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Ser

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  1. No way! Are we playing the Kerbal Space Program or some piece of WOW? In the times of 0.25 I've planned my own mod where kerbals had different specialties, needed training, their ability to pilot vessels and gather science was affected by the specialties, but Squad has got into my head and stolen it from there Now we happily have these in 0.90. But mine hadn't suppose any stars, level meters, level ups or other arcade stuff. We are not playing Super Mario here. The only indication should be the time spent in training and on action with no linear effects on abilities. Look at your colleagues or classmates. Can you tell in exact level points how capable they are at something? May be it is possible in 5-step gradation, hardly in 10-step. But it is impossible to tell who is 68 of 100 and who is 69 of 100. Manual distribution of some mysterious XP points is out of understanding at all: in real life you get experience only for that particular traits you have trained. Besides that every live creature's abilities highly depend on situation, it's mood, stress, how well it slept, had it it's croissant and coffee in the morning or not and many other random factors. That's why wherever that RPG stuff appears it makes things so gamy and unrealistic as only Tetris could be. And thanks to author. I am not quite happy with the way the Kerbal traits are implemented in stock 0.90 too.
  2. Yes, it works for me too with new DLLs. It would be better if the link could be found in the title post.
  3. Having same issues. Windows 7 64 bit, KSP v 0.90 32 bit, RAM 8Gb, CPU Intel Core I5. NVidia GPU driver: nvidia 344.48 With KSP 0.25 32bit there were no problems. The Alt-F2 console is flooded by "[Exception]: MissingFieldException: Field '.Part.uid' not found." Updated for 0.90 as possible: Blizzy's toolbar Advanced Jet Engines Better Atmospheres Chatterer CollisionFX Contracts Window Deadly Reentry Distant Object Environmental Visual Enhancements Ferram Aerospace Research ForceIVA FuseBox Kerbal Engineer REdux NAV Instruments Smart Parts MechJeb2 Part Angle Display Part Wizard Planet Shine Procedural Fairings Real Chute Remote Tech Lazor Docking Cam SCANsat 8.1 Contract Science Modifier StockBugFixes @ EVAEjection Fix Surface Lights (not installed on a craft when experiencing the issue) Texture Replacer 2.1.1 TAC Life Support Kerbal Alarm Clock
  4. blizzy78, Just to mention: the link where the download is have some trouble with Firefox: keeping getting a link to version 1.7.7 for some reason. Internet Explorer seems to be OK.
  5. Just cannot extract that fix. Downloaded the zip-file (for Win) twice. Have tried OS zip extractor and 7-zip with no luck.
  6. Just tested, seems to work like charm in 0.90. No need to update if already using 0.3 of this. However would appreciate issue reports, if any encountered.
  7. A new version 0.3 is out Tutorial added to the title post of this thread.
  8. There's no difference if you start a new career. The difference is when you start using the mod in the middle of a career: a negative value nullifies the contracts you already have in a list in addition to newly offered ones, 0 value doesn't.
  9. Thank you people for useful suggestions. I'll think about implementing them. Haven't tested with any science generating mods so I'll look in that direction now. Contract filtering would be a useful feature I think. AccidentalDisassembly wrote: Yes, it's quite easy to implement, may be in a way of non-linear multiplying: instead of sharply cutting all values at some maximum the output values may "approach" the maximum as orginal values grow but never reach it. That'll feel more natural. I don't quite understand, is it a bug or a suggestion?
  10. The good way to implement that would be having some GUI for settings and keep'em per save. But that's too much for such a little thing. I'll think about it.
  11. Is there a real need for that? If you want to increase your fund or reputation income you can always open your save file and modify these two settings: CAREER { StartingFunds = 25000 StartingScience = 0 StartingReputation = 0 FundsGainMultiplier = 1 RepGainMultiplier = 1 ScienceGainMultiplier = 1 FundsLossMultiplier = 1 RepLossMultiplier = 1 } And that's not more a cheat than doing it with some mod because they are originally set by a player at a campaign start so there should be no difference for your consciense whether you modified them or not.
  12. Yes, it has a config that allows you to tweak the amount and the way contracts are affected. You can also choose to increment science output if you want that so much. Hmm... it's a surprise that there are several mods already doing the same thing. Have searched alot before implementing my own but found nothing for some reason. I'm certain that without contract science the campaign is fully playable as the native Science-only game mode is. IMHO that was much better balanced and interesting as it required some effort to gain science and advance further in the tech tree. For example, it made much sense of using planes to do experiments on every Kerbin's biome first then to crawl the whole Mun with rovers to be able to go deep into space thus making you visit every single location in the Universe and deal with every aspect of the game instead of pumping science in tons.
  13. Thanks. I knew I'm not alone The new version 0.2 with some bug fix download is about to be available on the Curse page as soon as they check the files.
  14. Starman4308, Thanks for your help. Think I've found a workaround: as you said, it should not be started/destroyed every scene. Going to test that a bit and upload a new version than. Hope the source code was useful though.
  15. I'm almost sure that works 'cause I use it personally for a couple of weeks having about 10 new contracts processed. May be there's something besides my logic like 64bit KSP? Would appreciate if you provided more detail about the case and contracts that failed to process in my post, some screenshots would be great.
  16. Starman4308, check out the source of this one: contract science modifier I'm not adding a new parameter there but getting and changing attributes of an existing one without getting anything doubled. Brief and simple.
  17. Modifies science awarded by KSP contracts in a flexible and configurable way Supported KSP version: 0.90, 1.0 Latest mod version: 0.4 License: GNU GPLv3 (included) Sources: included Description: Science in the game can be understood as a precious knowledge that we crawl the whole Universe on our kerbals' bellies for just to understand how to build new engines or rover wheels. But what's the idea behind science awarded for certain contract completion? "Sign'ere n we'll give ya half-a-ton of blueprints of that new rover wheels if ya only manage to get to the orbit n hang'ere around abit. Frankly speaken', we've already invented all that stuff a long time ago without launchen' your stupid funny rockets in space." ... ... Well... but who's in charge for the Space Program here? Why do we keep doing all of these: launching rockets, wasting rare materials, killing kerbonauts, spilling extremely poisonous oxidizer into environment when The Korporations on Kerbin can give us much more knowledge than the standard Mun mission can bring at once just for doing almost insignificant favours for them? Does anyone else have a feeling that if it goes that way then soon we'll start getting science in advance or pump it from the ground like oil? Moving a slider to 10% of science at a career start doesn't help a lot as it reduces ALL science generation including income from experiments thus just making things harder but keeping that terrifying disbalance in place. That's why this mod. Also it allows to rebalance science flow from contracts in case you use a variety of contract generating mods each with its own science reward rates and the entire collection thus just cannot have balance from the box. Download from Curse for KSP 0.90 Download from Kerbal Stuff for KSP 0.90 Stock and Fineprint template update for KSP 1.0 (dropbox) Version history 0.4 extended configuration capabilities allowing to specify settings per mod, contract or contract parameter types 0.3 added settings for output science values ceiling and non-linearity 0.2 some bug fixed 0.1 primary release Installation: If you're installing the mod for the first time, just unzip the package into your KSP\GameData folder. Updating from version 0.3: If the "factory" settings are OK for you then delete the entire mod's folder and extract a new one. If you have altered the mod's configuration file earlier and are happy with those settings but still want to update: Save the file "contract_science_modifier.cfg" somewhere or copy its entire contents to clipboard. Update the mod as described earlier. Substitute the "contract_science_modifier.cfg" with your old one. New version should work fine with your old config. Usage: The mod is active once you installed it. By default the science multiplier is 0.05. This means contract science rewards will be reduced by 20 times and that applies to newly offered contracts only. You can change this in the .cfg file. The settings are: scienceMultiplier Values greater or equal to 0 affect newly offered contracts only, leaving already available or active ones untouched. Any value less than 0 nullifies science rewards of existing and new contracts except for already completed ones. Defaults to 1. Values above 1 are possible but not recommended because they will increase science income from contracts and that's not what this mod is for scienceCeiling Sets the ceiling that resulting science reward values should never exceed. Ignored if not greater than 0. Defaults to 0 (disabled). scienceNonLinearity Sets the way of how the resulting values should respect the scienceCeiling setting. Makes sense only with positive scienceCeiling. true - makes the resulting values smoothly approach the ceiling (non-linear). Consider that in order to respect the ceiling the values appear lower than expected when using this option. anything else - original reward values are simply multiplied by the scienceMultiplier (linear) and everything that appears to be higher than ceiling after that is just set equal to it. Makes sense only with positive scienceCeiling. Defaults to false. bypass true - makes the mod leave rewards unmodified anything else - makes the mod apply modifications on contracts' science Defaults to false. It is possible to specify settings for all contracts, per specific mods, contract types or contract parameter types. For extended configuration and usage instructions please view the README.txt file included in the archive Stock by Squad and FinePrint by Arsonide Contract Configurator by nightingale Mission Controller 2 by malkuth Orbital Material Science by N3h3miah Orbital Science by DMagic Station Science by ethernet 1. Let's assume that we want to get the science output of contracts halved. So we set scienceMultiplier = 0.5 If we set scienceCeiling = 0, i.e. disable it, no need to worry about scienceNonLinearity as it doesn't have any effect without ceiling, then we'll get the value of 2 converted to 1, 6 converted to 3, 100 converted to 50 and so on up the infinity (linear behavior). 2. Now let's suppose that we want to keep that progression but limit the science we get by some value, say 20. Then our settings will be as follows: scienceMultiplier = 0.5 scienceCeiling = 20 scienceNonLinearity = false So we get: 2 converted to 1, 6 -> 3, 20 -> 10, 40 -> 20, 100 -> 20, 1000 -> 20, 9000 -> 20 and so on: whatever is the value, the output will be no greater than 20. But we'll get the same result for both not-so-cool 100-original-science contract and the coolest 9000-original-science contract because they are too large even after reducing and both are cut to 20. 3. Let's now use the following settings: scienceMultiplier = 0.5 scienceCeiling = 20 scienceNonLinearity = true For the original value of 2 we get 1 The value of 6 now gives us 2.6. 20 -> 6.7 40 -> 10 100 -> 14.3 1000 -> 19.2 9000 -> 19.9 As you can see, the higher the original value, the further a result gets from linear halving but on the other side it smoothly approaches the ceiling of 20 we have set, thus we still get a little more converted reward for a 9000 contract than for a 1000 one and that 0.7 difference really makes us feel that we have done a much greater job. However, while the raw values aren't so enormous (e.g. 100) the growth of output is reasonable and is not sharply cut by 20.
  18. One more suggestion, if anyone hadn't posted it already: It would be nice to have some bearing tool in GPS map because its general usage is to know the direction to go (to make a good way around an edge of a crater for example). May be even setting a waypoint on the map and showing the distance and direction towards it.
  19. Good work, Damny! Thank you for this amazing addon. Would be great if you separated anomaly scanner from multispectral one or at least added an option to turn anomalies off on the map and keep it as a default state. I am one of that realism-sick guys and I really love the stuff that adds a bunch of realworld-like features in the game. But one of totally unrealistic things inspired by the Game's developers is anomalies. There are NO monoliths, misterious buildings and stuff on any planets of Solar system so I don't want to know anything about'em and want to keep finding them a matter of a bunch of luck. So here's a tip for those who want anomalies to stay hidden on sensor map by now: Thanks to sources provided, it's clear that types of sensors embedded in a certain part are coded with a bit mask. So you may go to the "Parts\Sensor 8" folder of the mod, open parts.cfg and change sensorType value from 24 (which stands for Anomaly + Biome) to 8 (just Biome, which it firstly supposed to be like the folder name says ). That should work. I think you shouldn't worry even if somebody is using parts of your work as long as he doesn't make money with that. We are all interested in just making the game better, aren't we? Unless your ambitions extend to be a Monopolistic Developer of mapping addons, of course And guys, please be gentle with developers. They are investing their own time and effort for free to bring fun in our life and protecting their own work is absolutely their own right. So instead of attacking say THANKS A LOT.
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