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Everything posted by nightingale
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[1.02] Contract Pack: Mission Based R&D (v 0.2.2)
nightingale replied to klefenz's topic in KSP1 Mod Releases
Very cool, congratulations on the release! -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Hmmm, been a while since I played with this, but if I remember correctly the waypoints needed to be added when the contract was offered so they will show up in the tracking station for offered contracts. Anyway, looks like I'm just iterating through WaypointManager.Instance.AllWaypoints(), so I would pretty much need something else (preferably the contract itself) to add the waypoints to that at the appropriate time (which I swear I'm doing in Contract Configurator....) -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Sorry, Station Science support is still pending... work has just got super busy and I need to take care of the performance concerns before I can go back to adding in support for Station Science. So you're probably looking a week or so before I can get to it.- 469 replies
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Mind raising a GitHub issue for this one? But first, can you run a test? If you accept a contract via CapCom, do the waypoints show up in the map view? If no, then the problem is with Squad, and you'll need to petition them. Actually, if you're able to run the test with both a stock and Contract Configurator contract, there might be interesting results... -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Yes, if I add the automatic conversion then your original approach would work. Try this out though: DATA { type = List<VesselIdentifier> vesselNames = [ XTJ-23, GKW12_alpha, Keyhole Beta, muuh, blubb ] } I suspect that XTJ-23 may be problematic though. If it is, raise an issue and I'll fix that.- 5,225 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Looks like you're on ContractConfigurator 1.2.3 and are hitting an exception that was fixed in 1.2.5. Update to the latest version and you should be good to go!- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Yup, they should be split now. If the debug menu shows all green the first thing I'd try is just cancelling a bunch of offered contracts, which will cause KSP to cycle through generating new contracts. Does that get them to show up? If not, then send a log and I'll take a closer look.- 557 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Bleh, that's KSP's useless warning message when you try to save a null value in a config node. Everything works fine, it just produces that message with absolutely no context. Can you let me known whereabouts in your log and I'll track down some of them. Note though that other than being log spam it doesn't hurt anything.- 469 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
I'll be looking at the stuttering issue as the next priority... depending on what is required for the fix I may break it out into two parts (a partial fix in Contract Configurator 1.2.6 and reworking the system to do background loading in 1.3.0).- 469 replies
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
That sounds odd... can you provide a screenshot with this behaviour that includes the waypoint manager settings window? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
One of the big problems is that there isn't really much guidance as to which types are required where... I really need to update the documentation to include that information, raised [#227] for that. For your specific issue, try changing this: DATA { type = List<[COLOR=#ff0000]string[/COLOR]> vesselNames = [ "XTJ-23", "GKW12_alpha", "Keyhole Beta", "muuh", "blubb" ] } to this: DATA{ type = List<[COLOR=#ff0000]VesselIdentifier[/COLOR]> vesselNames = [ "XTJ-23", "GKW12_alpha", "Keyhole Beta", "muuh", "blubb" ] } I don't think I've tested a list of vessel identifiers like that, but it should still work. Let me know if you have issues.- 5,225 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Interesting, everything in the contract looks right, I'll have to dig into this one. Raised [#226]- 699 replies
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[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
nightingale replied to odin_spain's topic in KSP1 Mod Releases
See my response on the support thread you raised - you're not likely to get a better one here without providing any details. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
New release with a couple fixes and improved KSC contracts. Download now! The next major release of Contract Configurator (1.3.0) will rework the experiment definition stuff and add proper support for Station Science. ContractPack-FieldResearch 1.0.2 Fixed so asteroid sample experiments no longer show up (thanks tomf). They may be added as their own contract in future. Limited biomes for KSC contract.- 469 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
New release, a few fixes related to Field Research and one for KSS. Download now! Contract Configurator 1.2.5 Fixed NullReferenceException in CompleteContractRequirement (thanks severedsolo). ImpactSeismometer and ImpactSpectrometer only available for airless bodies (thanks tomf). Asteroid sample experiments are now classified as difficult (thanks tomf). Added MainKSCBiomes() function to fix Field Research KSC contract.- 5,225 replies
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I think this is the real problem: UnityException: Texture '000_USITools/Agency/USILogo' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels (int,int,int,int,int) at UnityEngine.Texture2D.GetPixels (Int32 miplevel) [0x00000] in <filename unknown>:0 at UnityEngine.Texture2D.GetPixels () [0x00000] in <filename unknown>:0 at Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) [0x00000] in <filename unknown>:0 at Contracts.Agents.Agent.LoadAgent (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.Agents.AgentList.LoadAgents (.ConfigNode[] nodes) [0x00000] in <filename unknown>:0 at Contracts.Agents.AgentList.Start () [0x00000] in <filename unknown>:0 That causes the agent loading to stop, and possibly kills the contract system altogether. Is there any chance that you attempted to convert said file to DDS? The agent logos can't be DDS, KSP doesn't like it...
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Somewhat of a known issue when generating field research contracts, but raised [#225] to see about addressing it. Part of the problem is the way KSP can generate contracts at any time (and cannot be done in the background), the other part being that some of the queries for getting science stuff are really really nasty. I've got a few ideas on things I can do to improve it, so I should be able to get the stuttering down at least a little bit in 1.3.0.- 469 replies
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Best: The Elder Scrolls (Morrowind and Skyrim, mainly), Civilization (all of 'em), X-com (original UFO defense), TIE Fighter Oh man, MoO3 was the first game where I religiously followed the forums right up to release date. I wanted to like that game so badly, but finally had to admit that it was an unplayable mess. Otherwise, worst: New Alpha Centauri Civilization: Beyond Earth. Maybe it's been patched to be better, but when I last played it the game was pretty much "build trade routes to win". Also, Conquest of the New World - build up your settlement and have the natives insta-kill it when you lose the silly battle minigame.
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Indeed, at some point I'll introduce the asteroid science contract... it just didn't make the first cut. But I don't want contracts that say "get a temperature scan, goo experiment, crew report... oh and tow an asteroid to the surface and pull a couple rocks off it while you're at it".- 469 replies
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They are valid. Landed at Kerbin's Water can be done by having a barge of some sort (ie. decouple the bottom part of your vessel, and the top part is "landed" on the bottom one). There's also various archipelagos where you can get landed. Same thing for grasslands - lots of lakes and rivers. And if you're interested, my Field Research contract pack (link in sig) has contracts that help find those "rare" combinations by providing contracts with waypoints for them.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Yes, should be possible, go into map mode, and hit the add custom waypoint button in the main window. Or same thing for the tracking station. Note that if you're in map mode there's a known issue where it'll default to the vessel's altitude (which can make placing the waypoint difficult). Just check the 'use terrain' height option and it'll make more sense. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
The timer works in the background. Not currently. Issue [#44] has been around for this for some time, I'll see if I can do that for 1.3.0. Nothing for changing the vessel type, if that's something you need raise a GitHub issue and I'll try to get it done for 1.3.0 as well.- 5,225 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Whoops, yeah, I meant to filter those out. Despite being valid, they are several orders of magnitude more difficult than clicking on a thermometer. Next version will fix that. Looks like you cross posted this all over, so imma gonna sit back and wait for Lord Aurelius and DuoDex to work this out.- 469 replies
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