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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]


nightingale

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So I've finally figured out how/why on contracts for Gael (in Galileo's Planet Pack) that have been created with Contract Configurator display the name gael in lowercase. It's because of a line of code in Contract Configurator that doesn't like the fact that the body name is Kerbin but it's display name is Gael.

It can be easily fixed by modifying the source of CC and recompiling. If you go into the source and load up the file ContractConfigurator/Util/Extensions.cs and go to line 272 and find the following:

if (lower && displayName != body.name)

And change it to:

if (lower && displayName != body.name && displayName != "Gael")

This will fix the problem. I've put this through on Github as a PR but I appreciate this only affects GPP.

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Ok, this is somewhat of a silly question, but here it goes:

I'm playing on a career 1.3.1 save and, obviously, I have Contract Configurator installed alongside every 1.3 compatible contract pack. My issue is that a few contract types seem to lack any contractor, which means EVERY contract of a given type will be offered by the same agency - for example, CleverSat contracts are always offered by the Astronomical Survey Society.

Now, I know this isn't exactly a serious issue, but I'd like to change it so that (for example) a typical "put a new satellite in orbit" contract could be offered by any existing agency in the game - including the Squad ones that already do that for the part testing contracts. How can it be done?

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  • 2 weeks later...

@nightingale

One of your contact packs, the FieldResearch, is generating errors (spamming the log), see this image:

PbnyFow.png

I took a look, and it appears the errors are coming from the HardScience.cfg.  When I looked into that, I saw:


        scienceSubjectsTemp1 = DifficultScienceSubjects().Where(s => s.Biome() == @biome)
        scienceSubjectsTemp2 = @scienceSubjectsTemp1.Where(s => s.Situation() == @situation)
        scienceSubjects = @scienceSubjectsTemp2.Where(s => s.CollectedScience() == 0.0 && s.Experiment() != asteroidSample).Random(3)

 

I'm wondering what the DifficultScienceSubjects() is, I can't find any documentation on it on the wiki.  I suspect that it is returning null, which would generate the displayed error.

Edit:  Got more details from the log:


ArgumentException: 'RA' is not a valid CelestialBody.
  at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.Util.Science.GetBiome (.ScienceSubject subject) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ExpressionParser.Method`2[ScienceSubject,ContractConfigurator.Biome].Invoke (.ScienceSubject obj) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ExpressionParser.Method`2[ScienceSubject,ContractConfigurator.Biome].Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ExpressionParser.ExpressionParser`1[ScienceSubject].ParseMethod[ScienceSubject] (ContractConfigurator.ExpressionParser.Token token, .ScienceSubject obj, Boolean isFunction) [0x00000] in <filename unknown>:0 
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseVarOrIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ExpressionParser.ExpressionParser`1[ScienceSubject].ParseMethod[ScienceSubject] (ContractConfigurator.ExpressionParser.Token token, .ScienceSubject obj, Boolean isFunction) [0x00000] in <filename unknown>:0 
Rethrow as Exception: Error parsing statement.
Error occurred near '*':
DifficultScienceSubjects().Where(s => s.Biome() == @biome)
...............................................* <-- HERE
  at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ExecuteExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[ScienceSubject] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) [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)
ContractConfigurator.LoggingUtil:LogException(Exception)
ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2)
ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Func`2)
ContractConfigurator.DeferredLoadUtil:ExecuteLoad(DeferredLoadObject`1)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
ContractConfigurator.<UpdateNonDeterministicValuesIterator>d__30:MoveNext()
System.Linq.<CreateConcatIterator>c__Iterator1`1:MoveNext()
ContractConfigurator.<GenerateContract>d__33:MoveNext()
ContractConfigurator.<ContractEnumerator>d__32:MoveNext()
ContractConfigurator.ContractPreLoader:Update()

 

Edited by linuxgurugamer
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On 6/4/2018 at 11:17 AM, General Apocalypse said:

@nightingale Thanks a bunch it worked like a charm. Working on it right now.

However if I want to set a fixed orbit - let's say 20.000 km from the body. Do I need to use the Fixed Orbit behavior or could I use a Random Orbit behaviour and dictate the maximum apoapsis from the ReachSpecificOrbit parameter or inside the behaviour itself ?

I'm asking this since it's a bit unusual to navigate the fixed orbit parameters , I can do it it's just takes quite some time.

Thanks for your replies.

EDIT : BTW have you considered starting a new forum thread ? This one is massive and next to impossible to navigate. Maybe something like Contract Configurator 2018 Threat ? Just a (most likely misguided) suggestion.

I do some orbit randomization in the CC contracts for my mod.  This file that I'm linking creates a polar orbit with a low Pe and a really high Ap (so you spend 95% of your orbit above or below Kerbin's poles).

 

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I've been putting together my own contract pack, and i'm not sure if i've found a bug in CC or in KSP itself relating to progress nodes. It would seem that the progress nodes are not picking up whether a particular 'achievement' has been earned by manned or unmanned vessel.

For example, I created some test contracts on clean installs of KSP 1.4.4/1.4.3/1.4.2 (but i stopped there) to confirm if this was being caused by another other mods - so these installs have only Contract Configurator, Module Manager, and my test contracts installed.

A contract should be able to have a requirement of type=FlyBy and checkType = MANNED, but upon completeing a manned (or unmanned) flyby of the targetBody, this requirement is still false. If you remove the checkType from the Requirement, then the requirement is then met.

The following image shows the contracts in mission control, the only 2 available contracts are those without the checkType option on the FlyBy requirement, all the other contracts (which were just different variations on the same test contract) are not available due to the MANNED or UNMANNED type requirement not being met: https://imgur.com/7rcaq1y

Here is an example test contract: https://pastebin.com/YjnNTmux

Here is the save game file from the clean install (KSP 1.4.2): https://pastebin.com/0uB0GHng

If you look in the save file, you can even see that the progress is being recorded by KSP, by looking in the ProgressTracking SCENARIO section

So is this an bug in CC? (From what I could work out from looking through the source, this didn't look like the case - but i can't say for sure), or is it a bug in KSP where the progress data is not being correctly provided by the KSP API.

There are no errors or exceptions in the KSP.log file either (besides the usual warnings from stock squad stuff): https://pastebin.com/7jefxjj4

*edit: this also seems to be the case in a KSP 1.3.0 install

Edited by phoenix2004uk
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@nightingale

Been doing some more digging into this problem.

I have gotten to the point where is ee that the Science.GetSubjects() is returning null, around line 203 in Science.cs (I've added some debug statements, so not sure of the exact line in the github code)

What it seems is that  for all available  bodies->experiments, there aren't any subjects being returned by the GetSubjects at line 130

Will continue digging, but have to go to work now

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21 hours ago, WuphonsReach said:

I do some orbit randomization in the CC contracts for my mod.  This file that I'm linking creates a polar orbit with a low Pe and a really high Ap (so you spend 95% of your orbit above or below Kerbin's poles).

 


Thanks but I've already mastered orbits . The only things remaining are the contract descriptions (can't release something that bores people) and hoping for an update so I can test ingamesome of the more complex contracts. Since writing some lines of code and than testing proved to be a huge time sink on my non-SSD machine.

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Now I had this issue:

I had to fulfill the "manned orbit for 72 hours" mission.

For several reasons I had to stay in focus and timewarp at 150 km altitude which is not very fast:

  1. using Kerbalism there is a higher EC consumption
  2. RealBattery does not work in background processing

After 12 days, so 72 hours have been reached, the contract showed that I still have to stay in orbit for 4 days (after waiting for a refresh of the readout ofc) ...

I had to cheat that contract as being fulfilled and get down to the surface because the supplies were coming to an end (Food especially).

Log and all that:
https://www.dropbox.com/s/a6eb14jr8zlmqew/2018-07-13_1 KSP.log.7z?dl=1

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Has the calculation for maximum acceleration changed?

(link to the full contract)

        PARAMETER
        {
            name = ReachState
            type = ReachState
            title = Must not be under acceleration
            maxAcceleration = 0.5
        }

The behavior that I'm seeing in KSP 1.4.4 is that if I time-warp, the parameter ticks over and the time remaining starts counting down.  But if I'm running at 1x speed, the parameter is no longer valid and the timer resets.  So I'm having to time-warp, set a KAC alarm, then go back to the space center (while at 5x/10x/etc.) to keep the timer running.

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So many contracts are reverting fulfilleds parameter just by going EVA - incl. a contract which has going EVA as a parameter ... actually not that fun.

Or the parameters are never fulfilled - perhaps the parameter issue fix for KSP 1.4.2 that was included in CC is NOW the reason for a new kind of issues?

Not recognizing that the new vessel already is in orbit is really bad.

 

I just post this because over the last weeks it was necessary so often to just cheat contracts as being fulfilled because CC did not.

 

Edit:

Seems that docking to some vessel resets the countdown for a "orbit so much days" contract ... and undocking resets again ...

Edited by Gordon Dry
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Is it possible to randomize orbital elements without generating a specific orbit? I'm wanting to set up a contract for getting a satellite into an orbit that matches certain parameters, but isn't fussy about things like LAN or argument of periapsis, so that provided that the eccentricity, inclination and SMA are within the range, the contract will complete.

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First of all let me accept that I'm as desperate as a kerbal can be to get a military expansion. So I request a little help to fix this 5dim contract pack

On 11/30/2014 at 12:19 PM, nightingale said:

Listing of Contract Packs

This is a list of all mods that provide contracts packs built on Contract Configurator. If you have something you'd like added to this list, PM me or post in this thread.

[1.4.x]

  • Anomaly Surveyor @nightingale- Contracts to go search out the various Easter eggs that are included in KSP.
  • Field Research  @nightingale- Contracts to do science! Receive contracts for performing a variety of experiments under different situations. Use it to drive the science in your space program, or use it to collect every last bit of science.
  • Giving Aircraft a Purpose (GAP) @inigma- Gives a great variety of contracts for Kerbin, including Aerospace Exploration, Coast Guard Rescue, and General Operations.
  • History of Spaceflight  @Frylovespi  - Contains 670 contracts for RSS/RP-0 and 622 contracts for Stock. It contains every mission from the time frames 1942-1967, basically the first 25 years of spaceflight.
  • Kerbal Academy @Mark Kerbin - Paid contracts to train up your Kerbals to get them more experience.
  • RemoteTech Contract Pack @nightingale - Contracts for setting up RemoteTech satellite networks and providing coverage to planets/moons.
  • Sounding Rockets @inigma - Companion contracts to go with the USI Sounding Rockets!
  • Tourism Plus  @nightingale- Better tourism! A richer tourism experience than stock. Take tourists to space and to visit the stations and bases that you've already created. Build new tourist attractions like the space casino mega-project. 

[1.3.x]

  • Additional Progression Contracts  @tjsnh- Contains a series of missions intended to add some more direction and depth to career mode.
  • Kerbin Bases and Stations @LemonSkin - Build a space station in Kerbin orbit over several contracts. Once it's up, get contracts to upgrade and maintain your station.
  • Kerbin Side GAP  @Keniamin - Inspired by GAP and Kerbin-SideJobs, provides contracts for air shuttles between various Kerbin-Side bases.
  • SETI-Contracts  @Yemo - The SETI-Contracts offer a rebalanced contract progression designed for unmanned starts, though they work with tech trees offering manned starts as well, like the stock tech tree.

[1.2.x]

Retired/Unsupported Contract Packs

Contract packs that have fallen out of support or simply don't work in newer versions of KSP/Contract Configurator.

  • 5dim Military @odin_spain - Some changes to how vessels spawn in Contract Configurator broke the spawning in this contract pack, and odin_spain seems to have disappeared.
  • SCANsat Lite @severedsolo- This contract pack has been integrated into SCANsat itself.
  • Sprite Missions @linuxgurugamerSadly the sprite doesn't work in 1.x aero, so this contract pack is no longer supported.
  • Kerbal Aircraft Builders @maculatorContracts focused on building aircraft. (Absorbed into Giving Aircraft a Purpose (GAP))
  • SCANsat Contract Pack @DBT85 - Alternative to the contracts (also built using Contract Configurator) that come with SCANsat.(Now packaged with ScanSat)
  • Rover Contracts by Whyren! @Whyren Here is an Opportunity to seize the Spirit of rovers! Have I piqued your Curiosity? YuTu can send manned and unmanned rovers across the system and run them for years beyond their intended life span until the wheels crumble! (Taken over by @linuxgurugamer and folded into Rover Missions Redux)
  • Mission Based R&D @klefenz - Overhauls the R&D system of career mode by neutralizing the science points and unlocking tech nodes as a reward for completing missions.  (No longer available to download as old kerbal-stuff link no longer valid)
  • Maritime Mission Pack @Whitecat106 - A series of missions set at sea for a better use of Kerbin's vast oceans! Includes missions above and under water! (Modder advised leaving the KSP modding scene and now unsupported)
  • Kerbin-SideJobs @AlphaAsh - Contracts for Kerbin-Side! Ferry passengers and cargo between different Kerbin-Side bases. Also has missions of a campaign relating to ancient anomalies, with espionage and intrigue (in spaaaaaace)! (No longer supported - new Kerbin-Side continued mod maintainer @Ger_space might look into it in future)
  • Kerbin on Fire Military Contract Pack @VolwenMilitary missions for BDArmory that occur within 120km of KSC. Includes aerial combat missions! (Thread locked and no download link as kerbal-stuff link is invalid)
  • The K-Files @severedsolo - The first story based contract pack. The truth is out there! (Modder advised this is now unsupported due to lack of time)
  • Initial Contracts (SETI) @Yemo- InitialContracts replaces the buggy/annoying stock starting contracts with 3 similar ones, which can be completed by manned and unmanned craft. Thus the mods contracts are especially useful for TechTrees which start unmanned and may be redistributed with them  If you like what you see, then check out SETI-Contracts for the full deal! (Seems that support for this pack has dropped as last release was for KSP1.1.2)
  • Historic Missions  @Whitecat106 - Historic missions following manned (human) space flight. This contract pack contains over 600 contracts with detailed backgrounds on the real missions. (Unsupported now, but 'Rebuilt' by @Frylovespi as History of Spaceflight )
  • Clever Sats @severedsolo - More in-depth replacement of the stock satellite contracts.(Modder moved on from contract modding)
  • Base Construction @CosmoBroConstruct and maintain planetary bases! (Mod was folded into Kerbin Bases and Stations )
  • Banking @ArachnidekAdds a bank to the game. The bank gives you money and after 2 weeks it takes it back with some interest. (Built for KSP 0.90, unsupported since then)

Rules for Getting a Contract Pack Listed

  1. A contract pack is an add-on and falls under Squad's forums rules for add-on posting. All rules in that posting must be followed, but this licensing one in particular should be pointed out (emphasis mine):
    Licenses
    All add-ons that are posted on the services maintained by Squad that serve the KSP Community (such as this forum and Curse) must be accompanied by a license that regulates what other users can do with the copyrighted material. This license must be made available in both the download file and in the location the user downloads from (such as a forum post or a Curse listing).
  2. If the contract pack modifies, enhances or uses another mod, be respectful of the licenses of those mods. If the maintainer of a mod used by a contract pack requests that a contract pack be removed or modified, please work with them to make the Contract Pack comply with their wishes and vision for their mod. Remember that the contract pack wouldn't be possible without the original author's mod.
  3. I, nightingale, have the final say on what is listed. I do not generally want to be the one telling people what they can and cannot do, so I will list most contract packs so long as the comply with the above two rules.

Recommendations for Contract Packs

  1. Have your contract pack install into a subdirectory under GameData/ContractPacks/. Contract Configurator does not require this directory structure, but this keeps it cleaner for the end user.
  2. If adding your contract pack on CKAN, a name of the form "Contract Pack: <name of contract pack>" is recommended. This keeps the listings of all contract packs together, and allows the player to easily compare and decide which contract packs they are interested in.
  3. Try to be original. If your contract pack has significant overlap with an existing contract pack, consider contacting the author and working with them to enhance the contract pack.
  4. Be creative! The possibilities for contract packs are endless.

 

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Does anyone know why the green tick for the contract parameter Kerbin orbit is removed when going to the Mun?
 

Quote


CONTRACT_TYPE
{
    name = Apollo-8
	group = ApolloProgram
	
	title = Apollo 8
	agent = NASA
	
	sortKey = 216
	
	description = Apollo 8, the second human spaceflight mission in the United States Apollo space program, was launched on December 21, 1968, and became the first manned spacecraft to leave Earth orbit, reach the Earth's Moon, orbit it and return safely to Earth. The three-astronaut crew — Commander Frank Borman, Command Module Pilot James Lovell, and Lunar Module Pilot William Anders — became the first humans to travel beyond low Earth orbit, the first to see Earth as a whole planet, the first to directly see the far side of the Moon, and then the first to witness Earthrise. The 1968 mission, the third flight of the Saturn V rocket and that rocket's first manned launch, was also the first human spaceflight launch from the Kennedy Space Center, Florida, located adjacent to Cape Canaveral Air Force Station.\n\n<b><color=white>Significance:</color></b> Apollo 8 was the first manned spacecraft to leave Earth orbit, reach the Moon, orbit it and return safely to Earth.\n\n<b><color=white>Historical Launch Date:</color></b> December 21, 1968
		
	synopsis = Test your version of the manned Saturn V rocket with a trip to @targetBody
	notes = Test your version of the manned Saturn V rocket with a trip to @targetBody
	
	completedMessage = Successful Mission! Apollo 8 came at the end of 1968, a year that had seen much upheaval in the United States and most of the world. Even though the year saw political assassinations, political unrest in the streets of Europe and America, and the Prague Spring, Time magazine chose the crew of Apollo 8 as their Men of the Year for 1968, recognizing them as the people who most influenced events in the preceding year. They had been the first people ever to leave the gravitational influence of the Earth and orbit another celestial body. They had survived a mission that even the crew themselves had rated as only having a fifty-fifty chance of fully succeeding./n/nOne of the most famous aspects of the flight was the Earthrise picture that was taken as they came around for their fourth orbit of the Moon. This was the first time that humans had taken such a picture whilst actually behind the camera, and it has been credited with a role in inspiring the first Earth Day in 1970.
	
	minExpiry = 0
	maxExpiry = 0
	maxCompletions = 1
	weight = 999
	
	cancellable = false
	declinable = false
	
	targetBody = HomeWorld().Children().First()
	
	
	// REWARDS
    rewardScience = 	6
    rewardReputation = 	12
    rewardFunds = 		@HistoricalProgression:Kerbucks5
	
    advanceFunds = 		@HistoricalProgression:Kerbucks5
	
	prestige = Exceptional
	
	REQUIREMENT
	{
		name = CompleteContract
		type = CompleteContract
		contractType = Apollo-4
		title = Complete @contractType Contract
	}
	
	DATA
	{
		type = double
		parkingOrbit = HomeWorld().AtmosphereAltitude() * 1.5
		parkingOrbitkm = @parkingOrbit / 1000
		title = Get Parking Orbit
	}
	
	DATA
	{
		type = double
		dayLength = @targetBody.RotationalPeriod()
		oneDay = Round(@dayLength / 60 / 60, 1)
		title = 1 Day
	}
	
	PARAMETER
	{
		name = Apollo-8
		type = VesselParameterGroup
		title = Apollo 8
		define = Apollo-8
	
		PARAMETER
		{
			name = NewVessel
			type = NewVessel
			hidden = true
		}
		PARAMETER
		{
			name = HasCrew
			type = HasCrew
			minCrew = 3
			maxCrew = 3
			title = Have 3 crewmembers on board
			hideChildren = true
		}
		PARAMETER
		{
			name = DockingPort
			type = PartValidation
			partModule = ModuleDockingNode
			minCount = 1
			title = Have at least 1 Docking Port
			hideChildren = true
		}
		PARAMETER
		{
			name = ParkingOrbit
			type = Orbit
			targetBody = HomeWorld()
			minAltitude = @/parkingOrbit
			title = Reach Low @targetBody Orbit of at least @/parkingOrbitkm km
			disableOnStateChange = true
			hideChildren = true
		}
		PARAMETER
		{
			name = MoonOrbit
			type = Orbit
			maxPeA = 150000
			minInclination = 91
			targetBody = HomeWorld().Children().First()
			disableOnStateChange = true
			title = Reach a Retrograde Orbit of @targetBody with a maximum Periapsis of 150 km, a minimum inclination of 91 degrees and maintain for 1 day
		}
		PARAMETER
		{
			name = Apollo8Duration
			type = Duration
			duration = HomeWorld().RotationalPeriod()
			preWaitText = Waiting to reach orbit
			waitingText = Orbiting @targetBody for @duration
			completionText = We hope you enjoyed your stay around @targetBody! Time to come home.
			disableOnStateChange = true
		}
		PARAMETER
		{
			name = ReturnHome
			type = ReturnHome
			targetBody = HomeWorld()
			title = Return Home Safely
			hideChildren = true
			completeInSequence = true
		}
	}
}

 

 

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@Pleb @linuxgurugamer I just switched over to GPP and encountered the same issues as both of you. Really appreciated your fixes! They were hard to find and obviously required building from source and I think there's probably a large population of users who might benefit. My 2 cents.

On a related note, I'm going to be working through some things in Bon Voyage and Hyperedit to make them work better with GPP/Kerbin replacement planet packs, if for no other reason than I want them to work for me. But, if you've stumbled across or created your own fixes for these problems, it would keep my "meddling with other peoples' mods" todo list a lot shorter...

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4 hours ago, whitespacekilla said:

@Pleb @linuxgurugamer I just switched over to GPP and encountered the same issues as both of you. Really appreciated your fixes! They were hard to find and obviously required building from source and I think there's probably a large population of users who might benefit. My 2 cents.

On a related note, I'm going to be working through some things in Bon Voyage and Hyperedit to make them work better with GPP/Kerbin replacement planet packs, if for no other reason than I want them to work for me. But, if you've stumbled across or created your own fixes for these problems, it would keep my "meddling with other peoples' mods" todo list a lot shorter...

Would be nice to know what issues you are referring to.

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9 hours ago, whitespacekilla said:

On a related note, I'm going to be working through some things in Bon Voyage and Hyperedit to make them work better with GPP/Kerbin replacement planet packs, if for no other reason than I want them to work for me. But, if you've stumbled across or created your own fixes for these problems, it would keep my "meddling with other peoples' mods" todo list a lot shorter...

May I know which things in BonVoyage?

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39 minutes ago, whitespacekilla said:

BonVoyage doesn't work with multiple stars (it snags the first celestial body and calculates from there) and HyperEdit doesn't appear to be able to do any surface manipulations on Gael.

cc: @maja @linuxgurugamer

I though so, that it's the issue you mean. We are out of topic here and it will be better to discuss this in BV thread. Are there any planet packs, that do not use Kopernicus?

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1 hour ago, whitespacekilla said:

BonVoyage doesn't work with multiple stars (it snags the first celestial body and calculates from there) and HyperEdit doesn't appear to be able to do any surface manipulations on Gael.

cc: @maja @linuxgurugamer

I still don't know why you are cc'ing me on these.  None of these mods are mine, is there something specific that you want me for?

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On 8/3/2018 at 7:29 AM, whitespacekilla said:

@Pleb @linuxgurugamer I just switched over to GPP and encountered the same issues as both of you. Really appreciated your fixes! They were hard to find and obviously required building from source and I think there's probably a large population of users who might benefit. My 2 cents.

@linuxgurugamer - I assume @whitespacekilla was referring to a 'bug' I had with GPP and this mod, whereby contracts for Gael display the planet in lowercase. This isn't so much a bug as a compatibility issue, as GPP renames Kerbin to Gael and this mod puts any celestial body that's display name doesn't match it's internal name into lowercase. I therefore created a crude 'fix' for this. However not sure why you were dragged into it! :D

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I was actually asking if you had or knew about any other fixes floating around outside of official releases for GPP compatibility issues since I merged your fixes to have a better GPP + CC experience. I named some examples of fixes I was planning to develop myself after LGG asked which mods (I copied LGG and Maja because they both asked a question in regard to my previous). I think LGG probably just misunderstood me because they have a lot of mods to maintain so in most interactions someone is talking about one of their mods (this situation is unique in that most KSP mod code LGG produces is for mods they maintain), not asking if LGG has any other GPP pertinent fixes floating around. I also only started on topic (by thanking the providers of compatibility patches I adopted and compiled into my own setup) and then quickly got off topic. LGG made it clear they're not interested in this particular conversation so I bumped the post and considered the matter concluded.

Once I've coded and tested the patches I need for my setup, I'll see if they're useful to anyone else and distribute them in a manner in keeping with license/author's wishes so the need to converse with other modders who make little compatibility patches for the game overhaul we play with isn't as necessary as I imagined when I first posted.

Edited by whitespacekilla
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