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nightingale

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Everything posted by nightingale

  1. Is this a bug report? Showing off the vessel? I'm not sure what to make of this...
  2. The names of your vessels are actually irrelevant - the contract will reflect whatever names you choose. In fact, if you choose to use the same as the placeholder names (CommSat I/II/III/IV), then it'll get confusing as it could assign "CommSat I" to a vessel named "CommSat II". I'd need to see screenshots to be able to comment beyond that in terms of why it's not recognizing (although I wouldn't worry about it too much until you get all four up, as it's hard to get things to stick when you keep losing connectivity to mission control).
  3. I haven't tested that one explicitly, but have you tried walking right up to the building and touching it? What upgrade level is it at (just guessing, but maybe it doesn't work without the level 3 upgrade?).
  4. I think there's going to need to some fixes to that scientist contract even with the correction in Contract Configurator. Raised [#2].
  5. Wow, they must've fixed them in 1.0! Because I swear that I originally tested under high detail settings. Either way, good stuff, I'll update those texts soon. Raised [#7]
  6. Just be careful the way you set up the contracts if you're going to support MKS, because it has something called "proximity logistics" that allow it to automagically transfer resources between different MKS vessels within range. So a player can choose to set up their MKS "base" as a a bunch of MKS vessels that aren't all connected.
  7. Sure thing, do you mind raising a GitHub request for me?
  8. I didn't see anything that appeared to be a major concern. Did you build a Mun network without accepting the contract? By design, if the body in question has more than a certain amount of coverage, the contracts won't show up. It may even be enough if you have a commsat pointed at the Mun/Minmus. Have you advanced far enough in tech? You won't see ones for Duna/etc. unless you have the bigger dishes unlocked. You can also go to the Contract Configurator debug menu (alt-f10) and hit "force check requirements". You can then expand the RemoteTech contracts, and check if the REQUIREMENT nodes are all green. If there are any that are yellow, it's a requirement that is unmet for that contract, which will prevent it from generating.
  9. It's basically just a mapping of name => vesselID. So find the section in the save file with KerbinSpaceStationNew (I think that's the name) and then replace the id field with the id of your vessel. The format is different (one has dashes) due to a design decision that I made a long time ago and don't want to change for compatibility reasons. It may or may not work if you format it differently (haven't tried, so can't confirm).
  10. Fixed for 1.2.6. I can't wait until I can get a chance to pull all this into config files so these exceptional cases are easier to handle...
  11. Ah, looks like that is the same issue as reported in [#226]. I'll have a look at as soon as time permits. Note in general though that you'll need to make sure everything in "perform the experiments" is done before leaving the waypoint.
  12. The light green group is a harsh mistress. That being said, 53 to go!
  13. This sounds pretty cool! A few questions (some for my own curiosity, some are the questions that I ask myself when doing my own contract packs): What will make it different/better than the stock "base" contracts? Any inspiration from the KSS contract pack? (I'd say that severedsolo has done a very good job on that one) Are you planning on supporting/requirement any mods? MKS almost seems like a must for base building. EL is another one that could play nicely into this. What are your thoughts on ISRU/mining? Karbonite support could be an interesting thing too (ie. another reason for doing bases). Will the contracts jump straight into base building, or will there be contracts to do surveys to set up (might only make sense if there's stuff like MKS in play). Oh, and totally unrelated to the questions above, but I just thought of a neat mechanic for supporting the player choosing where to build the base - have Any parameter wrapping a whole bunch of parameters for different bodies for putting a scanner (or something else) in orbit. Then when the one for the given body is complete, you can save that scanner vessel (or save an expression value, or something) for use in future contracts for determining the body. Might not work 100%, but just an idea at this point.
  14. Unfortunately, I can't speak to this too much without the details, but I haven't seen a huge amount of reports for issues like this - cancelling the contracts may be causing you more grief than if you attempted to complete them with the upgraded Contract Configurator! Actually, specifying that a ship must not have been built is not a feature even available (currently, it's been requested) in Contract Configurator. If you do hit anything like this again, please do post a screenshot/log and I'll look into it. Often when these types of issues are reported I can release a fix that will resolve the issue without the user having to restart their contract (which contributes to the frequent releases). Part of the problem is that I have two audiences for these releases - players like yourself who want stability and bug fixes and other modders who want new features and bug fixes (often for bugs that aren't exposed in contract packs that are "in the wild"). I've been considering moving to multiple streams of development (stable release for players, development release for modders), but have been somewhat reluctant to due to the additional overhead. Now that work may be keeping me busier I may reconsider this model. I'll may also look at switching up my change log format a little bit and explicitly calling out compatibility issues. Not sure if this will help much, as I try to make sure there are no compatibility issues - the only ones that crop up are the ones I don't know about. Most of the information of the "contract definition" gets copied into the save file for an instance of a contract. So what this generally means is that if you upgrade a contract pack and have an already accepted contract, you'll just get the "old" version of the contract. Which unless that contract was being changed because it was badly broken or something, will generally not be a problem.
  15. Ah, I see. There is an attribute that is supposed to prevent the Return Home from going to completed until the ones before it are completed. Obviously it's not working correctly. This info helps a lot, thanks!
  16. Well, it really depends on a lot of factors, including the severity of the issue. If it's something that's potentially breaking someone's game, I'll tend to try and get a same day patch out. Because there's been some fairly major compatibility issues between various science mods and the new Field Research contract pack updates have been a little more frequent the last week. The "good" news is that my real job has just gotten crazy busy - so you're likely to see fewer updates for the next little while. Also note that I try to follow semantic versioning: So the various 1.2.x releases have been bug-fix only releases. So I have to ask, when you say, "I keep on stopping the game every time you update", I'm not quite sure what you mean? Do you mean you have to restart KSP (in which case, sorry, can't do much about that)? Or that you cancel contracts and restart them (which generally shouldn't be necessary for changes to Contract Configurator, but could be necessary for a change in a specific contract pack)? Or do you mean you restart your entire career (which seems like massive overkill)?
  17. Yeah, stock DDS doesn't work everywhere, sadly. The other place you'll see problems is with the waypoint icons - but they will just show up as white square and won't cause any real problems. Agent load failures on the other hand are quite fatal.
  18. Ah, I see. It's directly caused by that argument out of range error. I fixed it so it won't error in Contract Configurator any more, but I have a strong feeling because it's not assigning an agent that you'll still have problems. Do you have other exceptions/errors related to agents near the top of your KSP.log? I've seen this before when you try to convert the agent image to DDS (KSP will fail to load it). There could be other causes like a bad agent configuration.
  19. That's the SCANsat Lite contract pack, and it's a bug I fixed a while back. Confirm that you are on the latest version of Contract Configurator (1.2.5). If you are, then post a full log and I'll investigate further.
  20. Realized I never addressed this. I don't have one for Vessel Recovery, but it could be done (raise a GitHub issue if you want it). Generally I go with ReturnHome instead (which just checks for landed or splashed). Mostly because when something goes wrong with recovery, it's hard to go back, so I always get a bit nervous.
  21. Congrats to klefenz for the release of his new contract pack, Mission Based R&D! This takes the opposite approach of stock KSP and makes tech unlocking a reward for completing specific contracts!
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