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nightingale

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Everything posted by nightingale

  1. I have to throw in a couple things here: If contracts are your kind of thing, Field Research has some contracts that will give you suggested waypoints for these hard-to-find combinations. You can also get landed on Water by EVA'ing and standing on your ship. You can get this for non-EVA experiments by landing on a ship (or if you're clever, build a ship with a bottom section that floats, and decouple a top section with loads of experiments - FOR SCIENCE).
  2. Correct, I documented them here. They are 1.0, 1.25 and 1.5. It makes more sense for non-Contract Configurator contracts as making a single contract type is a much bigger investment, so it pays to have it work differently for the different prestige levels. It's something that I've been meaning to get in for a little while now, right now it's fairly limited in what you can do. I've raised [#279], although I'm not sure I'll be able to get in for 1.6.0, so I've targeted 1.6.1 (or so). Please comment there if there's some specific thing you need beyond what you've mentioned in the thread here. If it's reasonably small I may be able to push it into the 1.6.0 release instead. EDIT: Didn't answer this part: Don't have it, I'll add in 1.6.0 - [#280].
  3. Awesome mission report. I didn't realize that you'd get higher recovery value from KSC2 - I wonder if that's stock behaviour?
  4. Yes, just introduced in the last release! To get a value of 10000 regardless of the body modifier: rewardFunds = 10000 / @targetBody.[COLOR=#333333]Multiplier()[/COLOR] And if you also want to ignore the contract prestige multiplier: rewardFunds = 10000 / [COLOR=#3E3E3E]ContractMultiplier[/COLOR][COLOR=#333333]()[/COLOR]
  5. Squad is using their core team to upgrade to Unity 5, which will involve a lot of bug fixing along the way. I'd also imagine that bugs fixes are happening concurrently, event though we don't get dev notes every week with every advertising how many bugs they've fixed. Along-side that activity, they've got their team of modders adding the cool features that were probably already on their roadmap. So although I'm sure there will be plenty of bugs left in 1.1, I'm happy to have RoverDude, Arsonide and Porkjet speeding things along by adding the features that Squad don't have time for because they're too busy on stuff that relates directly to the stability/buginess of the game!
  6. Hard to say, I'd need more info - what's the actual FPS difference, which scene was this in, and is it the same with the contracts app open or closed? I suspect that the major issues are fixed - but it's possible there's still some problems that are out of my control. Unfortunately, because this mod is either getting thrown away or completely rewritten with the release of KSP 1.1 to the changes made there, I don't have too much enthusiasm for performance fixes that'll only last for a couple more months.
  7. Agreed, it could stand being a bit higher. Increased the reward for that one for the next release.
  8. Thanks for the tip, everything looks good on my side, it's either a CKAN issue or a CKAN issue with your install. Hopefully the guys on the CKAN thread will be able to sort it out.
  9. It is due to New Horizons, but I've put a fix into Contract Configurator 1.5.5 so that it doesn't cause an exception (it just won't generate that contract, which wouldn't have worked anyway). After CC 1.6.0 comes out, I'm going to do a New Horizons pass to all my contract packs so they support it (so for that moon contract it'll offer it for Sonnah's other moons).
  10. New release, bug fixes and a few small changes - download now! Contract Configurator 1.5.5 New MissionTimer parameter for displaying a count-up timer (use it for challenges!). New functions/methods related to contract multipliers - ContractMultiplier(), CelestialBody.Multiplier() ContractPrestige.Multiplier(). Made contract deadline independent of targetBody multiplier (thanks NathanKell). Correctly update Contracts Window Plus when contract state + titles changes at the same time. Improved error handling in parameter generation for unexpected scenarios - fixes New Horizons issues (thanks kp0llux & kingoftheinternet).
  11. Sounds like you're not on the latest version. A parameter factory is a factory where parameters are made! EDIT: That being said, the error isn't all that user friendly, I'll clean that up. EDIT2: So sorry, I just realized you are WAY ahead of the game, since I am just releasing the changes for MissionTimer right... NOW!
  12. My plan is to have a contract to get to point A, start the timer, get to point B, and end the mission. Eventually I want to add persistant data storage so that a "fastest time" gets recorded. (and ultimately spawn in an "easter egg" vessel if the contract is completed in X amount of time. Any help is apprecieated I usually just keep trying 1000000 times until I get it to work, but I thought it might help to ask around You're probably the first one using it, since it's so new. It looks fine the way you have it set up, but your second VisitWaypoint should have index=1 (right now both the start and end look at the same waypoint). If you have other issues with the MissionTimer let me know - it could always be a bug.
  13. It's a known issue (#14). After Contract Configurator 1.6.0 comes out I'm going to do a New Horizons pass through all my contract packs - shouldn't take too long to get them going. For the most part the RemoteTech one does work, but you won't get contracts for Sonnah's other moons. Oh and it'll probably get the distances confused and treat every other planet as an "outer" planet and may not give you those contracts until late in the tech tree. So it'll work... but the progression is all messed up.
  14. Thanks, glad to see you're still working on that campaign!.
  15. Awesome, I'm always happy to see more contract packs, congrats on the release!
  16. Very cool, this one took me by surprise! Have some rep! - - - Updated - - - That would be the NewVessel parameter, introduced in CC 1.5.1.
  17. You don't have to be in space - could be that you weren't close enough? If you send a screen shot that shows the contract app while you're over the waypoint, I can tell you what the issue is. Also possible that they're is a bug too - maybe include a ksp.log just in case.
  18. You're close, see the List methods. What you want is: [COLOR=#333333]AllBodies().Where(cb => cb.HasSurface() && cb.IsMoon()).Exclude[/COLOR][COLOR=#ff0000]All[/COLOR][COLOR=#333333]([/COLOR][COLOR=#ff0000][[/COLOR][COLOR=#333333]Kerbin,Aptur,Serran,Mun[/COLOR][COLOR=#ff0000]][/COLOR][COLOR=#333333])[/COLOR] This should also work: [COLOR=#333333]AllBodies().Where(cb => cb.HasSurface() && cb.IsMoon() && cb.Parent() != Sonnah)[/COLOR]
  19. Actually this one comes up from time to time, raised [#276] to make the time limit display in a more obvious way.
  20. Few days late on the reply, but check out HMV's (5thHorseman's) latest video. He only crashes a little bit while landing there:
  21. Check again - more than likely you missed the timer condition - tito needs to stay in orbit for a set period of time.
  22. I just assumed you're trying to maintain linuxgurugamer's original intent. It was an arbitrary number to account for any number of planet packs. One day I'll think of a way to do auto-expand that rather than having to make that huge messy structure. No problem! Technically workable. The crash is due to a bug somewhere in mono. Usually moving stuff around into DATA nodes (or breaking them up into smaller chunks) works around it. If I'm ever able to reliably reproduce it with a simple test case I'll see if I can change my code to work around the issue... but it doesn't come up very often and the expression handling logic is very complicated... so I don't want to mess around with it too much.
  23. Careful, you're significantly changing the contract. The original has "do a flyby of Moho, or Eve, or ..."; yours ends up being "do a flyby of <one random planet selected at contract generation time>". What you want is more like this huge thing: { DATA { type = List<CelestialBody> allPlanets = CelestialBody(Sun).Children() } @PARAMETER[VesselParameterGroup11001] { !PARAMETER[Any11001]{} !PARAMETER[ReturnHome11001]{} PARAMETER { name = Any11001 type = Any PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(0) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 0 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(1) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 1 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(2) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 2 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(3) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 3 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(4) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 4 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(5) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 5 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(6) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 6 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(7) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 7 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(8) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 8 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(9) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 9 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(10) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 10 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(11) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 11 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(12) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 12 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(13) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 13 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(14) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 14 } } PARAMETER { type = ReachState targetBody = @/allPlanets.ElementAt(15) situation = ESCAPING REQUIREMENT { type = Expression expression = @/allPlanets.Count() > 15 } } } PARAMETER { name = ReturnHome11001 type = ReturnHome completeInSequence = true } } } @CONTRACT_TYPE[FirstPlanetFlyby]
  24. New release, blazing fast edition! I was finally able to fully reproduce the slowdowns and now this runs blazing fast! Download now! Wider Contracts App 1.2.0 All performance issues now fixed!
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