Jump to content

Kerbal Academy's Developement Thread


Recommended Posts

Welcome To Kerbal Academy's Developement Thread

(Marketing)

Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals.

These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. 

a7d10a258aa7b8d015e9dcbb7ff1cf97.jpg

 

Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide  logical and simpler Kerbal experience progression contracts for a better training experience!  (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions)\

 

[Kerbal Academy's Github And Wiki]

 

General Super Detailed Future Plans;

This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =)

Less colorful tho. 

[Roadmap On Github]

 

Info/Key;

  • (1.3) This is planned for 1.3 but not necessarily going to happen
  • (1.3) This is in testing for 1.3
  • (1.3) This is ready for 1.3
  • (1.3) Planned And Required For 1.3 Release
  • (TBD) Planned Feature But Not Currently Worked On

 

  • Bug-fixing for spelling/grammar errors reported in v1.2.x (1.3)
  • Re-balance Contract Pricing (1.3)
    • Contract pricing will now be generated on new factors such as next kerbal hire cost, contract difficulty and possible experience gained.
  • Add updated logos (1.3)
    • Working on a new flag a logo to replace the older one. 
    • Old flag will live on as Legacy
  • Add mission patches (1.3)
    • Mission patch for engineer training
    • Mission patch for pilot training
    • Mission patch for scientist training
  • Kerbalize contract descriptions (1.3)
    • Just want to make the contract descriptions a bit more kerbal and in universe sorta
    • All will improve and add notes to contracts for less confusion 
  • Split up all contracts into profession specific ones. This will lead to more contracts and file size, but user friendly-ness will be worth it. (1.3)
  • New mission profiles for Pilot training (1.3)
    • Spoiler

       

      • Boot camp Contract  (1.3)
        • Spawn New Kerbal + Training Aircraft On Island
        • Contract will also pick a mentor from the roster who will need to be in the aircraft with the recruit, this will necessitate flying said mentor over.
          • Contract will check that both mentor and recruit are in a specific craft land at the island runway
        • 3-5 waypoints (TBD) will be generated and the training craft will have to be flow through them
          • Waypoints will be somewhat far apart (5-8 Km), all below 6 km in altitude
          • Must be flown in order
        • After waypoints are flown through, the craft will need to be landed on the main runway. Safely
        • This contract WILL advance the recruit to level 1
      • Entry Level Training Contract (1.3)
        • Picks Kerbal Level 0 to 2 from roster
          • Checks for level 0 to 2.9
        • Picks Mentor from roster at least 1 level ahead of trainee
          • Only checks for integers to a level 2.9 trainee could get a level 3.0 trainer
        • Mentor and trainee will have to be on a plane on the runway, players choice.
        • 3-5 waypoints (TBD) will be generated and the training craft will have to be flow through them
          • Waypoints will be somewhat far apart (5-8 Km), all below 6 km in altitude
          • Must be flown in order
        • After waypoints are flown through, the craft will need to be landed on the main runway. Safely
      • Intermediate Level Atmospheric Training Contract  (1.3)
        • Picks Kerbal Level 1 to 3 from roster
          • Checks for level 1.5 to 3.5
            • Trainee will have to be in a plane on the runway, players choice.
        • 3-5 waypoints (TBD) will be generated and the training craft will have to be flow through them
          • Waypoints will be somewhat near (3-6 Km), all below 12 km in altitude
          • Must be flown in order
        • After waypoints various speed and altitude requirements will need to be met
          • 1-3(TBD) of these pairs, ie at 1-3 Km reach speed of 220-280 m/s
        • After waypoints are flown through, and parameters met, the craft will need to be landed on the main runway. Safely
      • Intermediate Level Orbital Training Contract (1.3)
        • Picks Kerbal Level 2 to 4 from roster
          • Checks for level 2.5 to 4.5
        • Picks Mentor from roster at least 1 level ahead of trainee
        • Mentor and Trainee will have to be in a craft on the pad
        • 3-5 points/ parameter (TBD) will be generated and completed in order
          • They could be;
            • Periapsis (75km+)
            • Inclination 
            • Eccentricity
            • Speed/ Orbital Velocity
            • Circularize at.. (75km +) (Margin of error (in km) calculated by starting trainee level)
        • After all parameters met, the craft will need to be landed on Kerbin. Safely
      • Advanced Level Orbital Training Contract (1.3)
        • Picks Kerbal Level 3 to 4 from roster
          • Checks for level 3 to 4.9
        • Trainee will have to be in a craft on the pad
        • Contract will pick either the Mun or Minmus as target body
          • Determined by trainee level (mun 3.9-4.9) Minmus is everything else 
        • Craft will have to reach a predetermined orbit around the target body, then complete parameters 
          • Mun 40 Km 0-5 degrees inclination
          • Minmus 22 Km 0-5 degrees inclination
        • 3-5 points/ parameter (TBD) will be generated and completed in order
          • They could be;
            • Periapsis (20km+)
            • Inclination 
            • Eccentricity
            • Speed/ Orbital Velocity
            • Circularize at.. (20km +) (Margin of error (in km) calculated by starting trainee level)
        • After all parameters met, the craft will need to be landed on Kerbin. Safely

       

 

  • New mission profiles for Engineer training (1.3)
    • Spoiler

       

      • Boot camp Contract 
        • Spawn New Kerbal + training probe on island
        • Contract will also pick a mentor from the roster who will need to be with the recruit, this will necessitate flying said mentor over. 
        • Contract will check that both mentor and recruit are near a specific craft landed at the island runway
          • Basically theres gonna be a waypoint, and both kerbals  the trainee will need to be near it.
        • Trainee and mentor will have to wait around for 30-60 seconds presumably practicing repairs
        • After repaired are complete, the kerbal will need to be landed on the main runway. Safely
          • Yes that means a craft is going to have to come pick them up. 
        • This contract WILL advance the recruit to level 1
      • Entry Level Training Contract
        • Spawn training probe somewhere on Kerbin
        • Picks Kerbal Level 0 to 2 from roster
          • Checks for level 0 to 2.9
        • Trainee will have to be flown out to the waypoint and land, then walk over to the "disabled probe"
        • Trainee will have to wait around for 30-60 seconds presumably practicing repairs
        • After repaired are complete, the kerbal will need to be landed on the main runway. Safely
      • Intermediate Level Drill Training Contract 
        • Spawn training drill base somewhere on Kerbin 
          • Theres gonna be 2-3 points at which the contract will pick from. Should end up be pretty flat.
        • Picks Kerbal Level 2 to 3 from roster
          • Checks for level 2.0 to 3.9
        • Picks Mentor from roster at least 1 level ahead of trainee
        • Trainee and Mentor will have to fly out to the drill base and wait inside for a period of time
          • Time will be somewhere between 2-6 days
            • Not to worry the craft doesnt have to be in focus the whole time
        • After training is complete, the kerbals will need to be landed on the main runway. Safely
      • Advanced Level Orbital Maintenance Training Contract 
        • Picks Kerbal Level 3 to 4 from roster
          • Checks for level 3 to 4.9
        • Trainee will have to be in a craft on the pad
        • Contract will pick a station orbiting any body in the kerbin system. 
          • Body may have effect on XP gain
          • Yes you will need a station for this. Only requirement is crew capacity
        • Trainee will have to fly out to the station and wait inside for a period of time
          • Time will be somewhere between 10-20 days
            • Not to worry the craft doesnt have to be in focus the whole time
        • After maintenance training is complete, the kerbal will need to be landed on the main runway. Safely

       

       

  • New mission profiles for Scientist training (1.3)
    • Spoiler

       

      • Boot camp Contract 
        • Spawn New Kerbal + training "station" on island
        • Trainee will need to complete the experiments on the training station
          • Mystery goo, temp... etc.
          • Will not require recovery
        • After science is complete, the kerbal will need to be landed on the main runway. Safely
          • Yes that means a craft is going to have to come pick them up. 
        • This contract WILL advance the recruit to level 1
      • Entry Level Training Contract
        • Picks Kerbal Level 0 to 2 from roster
          • Checks for level 0 to 2.9
        • Contract picks a few science experiments (1-3) that need to be completed
          • Uses parts you already have
          • No recovery required
          • Kerbin only
          • On land only
        • After repaired are complete, the kerbal will need to be landed on the main runway. Safely
      • Intermediate Level Science Collection Training Contract 
        • Spawn training drill base somewhere on Kerbin 
        • Picks Kerbal Level 2 to 3 from roster
          • Checks for level 2.0 to 3.9
        • Picks Mentor from roster at least 1 level ahead of trainee
        • Contract selects 2 experiements to be completed in LKO
          • Uses parts you already have
          • No recovery required
        • Trainee and Mentor will have to be in a craft while experiments are collected
        • After training is complete, the kerbals will need to be landed on the main runway. Safely
      • Advanced Level Orbital Science Training Contract 
        • Picks Kerbal Level 3 to 4 from roster
          • Checks for level 3 to 4.9
        • Trainee will have to be in a craft on the pad
        • Contract will pick a station orbiting any body in the kerbin system. 
          • Body may have effect on XP gain
          • Yes you will need a station for this. 
          • Station needs a Science Lab
        • Trainee will have to fly out to the station and wait inside for a period of time
          • Time will be somewhere between 20-40 days
            • Not to worry the craft doesnt have to be in focus the whole time
        • After science training is complete, the kerbal will need to be landed on the main runway. Safely

       

       

  • Design "Stock" Crafts For Use In Contracts (1.3)
    • Light Trainer Aircraft (1.3)
      • For use in pilot bootcamp
    • Mini Science Ground Station (1.3)
      • For use in scientist bootcamp
    • Various Lander Probes (1.3)
      • For use in certain engineer contracts
    • Drill Outpost (1.3)
      • For use in intermediate engineer drill training  
  • New Docking/ Rendezvous mission profiles for Pilot training (TBD)
    • No further information at this time
  • Create New Function For CC To Add Kerbals To Roster (TBD)
    • This would be used to make the bootcamp contracts a bit less weird
  • Continue Apologizing For 1.2 (1.3)

 

Licensing

Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin

Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo

Acknowlegments

"Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo

@nightingale as ever for his tireless work on Contract Configurator (you rock!)

@severedsolo For the original Kerbal Academy pack, and a good bit of this forum page

@severedsolo 's wife for creating the original Kerbal Academy flag. 

 

 

 

Edited by Mark Kerbin
Change phase
Link to comment
Share on other sites

f56317b6f69fdc1965b4998bbbb12224.jpg

75026f1b934e6f7b7f3da9e2b1cd984f.png

New Light Training Aircraft for use in the Pilot Basic Training

If you want to check it and other crafts out, go look at the Version 1.3.0 branch on the github.

Testing the "Entry Level Pilot Training" contract would also be helpful

JGB3aUC.png

 

Btw the aircraft does not need SAS to fly and can get up to 300 m/s at 2 km altitude. Check out the action groups too. Plane is also capable of landing on and taking off the island runway (for obvious reasons) and can land on but not take off from water.

Edited by Mark Kerbin
Link to comment
Share on other sites

Just now, 4x4cheesecake said:

Can we already do some tests with the contracts as well or do you want to finish your own tests first?

Anything posted on the 1.3 Branch is technically "released" in a beta state for testing. I would like to mention that that stuff is about the get replaced and updated in about 1 hour, so maybe hold off. =P

Link to comment
Share on other sites

So, I've tried the 'Entry Level Atmospheric Piloting Course' and I've found some bugs:

Pilot Level 1: Val
Pilot Level 0: Jeb

I need both of them on board but if I put just one of them into my plane, both of them get a check mark in the contract (but the step of this contract keeps unchecked):

Screen:
 

Spoiler

qdsQLH8.png

If you fly the mission anyway, get all the waypoints, land and recover the vessel, the waypoints are saved as 'checked', so you can start the plane again, this time with Val and Jeb on board and everything will be finished except for the landing (vessel situation is 'prelaunch' instead of 'landed'). Starting the engines, roll ~5m and this step will be checked as well and the contract is sucessfully finished.

Speaking of the finished contract: This will cause a NRE. (Jeb got his level up anyway).
 

Spoiler

Exception handling event OnParameterChange in class ConfiguredContract:System.NullReferenceException: Object reference not set to an instance of an object
  at ContractConfigurator.Behaviour.AwardExperience.OnParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ContractBehaviour.ParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ConfiguredContract.OnParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ConfiguredContract.OnParameterStateChange (Contracts.Contract contract, Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at EventData`2[Contracts.Contract,Contracts.ContractParameter].Fire (Contracts.Contract data0, Contracts.ContractParameter data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

NullReferenceException: Object reference not set to an instance of an object
  at ContractConfigurator.Behaviour.AwardExperience.OnParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ContractBehaviour.ParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ConfiguredContract.OnParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ConfiguredContract.OnParameterStateChange (Contracts.Contract contract, Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at EventData`2[Contracts.Contract,Contracts.ContractParameter].Fire (Contracts.Contract data0, Contracts.ContractParameter data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(Contract, ContractParameter)
ContractConfigurator.Parameters.ContractConfiguratorParameter:SetState(ParameterState)
ContractConfigurator.Parameters.All:OnAnyContractParameterChange(Contract, ContractParameter)
EventData`2:Fire(Contract, ContractParameter)
ContractConfigurator.Parameters.ContractConfiguratorParameter:SetState(ParameterState)
ContractConfigurator.Parameters.VesselParameter:CheckVessel(Vessel, Boolean)
ContractConfigurator.Parameters.ReachState:OnUpdate()
Contracts.ContractParameter:Update()
Contracts.ContractParameter:Update()
Contracts.Contract:Update()
Contracts.ContractSystem:UpdateContracts()
Contracts.<UpdateDaemon>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

Exception handling event OnParameterChange in class All:System.NullReferenceException: Object reference not set to an instance of an object
  at ContractConfigurator.Behaviour.AwardExperience.OnParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ContractBehaviour.ParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ConfiguredContract.OnParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at Contracts.Contract.ParameterStateUpdate (Contracts.ContractParameter p) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.Parameters.ContractConfiguratorParameter.SetState (ParameterState state) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.Parameters.All.OnAnyContractParameterChange (Contracts.Contract contract, Contracts.ContractParameter contractParameter) [0x00000] in <filename unknown>:0 
  at EventData`2[Contracts.Contract,Contracts.ContractParameter].Fire (Contracts.Contract data0, Contracts.ContractParameter data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

NullReferenceException: Object reference not set to an instance of an object
  at ContractConfigurator.Behaviour.AwardExperience.OnParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ContractBehaviour.ParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ConfiguredContract.OnParameterStateChange (Contracts.ContractParameter param) [0x00000] in <filename unknown>:0 
  at Contracts.Contract.ParameterStateUpdate (Contracts.ContractParameter p) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.Parameters.ContractConfiguratorParameter.SetState (ParameterState state) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.Parameters.All.OnAnyContractParameterChange (Contracts.Contract contract, Contracts.ContractParameter contractParameter) [0x00000] in <filename unknown>:0 
  at EventData`2[Contracts.Contract,Contracts.ContractParameter].Fire (Contracts.Contract data0, Contracts.ContractParameter data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(Contract, ContractParameter)
ContractConfigurator.Parameters.ContractConfiguratorParameter:SetState(ParameterState)
ContractConfigurator.Parameters.VesselParameter:CheckVessel(Vessel, Boolean)
ContractConfigurator.Parameters.ReachState:OnUpdate()
Contracts.ContractParameter:Update()
Contracts.ContractParameter:Update()
Contracts.Contract:Update()
Contracts.ContractSystem:UpdateContracts()
Contracts.<UpdateDaemon>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

Whole output_log: https://www.dropbox.com/s/9fvwjudmvv9kuc5/output_log.txt?dl=0

The names of the waypoints are irritating, caused by the first waypoint, called 'starting point' (but the contract says 'first waypoint'). After flying past the 'starting point', the next available waypoint is named 'first marker' which is irritating. Next will be the 'second waypint' but the 'third marker', and so on.
Also, waypoints doesn't disappear after getting past them (and they keep beeing active for navigation) until the next waypoint is reached.
I've also notived, that the waypoints are created at random altitudes (intended) but since there is no altitude requirement mentioned in the contract description, you can fly below or above a waypoint without getting a contract update.

 

Oh, almost forgot it: The agent flag is missing in game (just a white quare).

Guess thats all for today^^

edit: Apparently, both kerbals get a checkmark for beeing 'on board' even though none of them is in the plane. (Used Bob this time)

Edited by 4x4cheesecake
Link to comment
Share on other sites

@4x4cheesecake

Ok... Guess that means I'm going to need to separate the parameters for HasCrew. As for that NRE, There is probably an extra "disableOnStateChange" or "HideOnStateChange" floating around. Ill look, might have gotten it by now. 

The white flag was caused by a messed up agency cfg. That has been fixed so if you want to copy over all of the 1.3.0 branch and put in a folder named "KerbalAcademy" in the contract group folder, everything should work. You can also wait for the "Pilot Contracts Beta" release sometime today or tomorrow. =P 

Link to comment
Share on other sites

Quick update on fixing what @4x4cheesecake found

-Fixed waypoint naming, makes more sense now. 

-All crew now have to be on board before that parameter completes, now each kerbal has a personal parameter

-Still investigating NRE, looks like its just CC having a little freak out. Ill check for unused parameters in entry level anyway but havent seen anything.

-As for the explanation as to the the waypoint heights, this is why i suggest getting waypoint manager. It shows the waypoints in flight mode on your HUD. Makes life easy.

-Any weirdness about descriptions or parameter things will be sorted out when 1.3.0 gets released. :P currently just want to get everything running correctly as intended. 

Edited by Mark Kerbin
Link to comment
Share on other sites

So, I've loaded your latest branch and did the 'Intermediate Level Atmospheric Piloting Course'.

-First of all: As soon as the game loads and reaches the main menu, I'm getting several 'ArgumentExceptions' caused by ContractConfigurator (line 25282 and below in the log)

-Unfortunately, the Kerbals are still not recognised correctly. I need to do the contract with Val, but putting Jeb in my plane will bring up a checkmark for Val beeing on board (screen). Even worst: Val is regocnised in the first step of the contract, but NOT for the landing step so it is impossible to finish the contract (screen).

-It is still possible to fly through all the waypoints with another pilot to get the contract updates for the correct pilot. Maybe this is a stock problem, because you can already do the same trick with mining contracts. Anyway, it is NOT possible to do this trick with the 'Practice Flying At Various Altitudes And Speeds' steps, so if this is not a stock problem, you may be able to find a solution by comparing these steps.

-'ArgumentOutOfRangeException' as soon as 'Practice Flying At Various Altitudes And Speeds' is done (line 51099 in the log).

Log: https://www.dropbox.com/s/sq74xnsphbhk7jz/output_log(2).txt?dl=0

Link to comment
Share on other sites

And this folks is why you get other people to test your stuff. 

Ok Ill have a look. =/

Edit; Ah ok. I know what I did. For the Val not registering problem, there is a hidden parameter that checks that you are "landed"  , given that your engines are not on, im gonna guess that your state was actually "PRELAUNCH" parameter will check for that next update. (and ill add a note to that parameter at somepoint.) 

@4x4cheesecake looks like the errors were caused by the Adv Orbital Piloting Contract. Not surprising since its still be worked on. Phew. 

Edited by Mark Kerbin
Link to comment
Share on other sites

17 minutes ago, Mark Kerbin said:

And this folks is why you get other people to test your stuff. 

Ok Ill have a look. =/

On the bright site: Every bug you can fix now is a bug you can prevent in any further contract ;)

edit:
@Mark Kerbin I can confirm, removing the adv. orbital piloting contract will no longer cause any errors during start up.

Edited by 4x4cheesecake
Link to comment
Share on other sites

1 hour ago, 4x4cheesecake said:


@Mark Kerbin I can confirm, removing the adv. orbital piloting contract will no longer cause any errors during start up.

Contract is being worked on, main issue was calling the target body which was not quite working the way it should.

Edit; unfortunately due to my own inexperience and the way some of the contract list work, this version is not going to be compatible with any mod that shifts the sizes of kerbin. I suppose if people ask i can make a RSS version after 1.3.0 

Edited by Mark Kerbin
Link to comment
Share on other sites

I just want to point out that at this time, all the craft files are just compatible with KSP 1.4.4. This can be changed by editing the version number in the craft file.
Should be fine to change the version number to 1.4.0 so the crafts will be compatible with all 1.4.x versions (tested for 1.4.3).

Link to comment
Share on other sites

3 minutes ago, 4x4cheesecake said:

I just want to point out that at this time, all the craft files are just compatible with KSP 1.4.4. This can be changed by editing the version number in the craft file.
Should be fine to change the version number to 1.4.0 so the crafts will be compatible with all 1.4.x versions (tested for 1.4.3).

Hmm Ive never had an issue with craft file being from older versions

Link to comment
Share on other sites

Just now, Mark Kerbin said:

Hmm Ive never had an issue with craft file being from older versions

Thats the point ;) You can load any old craft file into a new KSP but not the other way around and without the changes I did to the craft files, my KSP refused to load the craft files and even ask me to delete them.

Link to comment
Share on other sites

Apologizes for the radio silence recently folks! Not to worry, Im still working, just needed to chill a bit. 

A quick update as to what im currently doing;

All pilot contracts (except bootcamp) are "finished" ie on the github and ready to be tested. They are unbalanced and still need their descriptions improved and notes added. Also cost and difficulty will have to be looked at. So no really not finished. Lets call them "working"

As for the bootcamp, all is coming along nicely, tho I have hit a "small" snag with finding the kerbals name. However I think i will just be spawning one of the kerbals already in the "applicant" section, instead of entirely new one. This will hopefully fix the trainee name issue and make it so there are not infinite pilots always ready for training. 

Anyhow... Its like 10 pm so ill be signing off now.

 

Oh and scientist and engineer contracts will be easier/ quicker(?) given the lack of waypoints and orbital parameters. Plus the wonders of Ctrl+c :P

Link to comment
Share on other sites

Sorry for the delay with the Pilot contract prerelease. Dealing with an issue in the bootcamp contract. 

 

Edit literally 2 seconds after posting: NVM that, apparently its working now. Strange.

Edited by Mark Kerbin
Link to comment
Share on other sites

Good news, if all continues going to plan, I should be able to post a pre release for 1.3’s pilot contracts sometime tomorrow. Had to make some sacrifices with my plans for the Bootcamp senario but it isn’t too bad. Let’s just say the island runway isn’t getting as much attention.

Oh and all the contracts have much nicer numbers now. Yay for 0s

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...