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Everything posted by tjsnh
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How did you get the props to rotate like that? AFAIK none of the stock parts do that kind of rotation?
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oo would love to see a Venera! It's always been a bit of a pain to re-create using the stock parts.
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- totm march 2020
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Perfect, thank you. Indeed, for some of the "progression"-ish contracts I want them to basically always come up once the player is eligible. I'll default them to 200 for now and see how it goes.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Next stupid question - what is the range of the variable "weight = X" for a contract? The examples set weight to 10, but is 10 the max? (the weight variable that sets the chance for the contract to be available in the first place)- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
The sequenced example you posted worked perfectly. Thanks so much, this is going to serve as the template for tons of other contracts. The functionality is a lot more object oriented than I had originally thought, the define= makes sense from an OO standpoint - I just wasn't thinking in those terms. Is it safe to assume that vessel = Whatever should be unique to each contract, assuming the player is intended to only be doing one at a time? It looks like the 'state' will carry through cross-contract otherwise? vessel = kerbin orbiter vessel = munar flyby vessel = minmus lander so on, and so on?- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Doesn't this mean that the vessel will need to have a pre-defined name? For example, the rocket/capsule would need to be named Kerbin Orbiter when built in the VAB? - - - Updated - - - (For context, I'm working on drafting up a set of alternate "progression" contracts to replace, or supplement, the base squad ones. Trying to add more "space race" type milestones. Once I get it up and working, I'll be posting a download link to share)- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Still nothing. Ive tried disableonstatechange as both true, and false. I've tried defining it in the contract block, and inside the parameter blocks, still nothing. I can't seem to get the ReachSituation Orbiting to stay completed after the de-orbit burn no matter how I define the contract.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Ok, having some trouble getting the reachdestination and reachsituation to work how I wanted. Also, a question about VesselHasVisited The objective is only "completed" _while_ the vessal is in those conditions. For example, I have a simple contract (in the spoiler) to send a kerbal into space, orbit kerbin, and land safely. It can't be completed, because reachsituation orbiting uncompletes itself after the retroburn, and obviously ReturnHome isn't completed while still in orbit. Is there a better way to do this contract? Also, I tried using VesselHasVisited to do a mun flyby-and-return-safely mission but I couldn't get the flyby condition to complete. I flew in, and out, of the Mun SOI several times, no luck. Am I misunderstanding what "flyby" means for VesselHasVisited? (I hope I'm not too annoying with my 50 questions) CONTRACT_TYPE { name = FirstMannedOrbital title = Launch a Kerbal into orbit. description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a Kerbal in a stable orbit, and bring him back alive. We're all counting on you! synopsis = Put Kerbal in orbit. completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin and returned him to the surface alive! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 150000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 //REQUIREMENT //{ // name = ReachSpace2 // type = ReachSpace //} PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = ReachSituation2 type = ReachSituation situation = ORBITING } PARAMETER { name = ReachDestination2 type = ReachDestination targetBody = Kerbin } PARAMETER { name = ReturnHome1 type = ReturnHome } } } EDIT: as a troubleshooting step, I tried using disableonstatechange = true , but it hasn't helped. PARAMETER { name = ReachSituation2 type = ReachSituation situation = ORBITING disableOnStateChange = true } Still uncompletes after de-orbit burn- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Awesome, I'll re-do them using ReachDestination / situation , thanks!- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Ok - not sure if I've run into a bug or an error in my configurations. I have 3 contracts - one to orbit an unmanned probe, and a second to orbit a kerbal. I completed the contract to orbit a kerbal. Everything works great, and the previous bug with the manned ship also counting as unmanned did not happen. I went to do a probe, and as soon as the probe hit the launchpad I got the orbit-a-probe contract completed. It seems that the "reach orbit" carried over from the previous manned contract. The third contract is to send a kerbal to another planet, I used an "any" objective just to put a kerbal into any other planet's SOI and return him home. I get the green checkmark even with a probe for 1 pilot crew, and the list of optional planet objectives doesnt show up on the checklist for the contract (but DOES show up in the contract building). Not sure if this is working as intended or if I need to configure the contract differently for what I'm trying to do. Screenshot in VAB with probe core vessal (no crew) here http://imgur.com/SJalGDN and CFG for the three contracts in the spoiler. CONTRACT_TYPE{ name = FirstOrbitalSatellite title = Launch the first orbital Satellite description = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space! synopsis = Put a satellite in orbit. completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 50000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = EnterOrbit1 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } } } CONTRACT_TYPE { name = FirstMannedOrbital title = Launch a Kerbal into orbit. description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a Kerbal in a stable orbit, we're all counting on you! synopsis = Put Kerbal in orbit. completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 150000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterOrbit2 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } } } CONTRACT_TYPE { name = FirstPlanetaryFlyby title = Launch a Kerbal to another planet. description = We have reached the point where we are ready to start exploring the rest of the Kerbin system. Send a Kerbal on a return-trip to space near any other planet in the solar system, and bring him back to Kerbin safely. synopsis = Send a Kerbal to another planet. completedMessage = Success! We have returned a Kerbal to the ground after visiting space near another planet! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 150000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup4 type = VesselParameterGroup PARAMETER { name = HasCrew4 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = Any4 type = Any PARAMETER { name = EnterSOI4001 type = EnterSOI targetBody = Duna } PARAMETER { name = EnterSOI4002 type = EnterSOI targetBody = Eve } PARAMETER { name = EnterSOI4003 type = EnterSOI targetBody = Dres } PARAMETER { name = EnterSOI4004 type = EnterSOI targetBody = Jool } PARAMETER { name = EnterSOI4005 type = EnterSOI targetBody = Moho } PARAMETER { name = EnterSOI4006 type = EnterSOI targetBody = Eeloo } } PARAMETER { name = ReturnHome4 type = ReturnHome } } }- 5,206 replies
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The new ALV stack separator is going to see a _LOT_ of use ....
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
WOO! Glad to see the update, I'll be playing around with it tomorrow and will post if I have any more of those issues from earlier in the week. Thanks so much for this mod!- 5,206 replies
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Well, even if so, the VA looks off-scale compared to the other parts and seems too "short" compared to the actual capsule.
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Just curious if you ever plan to revisit the VA capsule model. The model that comes in the pack seems to be a little short, and feels like it's too small to hold 3 kerbals (or two, really). It's the only one of your command pods which doesn't seem to quite fit the size/shape of the others. If you compare these two pictures to the VA in the pic directly above this post, it might make what I'm saying a little more clear : Trust me, I'm not complaining - this parts pack has completely changed the game for me - just asking the question if you plan to revisit the VA at any point, or any of the older parts really.
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YES lets have the N-1 !!!
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
I unloaded all mods, loaded KSP stock, launched a generic rocket, re-installed my mods, launched KSP, and everything seems fine now .... *shrug* I'll keep an eye out for this, and post logs if it happens again.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Awesome! As silly as it sounds - I feel a little better knowing it was an actual bug, and not just my own idiocy. ;-) (Having worked in IT for 15 years, I usually assume it's my own "user error" before I suspect a bug in the code) Glad I could contribute to helping find a problem. I'll check back in a day or two looking for the 5.0 update! - - - Updated - - - Ok, might be something new; I've started getting a bunch of errors (in the debug log) and am not able to stage into (or manually activate) any decouplers. [Exception]: NullReferenceException: Object reference not set to an instance of an object This started happening after I added a bunch of new exploration contracts (sending probes into SOI of other planets, etc - nothing relating to part testing or anything like that). My entire CFG is pasted in the spoiler. Is this a known issue, or might something odd be happening? CONTRACT_CONFIGURATOR { // disabledContractType = AltitudeRecord // disabledContractType = ARMContract // disabledContractType = BaseContract // disabledContractType = CollectScience // disabledContractType = ExploreBody // disabledContractType = FirstLaunch // disabledContractType = GrandTour // disabledContractType = ISRUContract disabledContractType = OrbitKerbin // disabledContractType = PartTest // disabledContractType = PlantFlag // disabledContractType = ReachSpace disabledContractType = RescueKerbal // disabledContractType = SatelliteContract // disabledContractType = StationContract // disabledContractType = SurveyContract } CONTRACT_TYPE{ name = FirstOrbitalSatellite title = Launch the first orbital Satellite description = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space! synopsis = Put a satellite in orbit. completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 50000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = EnterOrbit1 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } } } CONTRACT_TYPE { name = FirstMannedOrbital title = Launch a Kerbal into orbit. description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a lone Kerbal in a stable orbit, we're all counting on you! synopsis = Put Kerbal in orbit. completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 150000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterOrbit2 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } } } CONTRACT_TYPE { name = FirstMunarFlyby title = Launch a Kerbal around the Mun. description = Our next goal is to launch a live Kerbal around the Mun, and return him safely to Kerbin. Make this happen, and we'll score big! synopsis = Send a Kerbal around the Mun. completedMessage = Success! We have returned a Kerbal to the ground after launching around the Mun! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 150000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup3 type = VesselParameterGroup PARAMETER { name = HasCrew3 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterSOI3 type = EnterSOI targetBody = Mun } PARAMETER { name = ReturnHome3 type = ReturnHome } } } CONTRACT_TYPE { name = FirstPlanetaryFlyby title = Launch a Kerbal to another planet. description = We have reached the point where we are ready to start exploring the rest of the Kerbin system. Send a Kerbal on a return-trip to space near any other planet in the solar system, and bring him back to Kerbin safely. synopsis = Send a Kerbal to another planet. completedMessage = Success! We have returned a Kerbal to the ground after visiting space near another planet! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 150000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup4 type = VesselParameterGroup PARAMETER { name = HasCrew4 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = Any4 type = Any PARAMETER { name = EnterSOI4001 type = EnterSOI targetBody = Duna } PARAMETER { name = EnterSOI4002 type = EnterSOI targetBody = Eve } PARAMETER { name = EnterSOI4003 type = EnterSOI targetBody = Dres } PARAMETER { name = EnterSOI4004 type = EnterSOI targetBody = Jool } PARAMETER { name = EnterSOI4005 type = EnterSOI targetBody = Moho } PARAMETER { name = EnterSOI4006 type = EnterSOI targetBody = Eeloo } } PARAMETER { name = ReturnHome4 type = ReturnHome } } } CONTRACT_TYPE { name = FirstPlanetaryProbe title = Launch a probe to another planet. description = Our science has reached an advanced enough state where we can start launching interplanetary probes! Send a probe to space near another planet! completedMessage = Success! We have launched a probe to space near another planet! agent = OKB-1 cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 150000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup5 type = VesselParameterGroup PARAMETER { name = HasCrew5 type = HasCrew minCrew = 0 maxCrew = 0 } PARAMETER { name = Any5 type = Any PARAMETER { name = EnterSOI5001 type = EnterSOI targetBody = Duna } PARAMETER { name = EnterSOI5002 type = EnterSOI targetBody = Eve } PARAMETER { name = EnterSOI5003 type = EnterSOI targetBody = Dres } PARAMETER { name = EnterSOI5004 type = EnterSOI targetBody = Jool } PARAMETER { name = EnterSOI5005 type = EnterSOI targetBody = Moho } PARAMETER { name = EnterSOI5006 type = EnterSOI targetBody = Eeloo } } } }- 5,206 replies
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Maybe I'm missing something obvious .. But I can't figure out for the life of me how to set a section of a post as a "spoiler" block, so you have to click on it to expand the section, and it's hidden by default. I've googled and combed the forum for almost an hour without any luck. What am I missing? ____________ found it : use [ SPOILER = "Title" ] yourstuff
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
I tried trait = pilot in addition to, and instead of, the min/max values. Same results. The game DOES correctly detect the presence of a pilot, and without the crew min/max values the contract "works" correctly - BUT it still fulfills the "unmanned" requirement in other contracts at the same time. - - - Updated - - - For context to the above, here is my entire cfg file : CONTRACT_TYPE{ name = FirstOrbitalSatellite title = Launch the first orbital Satellite description = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space! synopsis = Put a satellite in orbit. completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin! cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 50000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = EnterOrbit1 type = EnterOrbit targetBody = Kerbin } } } CONTRACT_TYPE { name = FirstMannedOrbital title = Launch a Kerbal into orbit. description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a lone Kerbal in a stable orbit, we're all counting on you! synopsis = Put Kerbal in orbit. completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin! cancellable = false declinable = false prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunds = 150000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterOrbit2 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } } } Eventually I'll add a requirement to the manned orbital contract to have left the atmosphere, and to return the mission safely to the ground, but I want to master the correct setting of objectives before I start on pre-req requirements.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Excellent, thanks - that makes a lot more sense. (the fix you posted works pefectly) (I _JUST_ started playing with this mod today - it has amazing potential!!!) - - - Updated - - - Ok, next noob question. I'm having trouble getting a contract to recognize I have a crew member. The following parameter section, to place a kerbal in orbit PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew minCrew = 1 maxCrew = 2 } PARAMETER { name = OrbitPeriapsis2 type = OrbitPeriapsis targetBody = Kerbin minPeA = 70000 } } On launching, it doesn't recognize that my pod has a crew member (no green circle), and additionally it shows my craft has having no crew for a different contract. I've tried lauching a regular rocket mission as well as just a crew pod and nothing else. Same results. Thoughts?- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Having some trouble, maybe someone can help. I'm trying to make a contract to simply orbit a satellite - and it's not showing up as an available contract. I know the mod is loaded, as I made another test contract (just to reach 10k feet) which shows up correctly. Here's what I have: CONTRACT_TYPE { name = FirstOrbitalSatellite title = Launch the first orbital Satellite description = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space! synopsis = Put a satellite in orbit. completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin! cancellable = false declinable = false prestige = Exceptional targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50 rewardReputation = 20 rewardFunder = 100000 failureReputation = 10 failurefunds = 10000 advanceFunds = 10000 weight = 10.0 PARAMETER { name = HasPassengers type = HasPassengers minPassengers = 0 maxPassengers = 0 } REQUIREMENT { name = Orbit1 type = Orbit // Target celestial body. Defaults to the targetBody of the contract. targetBody = Kerbin } } Any insight as to what I'm doing wrong? I can't get it to show up without the passenger block either. I've also performed some basic troublehsooting - new career, load existing career, play through fresh career a bit and finish the basic default contracts, disable the default contracts, so on and so on.- 5,206 replies
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Awesome, thanks. Looks like the SXT N-1like parts are the ones I'll use for now.
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