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nightingale

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Everything posted by nightingale

  1. Thanks Xaegr, I've added some validation to Contract Configurator to throw an error for this. WhiteCat will have to update the contract pack still, of course.
  2. Those are probably the same issue. Can you confirm that the waypoints disappear if you do any of the following? Save/Load Change scenes
  3. Did you try the dev dll I linked to? It's not KSP that's the issue, it's that I had my code not catering for flying vessels. I'm still going to take a look at fixing it, as I'm not going to tell the next guy that comes along to hack in a 2km decoupler. - - - Updated - - - There's a lot of noise with those different errors - I need to know what happened first (as most of those would be caused by other problems). If you have an uncorrupted save (from just before this started happening, are you able to send the log from doing a save there?). If not, send a log and the save file (as I'll need to compare what's in the save file to the load/save errors that are happening). - - - Updated - - - Congrats on the release! I've updated the first second post with a link. - - - Updated - - - Post the full log - if you run DDS4KSP on the whole GameData, you're going to get some trouble with agent icons. If I see the full log I can give you a better idea where the issue is (in short, convert any of the agent icons back to PNG).
  4. Awesome stuff, congrats on the release! One suggestion - put it up on KerbalStuff (for nearly automatic CKAN support), and add a KSP-AVC version file so people can get notified of your updates. Excited to see where this goes!
  5. The other explanation is you missed the parameter that say you need to keep him in orbit for a minimum duration (I think it's an hour). Can you try again, and check in orbit for that?
  6. Try the dev version here. It was never really intended for vessels in flight, because it doesn't really work in stock KSP (they'd just go nose down and crash). I have no idea if you need to do the two-contract stuff or not, but with the new version it *should* work now (limited testing). Let me know how it goes, and if it doesn't work send me the full contract and I'll play with it a bit.
  7. Try asking on the Contract Configurator thread. That sounds like a bug though. I though in the 5dim military contract pakc odin_spain was spawning stuff in the air?
  8. CosmoBro - AntennaRange support is much like RemoteTech, see here for an example.
  9. Here's your problem! [WRN 12:18:39.105] ContractConfigurator.Parameters.VesselParameterGroup: Unable to get vessel display name for 'Duration Orbiter' - ContractVesselTracker is null. This is likely caused by another ScenarioModule crashing, preventing others from loading. Hard to say what the exact problem is, but here's a couple guesses: [EXC 12:19:08.053] MissingMethodException: Method not found: 'ToadicusTools.Tools.GetSceneRootPart'. Don't know much about Toadicus, but it's failing pretty hard - that type of error is due to another mod (can't tell which from the error) failing on trying to reference Toadicus. Try updating Toadicus, see if the errors go away, and see if it fixes the Contract Configurator issue. EDIT: Actually, update anything that you have from this page... that should make the Toadicus errors go away. [EXC 12:25:22.448] NullReferenceException: Object reference not set to an instance of an object DF.DeepFreezeGUI.Update () Looks like that's a component in the DeepFreeze scenario module - that could be the one that's bringing everything down. Try removing DeepFreeze to see if that's the cause.
  10. Another thing you can do is to detect an existing rover (using the method in the tourism contract), and offer a contract to drive it to a new point X km away. You can accomplish this by putting a waypoint at the rover location (making it hidden) and then using the RANDOM_WAYPOINT_NEAR with a min/max distance to create a new waypoint for the player to drive to.
  11. Sounds good, raise the enhancement request and I'll get it done. I'll probably still add ISP - not really much additional effort to add it while I'm in there.
  12. Well, document up some specific cases you want to look for.... it can definitely work with filtering, but there's potentially lots and lots of fields that I'll need to expose for the parts depending on what you want. Just for your example, I could expose atmospheric/vacuum thrust/ISP (so 4 combinations). And that's just to handle engines.
  13. Right, so I'm assuming the issue is when you land this vessel the Return home doesn't get checked? From the window it doesn't look like the vessel is getting assigned correctly, but I'd need to see a save file to confirm that it's not a display issue.... and a log file from when the vessel is going into orbit and meeting the first parameter would probably help too.
  14. Joust on the Atari 2600: We also had ET... I remember trying to figure out how to play that turd of a game at 4 or 5 years old... what a nightmare.
  15. NEEDS is entirely a Module Manager thing. If you're planning on releasing your contracts along with your part you don't need it. Regardless, the fact that you're getting an error means that part is working. Anyway, the problem is that you're looking for partModule = radiotelescope when you should be looking for part = radiotelescope
  16. http://i.imgur.com/KDmDBDc.pngNo no, I mean I need to see the contracts window while in orbit - not the one in mission control. It's hard to tell but something looks sketchy in that contract display - but not sure if it's from being in mission control vs. in flight. Maybe send a save too and I'll look at that.
  17. Yikes, you've uncovered an awful bug... that ends up actually adding it into the real list of children for the homeworld... which then grows every time that gets called. I'll fix for the next release, but your workaround (if you change your mind and decide you do want homeworld in there) would be: [COLOR=#333333]DATA[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333] type = List<CelestialBody>[/COLOR] [COLOR=#333333] [/COLOR][COLOR=#333333]easyPlanets = [HomeWorld()].Add(HomeWorld().Children())[/COLOR] [COLOR=#333333]} - - - Updated - - - Takes the logarithm of a number. Not related to logging. It was a dumb copy+paste error in the wiki - I fixed it now. - - - Updated - - - Oh and CosmoBro - I have a feeling you may need lots more expressions around tech for what you're working on... I'll raise something to get it into the 1.6.0 release (at least for a starting point).
  18. New release! A few important bug fixes and some new goodies for contract modders. This should be the last release in the 1.5.x series (unless a major bug crops up), some interesting stuff planned for 1.6.0! Download now! Contract Configurator 1.5.3 Added UnlockPart behaviour. Added CanResearchTech requirement. Added AvailablePart.IsUnlocked and AvailablePart.CrewCapacity. Added Log() function for expressions. Added new basic type-conversion functions for expressions (int(), float(), double(), etc.). Fixed issue with Vessel.Parts() (thanks Whyren). Minor bug fixes.
  19. Hmmm.... another possible theory - ATM may be the difference. ATM will by default change most textures to not readable (saves on memory that way), which would cause this issue. The default ATM config file is set up to not do this for anything in */Agencies/*, so a correctly installed ATM wouldn't have this issue, but a bad one might. Padrone - Try this only if greystork's suggestions don't work for you, but if you have ATM, try temporarily uninstalling it and see if that resolves your issue.
  20. Endersgame. The enemy's gate is down.
  21. I'll need a little bit more details on this one - KSP.log would be ideal, and whether you're on 32-bit or 64-bit (and what OS).
  22. http://i.imgur.com/o7EkDEb.pngCan you send a screenshot of what it looks like while in flight?
  23. Toss me a screenshot of that debug menu and I can take a look to see if anything is off, and a KSP.log - it may be that there's something or other failing that's causing your issues.
  24. This is the problem: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject () at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0 at Vessel.recurseCoMs (.Part part) [0x00000] in <filename unknown>:0 at Vessel.recurseCoMs (.Part part) [0x00000] in <filename unknown>:0 at Vessel.recurseCoMs (.Part part) [0x00000] in <filename unknown>:0 at Vessel.findLocalCenterOfMass () [0x00000] in <filename unknown>:0 at ProtoVessel..ctor (.Vessel VesselRef) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker+<>c__DisplayClassb.<OnVesselDestroy>b__8 (.Vessel v) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].Find (System.Predicate`1 match) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker.OnVesselDestroy (.Vessel vessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 at Vessel.OnDestroy () [0x00000] in <filename unknown>:0 It's Unity crashing, because Windows 64 bit Unity 4.6 is unstable. Which is why I cannot support this, sorry!
  25. CoM (relative to Duna center) = (MIke x dIke) / (MIke x MDuna). Plug these numbers in: [TABLE=width: 308] [TR] [TD]Ike orbit (using SmA, as a simplification)[/TD] [TD=align: right]3200000[/TD] [/TR] [TR] [TD]Ike mass[/TD] [TD=align: right]2.7821E+20[/TD] [/TR] [TR] [TD]Duna mass[/TD] [TD=align: right]4.51548E+21[/TD] [/TR] [/TABLE] Get 185,717 m which is less than 320,000 m (Duna's radius). The center of mass of the system is still within Duna.
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