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tjsnh

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Everything posted by tjsnh

  1. That new PPTS capsule looks amazing in the teaser screenshot you just posted. Is there any way to bribe/convince/whatever you to make a 'chute for it like the soyuz (with the top-decoupler functionality) but 1.25m to fit on top of the PPTS?
  2. Re Vostok Decoupler : The shape is also kindof iffy. Something to consider - make the spherical mono tanks part of the decoupler itself, maybe build in an extending antenna or something and 50 charge of battery power. It would make it more "service module y" and might touch up he visuals a bit. I can't speak for anyone else, but anytime I use it I always stick 8 of the sphere tanks in a ring along it's top base to make a "nest" for the vostok pod (as in the IRL design), integrating the two might make sense. OR, as an alternative, perhaps give the vostok pod itself a "skirt" fairing, with the sphere tanks (or visuals for them) similar to the SXT vostok pod so that a regular decoupler (like the excellent, slim, soyuz one) can be used with it? Just throwing ideas at the wall. - - - Updated - - - Also, that PPTS preview is epic.
  3. Since you mentioned revisiting the vostok parts : a suggestion / thought The vostok decoupler (the orangeish one) is the one vostok part that I think needs to be re-done more than any others, and here's why : it's got only one use. I've yet to be able to make it useful in any role other than mounting the vostok capsule (which it does do nicely). All of the other parts in the pack are useable mix-and-matched in all kinds of roles - For example, I can't even begin to tell you all the things I do with the soyuz parachute (that has the built-in top decoupler) and the little round RCS tanks that come with Vostok. As I think I've mentioned before, I'm pretty picky with the add-on parts I use - currently 99% of my add-on parts are from the Tantares and TantaresLV packs (I use the sputnik from SXT, a 1.25m nosecone from something else, a single static light part from StationPartsExpansion, etc) and I've even pruned the Tantares packs of any parts I don't use (I don't use the fuji, for example, so I removed it in my install - it's great, just not something I find a use for with my stylistic choices) but that one leftover vostok decoupler is always there, taunting me, because no other decoupler fits the vostok capsule in a way that looks good but yet the decoupler is currently useless for almost anything else. Just my 2cents, and thanks again for all the outstanding work!
  4. Good feedback - I had forgotten that the player might have more than one pack installed. Will tweak this in the next update. - - - Updated - - - Put the date in the title. Should work with ckan, dont know what AVC is.
  5. Version 2.03 released - SIGNIFICANT update. Make sure you update contractconfigurator to the version that was released today.
  6. Noted, fixed, 1.1 updated to kerbalstuff. Any other bugs or typos just post them here. I have a long, passionate, love affair with the red squigglies due to my typing speed and I'm sure another one or two got through.
  7. Yep, will always be separate. I HATE having to pull-apart someone else's mod to get the 1 thing I want, so when I publish stuff I try not to "bundle" it like that ;-)
  8. If you come up with any you think would fit well, send them to me in a PM and I'll cobble em in with the next release.
  9. I don't use Ckan personally, but when I uploaded it to kerbalstuff I checked the box for "add to ckan" so ... I hope so? ...
  10. It eliminates the default "reach X altitude", "orbit kerbin", and "plant flag" contracts. Other than that, it is all complimentary/additional.
  11. Already on the roadmap. The next version will have missions for lander-probes instead of just flyby/orbit probes, I tend to flip back and forth between ways to script that sort of thing. I'm working on a "space race" total-conversion mod, which this will be a part of, along with a 100% custom tech tree, and so on. I _FINALLY_ got the ok from the various parts-mod creators to re-distribute some of their parts that I'm using (as to avoid having it depend on 10 other mods), so it'll probably be sooner rather than later at this point. Though my plan is to keep each part separate so they can be used individually if folks don't want to go the "total conversion" route.
  12. I plan to add more, going forward - stuff like "first eva" , "first docking" , "first EVA crew transfer in space" , "perform an EVA in space around another planet" so on and so on, it's just going to take time to tweak and test all the stuff I have planned. Figured what I've got now is a good stable enough point for a 1.0 release.
  13. REPLACED Use the new replacement instead: http://forum.kerbalspaceprogram.com/index.php?/topic/144401-additional-progression-contracts-10-72316/
  14. Despite being a beta, the BlokD is getting a LOT of use in my current save :-)
  15. Finally have the first release of my advanced progression contract pack ready: http://forum.kerbalspaceprogram.com/threads/113119-Advanced-Progression-Contracts (Please post any bug reports on the APC thread, not here) Feel free to link, redistribute, flame, etc.
  16. Found a bug - the landing legs. If you start with them deployed, launch, hit G to retract , hit G again to extend, then hit G a third time to retract (and on any further extend/retract cycles) the legs "snap" into place instead of going through the animation. Basically, they only go through the retract animation the first time you retract them.
  17. Question - is there a list of items that are going to be deprecated (if any) in 7.0 ? Given that I'm on the cusp of putting out the contract pack (probably tomorrow, long day coming up) I'd like to make it a little future-proof if possible
  18. Ok - further testing has given good results. It's working, I think, but I have it working two ways and would welcome thoughts on which to use. First - the testing. I used four contracts to test with, the differences should be semi obvious : //////////////////////////// CONTRACT_TYPE { name = TESTA1 title = TESTA1 description = TESTA1 notes = Complete the following: synopsis = TESTA1 completedMessage = TESTA1 agent = Kerbin World-Firsts Record-Keeping Society cancellable = false declinable = false prestige = Trivial targetBody = Minmus maxCompletions = 1 rewardScience = 100.0 rewardReputation = 20.0 rewardFunds = 100000.0 advanceFunds = 10000.0 weight = 99.0 PARAMETER { name = VesselParameterGroupA type = VesselParameterGroup define = Landermission PARAMETER { name = HasCrewA1 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = ReachStateA1 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlagA1 type = PlantFlag targetBody = Minmus completeInSequence = true } PARAMETER { name = ReturnHomeA1 type = ReturnHome vessel = Landermission completeInSequence = true } } } //////////////////////////// //////////////////////////// CONTRACT_TYPE { name = TESTB1 title = TESTB1 description = TESTB1 notes = Complete the following: synopsis = TESTB1 completedMessage = TESTB1 agent = Kerbin World-Firsts Record-Keeping Society cancellable = false declinable = false prestige = Trivial targetBody = Minmus maxCompletions = 1 rewardScience = 100.0 rewardReputation = 20.0 rewardFunds = 100000.0 advanceFunds = 10000.0 weight = 99.0 PARAMETER { name = VesselParameterGroupB1 type = VesselParameterGroup PARAMETER { name = HasCrewB1 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = ReachStateB1 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlagB1 type = PlantFlag targetBody = Minmus } PARAMETER { name = ReturnHomeB1 type = ReturnHome completeInSequence = true } } } //////////////////////////// //////////////////////////// CONTRACT_TYPE { name = TESTA2 title = TESTA2 description = TESTA2 notes = Complete the following: synopsis = TESTA2 completedMessage = TESTA2 agent = Kerbin World-Firsts Record-Keeping Society cancellable = false declinable = false prestige = Trivial targetBody = Minmus maxCompletions = 1 rewardScience = 100.0 rewardReputation = 20.0 rewardFunds = 100000.0 advanceFunds = 10000.0 weight = 99.0 PARAMETER { name = VesselParameterGroupA21 type = VesselParameterGroup PARAMETER { name = VesselParameterGroupA22 type = VesselParameterGroup define = Landermission PARAMETER { name = HasCrewA2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = ReachStateA2 type = ReachState situation = LANDED completeInSequence = true } PARAMETER { name = PlantFlagA2 type = PlantFlag targetBody = Minmus completeInSequence = true } } PARAMETER { name = ReturnHomeA2 type = ReturnHome vessel = Landermission completeInSequence = true } } } //////////////////////////// //////////////////////////// CONTRACT_TYPE { name = TESTB2 title = TESTB2 description = TESTB2 notes = Complete the following: synopsis = TESTB2 completedMessage = TESTB2 agent = Kerbin World-Firsts Record-Keeping Society cancellable = false declinable = false prestige = Trivial targetBody = Minmus maxCompletions = 1 rewardScience = 100.0 rewardReputation = 20.0 rewardFunds = 100000.0 advanceFunds = 10000.0 weight = 99.0 PARAMETER { name = VesselParameterGroupB21 type = VesselParameterGroup PARAMETER { name = VesselParameterGroupB22 type = VesselParameterGroup PARAMETER { name = HasCrewB2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = ReachStateB2 type = ReachState situation = LANDED completeInSequence = true } PARAMETER { name = PlantFlagB2 type = PlantFlag targetBody = Minmus } } PARAMETER { name = ReturnHomeB2 type = ReturnHome completeInSequence = true } } } //////////////////////////// All four seem to transfer the "weak" landed-ness back to the return ship after docking AND/OR after EVA'ing a kerbal over from the lander. Clearly, progress. :-) A2 and B2 allow completion AFTER re-docking the lander & return ship by simply launching a "10 meter hop" ship off the launchpad. A1 and B1 both require the correct ship to return home. They still work if the lander is "terminated" from KSC before the returnship gets home. Any thoughts or advice on if I should go with A1 or B1 as the template?
  19. A few different iterations, for testing purposes. I'll write up a more detailed post for analysis.
  20. Still having some trouble getting the returnhome to work correctly and ONLY trigger from the return capsule coming back from the moon-in-question. I can get it to trigger, but only if the actual lander returns (DA mission profile works) _OR_ I can get it to trigger BUT you can do the "launch something 20 feet up, and land back on the pad" trick to get credit for that parameter. Frustrating. I may just scrap the "return home alive" part of the mission, in the interest of getting the mission pack "done". I had wanted to force the come-back-alive as a way to discourage one-way suicide missions to Eve or the Joolian moons.
  21. Looking forward to the BlokD release, it will be nice to have something to fill the interplanetary-probe roll of the LV-N that's not quite so damned long.
  22. Excellent, I'll use that for some more tweaking. Thanks again.
  23. So with the new revision, and the completeinsequence flag, does this syntax construction look correct? //////////////////////////// CONTRACT_TYPE { name = TESTMINMUSLANDING2 title = TESTMINMUSLANDING2 description = TESTMINMUSLANDING2 notes = Complete the following: synopsis = TESTMINMUSLANDING2 completedMessage = TESTMINMUSLANDING2 agent = Kerbin World-Firsts Record-Keeping Society cancellable = false declinable = false prestige = Trivial targetBody = Minmus maxCompletions = 1 maxSimultaneous = 1 rewardScience = 100.0 rewardReputation = 20.0 rewardFunds = 100000.0 advanceFunds = 10000.0 weight = 99.0 PARAMETER { name = VesselParameterGroup992001 type = VesselParameterGroup define = Lander title = Mission Requirements PARAMETER { name = VesselParameterGroup992002 type = VesselParameterGroup PARAMETER { name = HasCrew992001 type = HasCrew define = Lander trait = Pilot minCrew = 1 } PARAMETER { name = PlantFlag type = PlantFlag targetBody = Minmus } } PARAMETER { name = VesselParameterGroup992002 type = VesselParameterGroup vessel = Lander PARAMETER { name = ReturnHome992001 type = ReturnHome completeInSequence = true } } } } //////////////////////////// Edit : Doesn't seem to work, same issue I was having before with the landing failing to complete the contract. More tinkering to do. Edit2 : removing vessal = lander in the returnhome parameter (from the example in the spoiler) SEEMS to have done the trick, but more testing is needed to see if it's abuse-able. Edit 3 : Ok - found an issue. Current behavior with contract in spoiler (minus the vessal = lander) is thus : Launch Pod A, park in kerbin orbit Launch Pod B, go plant flag on minmus Land pod A back on Kerbin Mission completion credit triggers. Suggestions?
  24. Ok, I'll wait for the update and take another crack at it. No rush, and thank you for your amazing work. With trial & error I've been able to get all my other contracts to work how I want, the "land and then return alive" is the ONLY mission profile still giving me issues - and only because I'm trying to "idiot-proof" it incase the player gets creative with their mission. :-) Part of the challenge has been trying to craft it so that you can't send a manned ship, which detaches a PROBE to land. I'm thinking that in the next iteration of this mission profile I'm going to have the "plant flag" be the surface objective rather than reachsituation=landed , since it basically assures a kerbal MUST be present to perform the flag drop.
  25. Ok, update : reachstate situation=landed seems to "transfer" after docking (contract panel has it checked off) but after doing so, ReturnHome doesn't trigger after landing. Test mission was a basic apollo/lem style trip to minmus. LEM lander pod docked with returncapsule after landing, then undocked and discarded (still in orbit of minmus) before the return trip to kerbin. //////////////////////////// CONTRACT_TYPE { name = TESTMINMUSLANDING title = TESTMINMUSLANDING description = TESTMINMUSLANDING notes = Complete the following: synopsis = TESTMINMUSLANDING completedMessage = TESTMINMUSLANDING agent = Kerbin World-Firsts Record-Keeping Society cancellable = false declinable = false prestige = Trivial targetBody = Minmus maxCompletions = 1 maxSimultaneous = 1 rewardScience = 100.0 rewardReputation = 20.0 rewardFunds = 100000.0 advanceFunds = 10000.0 weight = 99.0 PARAMETER { name = Sequence992001 type = Sequence title = Land on minmus and come back home PARAMETER { name = VesselParameterGroup992001 type = VesselParameterGroup define = Lander PARAMETER { name = HasCrew992001 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = ReachState992001 type = ReachState vessel = Lander targetBody = Minmus situation = LANDED } } PARAMETER { name = VesselParameterGroup992002 type = VesselParameterGroup vessel = Lander PARAMETER { name = ReturnHome992001 type = ReturnHome } } } } //////////////////////////// [LOG 07:41:42.737] [Tantares.Parachute.A]: Activated [LOG 07:41:43.391] [Progress Node Reached]: ReturnFromOrbit [LOG 07:41:43.392] [Progress Node Complete]: ReturnFromOrbit [LOG 07:41:43.393] FF: vessel situation change for Tantares.Crew.A (TestMinmusMission), situation changed from FLYING to SPLASHED [LOG 07:41:43.393] FF: situation change for active vessel [LOG 07:41:43.401] [02:59:16]: RP-1 Inline Return Parachute splashed down hard and was destroyed. [LOG 07:41:43.401] [Tantares.Parachute.A]: Deactivated [LOG 07:41:44.205] FF: vessel situation change for Tantares.Crew.A (TestMinmusMission), situation changed from SPLASHED to FLYING [LOG 07:41:44.206] FF: situation change for active vessel [LOG 07:41:45.322] FF: vessel situation change for Tantares.Crew.A (TestMinmusMission), situation changed from FLYING to SPLASHED [LOG 07:41:45.322] FF: situation change for active vessel [LOG 07:42:14.510] Flight State Captured Note the log entries [LOG 07:41:43.391] [Progress Node Reached]: ReturnFromOrbit [LOG 07:41:43.392] [Progress Node Complete]: ReturnFromOrbit Not sure whats up. Should I not be using a SEQUENCE to accomplish this?
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