so it scales like hiring them out of the astronaut complex?
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No, THANK YOU Squad Been such a pleasure to have joined this community you created for us. Definitely one of the best on the 'net.
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ahh I was close on my advice. But I misunderstood the beginning parameter, I should've caught that's how CC was interpreting it. I gotta pay closer attention at reading these
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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.
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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
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heyas Nightingale
So been trying out this spawn kerbal stuff
So I completed my contract and recovered my kerbal, but afterwards he wasn't available in my save to select as a kerbal for more missions
Also I'm not setting an expiration time for my contracts yet they have expiration times in the admin building when showing up
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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.
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nightingale thank you as always 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
}
}
}
}
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Hmm I would say the same CKAN is something totally new to me, while AVC seems possible within the next version(s), but no promise.
CKAN integration I believe can be done automagically if you're uploading to KerbalStuff
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Kujuman <3
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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
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Is it possible for a Using a Specific Ship parameter?
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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 Alt-F9 is load a specific quicksave.
Love the new features! Esp the no need to restart so much easier to test contracts now. Hopefully should have full set of KSA homework soon
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Anyone tested this in .90??
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Release hype Awesome job ridecar2
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No need to suggest it, that was brought in for version 0.3.0! See this wiki page for the details. I'll have to update the wiki to list the new ones as well in case people want it as a reference.
Seriously. Quit being so awesome Nightingale.
No...not really... but you've done some amazing work Thank you so much.
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This question seems to come up enough that I added a section in the wiki: Creating an Agency
Awesome!!
Getting close to getting these 0.90 features integrated... how 'bout a sneak peek?Waypoints and orbits, oh my!
More Awesome
Request/Suggestion: is it/would it be possible to block out stock contracts? Would be nice to insert into a career and only have custom contracts enabled.
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<3 CrewManifest fo lyfe! Down with that ShipManifest stuff (though it's an awesome mod too!)
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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!
KSP2 is Spamming the Windows Registry Over Weeks/Months Until the Game Will Stop Working Permanently
in v0.1.4
Posted
I went to check after reading this post, although I only had a brief time of playing at launch, I still had a bunch of entries.
These persisted after uninstalling the game as well.