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Everything posted by DBT85
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
Do you ever sleep? I've been on nights at work and you've replied fairly fast, now I'm back to living in the daytime and you're still at it!- 5,225 replies
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When I got KSP, it was in a steam sale. My brother showed me the game and I liked the look of it and as soon as I got home I bought it. Some months later we're sitting here with the (hotly debated) 1.0 announcement, and I'm having so much fun playing the game. The community is also adding more and more things every day with mods to just expand things in cool and interesting ways. And all Squad got from me for it was £10, minus whatever Mr Newell creamed off the top. Just feels a bit wrong.
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Unity 5, when it comes, is going to be very welcome for people I think.
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Yeah, I'd say things are less likely to break, but that some are still going to break from time to time.
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Do you feel KSP is ready for 1.0?
DBT85 replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
If they've fixed as many bugs as they say then yes. The question is, are lots of people now going to buy it that haven't already, who then might be annoyed if there are still janky things. Or, is it essentially going to be all the folk that already have it that just continue on, knowing that Squad will continue working on the game beyond release. One thing I've wondered is if KSP will ever get a sequel, or if its going to essentially be a continually evolving game. Surely at some point new revenue will need to be generated. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
Just playing with the new ExperimantalPart function, works well. I modified the wiki as you had "add = True" twice. I checked the code and you had a remove option which was what I expected so I changed the Wiki. Also just to be sure, only one part can be included in each behaviour correct? IE you can't do BEHAVIOUR { name = UnlockPart1 type = ExperimentalPart // The name of the part to add/remove. part = largeSolarPanel part = probeCoreOcto2 part = batteryBank } I've also used the new options on the debug menu, very nice. A couple of suggestions though. Currently as soon as you mouse off of a parameter the right hand side where the code is displayed vanishes. It would be handy if it didn't vanish unless you moused over another section. Also, would be handy to have a scroll bar in there for those longer sections if they appear. One of my partValidation segments is longer than the window can display.- 5,225 replies
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Contract Packs for Contract Configurator - General Thread
DBT85 replied to nightingale's topic in KSP1 Mod Development
The weight option might help that. Another option is disabling certain stock contracts, very useful for testing. I have them all off when testing and have disable satellite contracts in my main games. -
Contract Packs for Contract Configurator - General Thread
DBT85 replied to nightingale's topic in KSP1 Mod Development
Ok, CC-CP-Demo v0.1 is now on GitHub. A Contract Pack of demo contracts. Short, sharp and pointy. https://github.com/DBT85/CC-CP-Demo Anyone please feel free to contribute. Just ensure that any little packs for demo purposes are fairly concise and well commented. Thus far, just the three missions comprising the SpaceStation collection. 1) Putting an uninhabited first section of a Station into a specific orbit, using some specific parts 2) Putting 3 crew aboard for a minimum of 28 days 3) Adding a new specific module to the existing Station and then boosting the orbit The parts currently would need to be unlocked to actually do the mission obviously. Hopefully the boss himself can add the new behaviour before too long to unlock specific parts just for a contract! Same CC-BY-NC-SA-4.0 license as my other pack. As of Contract Configurator 0.5.8 this pack will not work in the game, the latest dll for Contract configurator will need to be downloaded and placed in the Contract Configurator folder. Hopfully 0.6.0 will be out soon and the new dll will be packaged with it. As a result I have not made a release yet. I'll update this post when needed. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
Oh they might not unlock, I've not tested them!- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
Nightingale, do you happen to know if the release of parts for testing is locked to the partTest Parameter you've given us, or if they can be unlocked for a mission without needing to be a partTest? I'm just wondering if its possible for a contract to unlock say 5 parts (if they aren't already) for the duration of a mission like a part test, but without actually being a part test contract. So maybe something like a "unlockPart = true" in the PartValidation parameter that could then unlock all child parts. So for example. PARAMETER{ // This vessel must be comprised of the following parts name = PartValidation type = PartValidation // These parts will be made available. unlockPart = True VALIDATE { part = crewCabin minCount = 1 maxCount = 1 } VALIDATE { part = RCSTank1-2 minCount = 1 maxCount = 1 } VALIDATE { part = RCSBlock minCount = 1 maxCount = 1 } VALIDATE { part = dockingPortLarge minCount = 2 maxCount = 2 } VALIDATE { part = batteryBank minCount = 1 maxCount = 1 } VALIDATE { part = largeSolarPanel minCount = 2 maxCount = 2 } } "The boffins have come up with some very shiny parts, however, we've only got a limited number until we can work out the manufacturing kinks. Use them to build the first module of our Space Station" Then it would be a typical partVaildation with these now unlocked parts. Then the typical orbit parameters. Without any of the "test this part in orbit" guff.- 5,225 replies
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I rewatched When We Left Earth just a few days ago! I did find it difficult to Kerbal while it was playing as I was getting to engrossed! Only seen From the Earth of the Moon once. Will be snagging my dads copy on Monday to rewatch. Also watched Apollo 13 again last night.
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[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
DBT85 replied to DBT85's topic in KSP1 Mod Releases
Do have a play if you have any ideas or specific requests then let me know. SCANSat was a mod I really wanted to use but only really did when I started making this. -
[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
DBT85 replied to DBT85's topic in KSP1 Mod Releases
The other SCANSat one only has a few missions and only in altimetry. It will likely be going soon. Each orbit had been tested (flown by hand by me and using Engineer only) to produce the results, early ones allow a 1 degree inclination window and wider margin on Ap & Pe. Later ones tighten up a bit, down to 0.4 degree inclination window and tighter Ap & Pe. I'll be updating with HiRes soon and am open for ideas and thoughts on any other changes. -
[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
DBT85 replied to DBT85's topic in KSP1 Mod Releases
There is, and that should work. -
Simply informing him that it is indeed there. Users have no idea that he isn't responsible for that listing, nor who did add it.
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Contract Packs for Contract Configurator - General Thread
DBT85 replied to nightingale's topic in KSP1 Mod Development
Now that my SCANSat pack is out and working I'll work on that demo pack we discussed. First 3 missions are written and well commented, just need to get back to a KSP machine and test them out with actual parts. The first 3 missions currently comprise and demonstrate use of the following parameters PartValidation, HasCrew, Duration, Define a Vessel, Recall a Vessel from past contract. 1) Putting an uninhabited first section of a Station into a specific orbit, using some specific parts 2) Putting 3 crew aboard for a minimum of 28 days 3) Adding a new specific module to the existing Station and then boosting the orbit -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
My SCANSat pack now has a thread and everything! http://forum.kerbalspaceprogram.com/threads/108097 Someone logged an issue on GitHub who used Linux with the framerate dropping really low too but never came back with answers to my questions. I've been running it for a week with no issues at all on my Win 7 build with 32gb of ram (32bit dx11 mode) or on my gfs laptop with 8 gb of ram and the intel on board GPU (standard mode). Can I check that you are running the DEV build of SCANSat? Available here Do you install EVERYTHING with CKAN? ContractConfigurator, SCANSAT 9 etc. EDIT: here is a screenshot of the debug log that the toher person put on GITHUB, Might be of some use to you Nightingale? Looked to me like maybe something was up with their CC install rather than the Pack? https://cloud.githubusercontent.com/assets/3991894/5796178/6633db6c-9f57-11e4-8f7e-38d65be70d8f.png- 5,225 replies
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A collection of contracts for SCANSat, all made using Contract Configurator! Description This is a Contract Pack for the popular SCANSat mod. I am not affiliated with the SCANSat mod, but just wanted some more detailed missions in the game. There are 12 one-time contracts included in the pack, covering every scannable body in the stock game. Some are simple "launch a satellite into xyz orbit and get the data", others offer you the chance to de-orbit a previous mission and one will give you the target of sending 3 probes (with an additional 2 optionally) to Jool in a bid to scan all 5 moons. Each mission is locked behind a collection of requirements. These requirements are either a) unlocking the required SCANSat part or b) reaching a certain percentage of coverage of either Kerbin, Mun or Minmus. You do NOT need to do a Duna mission to get the Jool mission for example. At this time, I'm not able to disable the built in SCANsat contracts. You can do this yourself temporarily with the menu for Contract Configurator that appears in your top right toolbar. Since this pack currently only covers your early missions for Lo Res Altimetry and Biome scans, you might want to turn the default ones back on at some point! The only requirement to actually complete each mission is that you put a ship in the planet/moon orbit that meets the specs (unmanned, with part) and then get the scan percentage. The orbits and deorbiting parts are all optional so don't fret! A word of warning, to get the orbit bonus you'll need to ensure that its your FIRST ship sent that meets the ship specs that does the job. If your first ship gets sent out, makes orbit but runs out of fuel before you can get to the specific orbit, you've lost your chance. WARNING: The missions that ask you to destroy an old ship only complete if you impact with terrain at present. Burning up in atmo or hitting the water don't trigger it. I've flagged this with Nightengale for Contract Configurator. But dude, SCANSat has contracts! It does! For my personal taste these are a little too vague in that its just a mission to get some SCAN data. These missions will offer rewards and suggestions for a specific orbit, the chance to bring down your old satellites as well as multi ship missions. Download CKAN: In CKAN, Select and download the mod "Contract Pack: SCANSat" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. SCANSat is a required dependency and can be downloaded from the SCANSat release thread ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. This SCANSat Contract Pack can be downloaded from GitHub. KerbalStuff: For you KerbalStuff users, you can download the latest release here Source The full source is available on GitHub. Change Log ContractPack-SCANSat 0.6.0 Changed some contract wording and specific parameters Added a new contract for Biome scans on Eve and Duna Rebalanced all contract rewards (they were a bit silly) Updated to be valid for 1.0.5 and beyond (in case I get distracted) ContractPack-SCANSat 0.5.2 Corrected a typo in the Tylo Min/Max Pe numbers, now you have a window larger than 60m to aim for! ContractPack-SCANSat 0.5.1 Updated for 1.02 and some minor changes. ContractPack-SCANSat 0.5.0 First full release with each contract tested and rewards balanced out Note for Existing SCANSat Saves If you are installing this on an existing save with SCANSat missions in progress, you will find some missions do not appear if you have already got more than 50% coverage of some bodies. License The SCANSat Contract Pack is licensed under CC-BY-NC-SA-4.0 Notes This is my first mod or pack or anything like that for any game ever. If you have any questions or suggestions please let me know! I've been exceedingly busy in the last 12 months or so so have had no time to play any games at all, let alone KSP
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
Naa, I've been flying each mission I've been cheating with unlimited fuel because frankly I didn't want to spend hours trying to design something powerful enough to take 5 probes to Jool! I do however now have a save with a probe on each body except Gilly so I can test new orbits if someone suggests a better one for one of the missions. Going to spend a few days working out what I want to do next. Might get that small collection of demo contracts done. Looking forward to 0.6.0! Did we cover the option of a contract adding a craft file?- 5,225 replies
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Losing bits when aerobraking with FAR - solutions?
DBT85 replied to eddiew's topic in KSP1 Gameplay Questions and Tutorials
Maybe try the ADEPT mod. Nice big extending heat shield. -
Good luck for your next attempt! Your first dock is always fun.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
I can finally report that my SCANSat pack is now at 0.5.0. All 11 missions are locked behind requirements, all have had rewards tweaked and I finally got screens of them all to make myself a thread this evening. Also I've now scanned every body in the game that can be scanned, cept for gilly (I missed Gilly and havn't been back). Before I started this pack I'd only been to Duna, once. The zip can be got from the release page and it should be available from CKAN within an hour or so.- 5,225 replies
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I try and build vessels in such a way that parts either a) fall back to kerbin or slam into the planet I'm heading to.