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Everything posted by nightingale
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[1.3.x] SETI, Unmanned before Manned [Patreon]
nightingale replied to Yemo's topic in KSP1 Mod Releases
See my post at the top of the page - I do want that log!- 2,515 replies
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[WIP] Nert's Dev Thread - Current: various updates
nightingale replied to Nertea's topic in KSP1 Mod Development
Contract Configurator is a UI mod now? (Off-topic, but I doubt there will be much issue with getting Contract Configurator working in 1.1. Wider Contracts App relies on hacking into a bunch of holes in the crappy legacy UI, and there's an extremely high chance that it will die in 1.1.) -
Well, I don't like the use of "blatantly copies" here, as that implies wrongdoing. As far as what he did being a substantial copy: $ find source -name '*.cs' | xargs wc -l | tail -n 1 26941 total $ find source -name 'SpawnVessel.cs' | xargs wc -l | tail -n 1 632 source/ContractConfigurator/ContractBehaviour/SpawnVessel.cs Even if he did take the entire source file verbatim (he didn't, it was one function) that would be about ~2% of the source, which I really don't think is "substantial portions". So I would interpret that based on the license requirements, he can sublicense (ie. re-release under a different license) without including the copyright notice (but he did anyway, so it's really moot).
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I'm about 90% certain that I have a fix for this issue, but need confirmation. If someone can try the dev build of Contract Configurator (dll link) and confirm it fixes that issue, it would be appreciated. Also, severedsolo has reported an issue with the station science contract - but I need more info. If someone hits and issue with that please post a log (see the details in severedsolo's post on the CC thread, short version is that it won't check off as green properly). Edit: Nevermind that last one - I think severedsolo removed/disabled that contract until it's working.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
nightingale replied to Yemo's topic in KSP1 Mod Releases
Also anytime there's an issue with parameters not firing it's undoubtedly something that crashed the contract system, for which I would need a log to investigate.- 2,515 replies
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Contract Pack: Advanced Progression - REPLACED
nightingale replied to tjsnh's topic in KSP1 Mod Releases
Sorry, I've been following this part of the thread but haven't had a chance to actually look into anything until now. It looks like with PlantFlag (or anything going from a Kerbal to a vessel and docking to a new vessel), the PlantFlag state gets lost when docking to the mothership. I've changed it a bit so that it should keep through one transfer more than before. Expect a fix in 1.2.1, which will likely be out today or tomorrow (just waiting for confirmation from severedsolo on a couple of key bug fixes). -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
See this post. From the documentation: PARAMETER{ name = Timer type = Timer // The duration the timer is set to. Can specify values in years (y), // days (d), hours (h), minutes (m), seconds (s) or any combination of // those. duration = 1s } No need to wrap it in an All parameter.- 5,225 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
Sounds like one is in conflict... but none of them jump out as something that would cause a problem. Can you provide a log file, and I'll take a look to see if that helps? Note that failureFunds and failureReputation are funds/rep that are taken away on contract failure. So without C# code, there's no way to reward anything on contract failure. In terms of the ghost contract, you can do a dummy parameter (like the timer) and set the autoAccept on the contract to true (like the stock speed/distance/height record contracts). I have a possible fix for your issue, can you try the dev version here? EDIT: Too much going on at once - I have a fix for the OnSave exception, need a new log under 1.2.0 for CollectScience.- 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
New version out, I've split the 3 and 4 commsat variants of the Kerbin contract into two different contracts - that'll hopefully improve the situation with some of this issues that we've been seeing. Download now! ContractPack-RemoteTech 1.1.4 Split three and four commsat versions of Kerbin contract up. Fixed location of waypoint in KerbolSat contract (thanks Addesso).- 557 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 version out! Download now! Contract Configurator 1.2.0 Reduced ratio of stock vs. contract configurator contracts further to favor non-contract configurator a little more. Support in CollectScience for multiple experiments. Added activeUniqueValue flag for DATA nodes to check unique values for active/offered contracts only. Misc new functions for science expressions. Lots of fixes to science expression internals. Improved error handling for contract generation failures. Fixed uniqueValue in DATA nodes to work with Vessels. Fixed issue where ContractComplete throws errors if the related contract didn't load. Fixed issue with defaulting of targetBody on behaviours when an expression was used for the main targetBody. Fixed issue with WaypointGenerator behaviour getting inititalized twice (thanks AlphaAsh). Fixed issue with SpawnKerbal/SpawnVessel not working at all for splashed Kerbals/vessels (thanks AlphaAsh). Fixed HasAstronaut to check for changes to kerbals in more scenarios (thanks Athywren). Fixed expression parser issue that prevented contract notes from showing up correctly in Tourism Plus investory contract (thanks khearn). Minor bug fixes. - - - Updated - - - It's from tjsnh's Advanced Progression. I just tried it, and that same contract worked for me. Double check with the new release (and make sure you're up to date on the contract pack as well). Also, check the obvious stuff, like making sure you have a pilot on board and you haven't played around with the professions (or don't have mods that do weird things to them).- 5,225 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
I need a bit more info. Can you show me the contract you've configured? I assume there's no validation errors/warnings in the alt-f10 debug menu?- 5,225 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
Don't see any reason why it wouldn't work. Hard to say, since I reworked a bunch of stuff in CollectScience (including the section in question) for 1.2.0. I suspect the bug will be gone with the new release, please test and let me know (releasing today if everything goes well).- 5,225 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
One of these days I'll fix that window to make it more user intuitive. You need to mouse over the right hand pane (without changing to something else) and then scroll down. The details are also in KSP.log, so you can look there as well.- 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
Oh, I see! Well that definitely needs a fix, I'll get that in the next release (raised [#215]). Workaround - the first Kerbal will always be the casino investor, the second is always the hotel investor.- 699 replies
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Thanks!! Always good to see people with different ideas trying out Contract Configurator, and this is definitely the kind of thing I'd like to see more of! Known issue [#189]. I'll try to get a fix for this one as soon as possible (although it may not make the next release). Makes sense. Raised [#214], although not sure when I'll get a chance to get that one done (may not be for a couple weeks). I certainly could get something very basic going (in fact the Message behaviour that adds a message to the stock system actually used to pop up a dialog box - although I quickly realized that was a bad idea for most situations because I had it centered and blocking the view). I don't think I can offer much more than a text only dialog box - I don't think I'd be able to put time into anything more complicated. Or another interesting possibility would be to somehow build some Contract Configurator integration to Historian, which would certainly allow you to go as crazy as you want. Then all Contract Configurator does is display a Historian layout for a given amount of time on a given condition. Anyway, just throwing ideas out there, can't wait to see where this goes!
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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
Expand the notes - Part Test contracts have trained you to ignore those.- 699 replies
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And your timing is pretty good if you want to look at the Contract Configurator code - I just fixed a bug that was preventing spawning on water from working (everything would immediately warp to the bottom, which is kind of cool, but not really useful). Anyway, take a look at SpawnVessel.CreateVessels().
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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
Well, if you accept the contract you *should* get more details of who is who in the parameter notes - but you're right that it's pretty confusing when seen from the contract window. Raised [#8] to fix it. As far as the explanation as to what the choices actually are... I wanted to leave it somewhat vague, rather than spelling out what would be required of the player in advance. If you really want to know though: - Casino needs double the passenger space (100 vs. 50) - Casino needs way more EC (100,000 vs. 20,000) Also, the biggest part is: You'll need to tow four asteroids and dock them to the casino.- 699 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
Athywren - I fixed HasAstronaut. It now checks on any crew roster change (including recovery/assignment to vessel) as well as on changing active vessels - so even if it's not 100% it should be a lot better than before. Let me know if you see any issues (link if you want to do early testing before release). We'll see who gets there first... NyanCatScience has 6 more contracts to be written and tested... but I haven't been able to get much work on it done the last couple days.- 5,225 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
Alt-F10 brings up the Contract Configurator debug menu. Look for your contract and make the red things not red. By mousing over you'll see lots of stuff in the right hand pane, including the error log excerpts that are applicable to that item: In your case, you misspelt the behaviour - it should be WaypointGenerator, not WayPointGenerator. Wow, that was plenty. The first thing is SCANsat/Mechjeb integration, can be ignored. The second bunch are SpaceTux (he's using some deprecated stuff). Last bunch are SCANsat Lite, but they are warnings only (but probably should be fixed). First thing - a long time ago there was a bug. It was long enough ago that I can't really remember what the bug was (maybe it was just a limitation). One of the workarounds was to do weird things like this: targetVessel = [ PioneerModule ].Random() ...instead of the far simpler: targetVessel = PioneerModule So yeah, I suggest making that change. Anyway, other than that, your expression is fine - if PioneerModule isn't defined (ie. the contract that defines it hasn't been done), then the contract just won't show up, because the requiredValue is true for your targetVessel DATA node.- 5,225 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
You can certainly try, but I can't think of a way that an expression would get you out of this one... I should have the fix done tonight, won't be a hard fix.- 5,225 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
These are the events it looks for: GameEvents.onCrewKilled.Add(new EventData<EventReport>.OnEvent(OnCrewKilled)); GameEvents.OnCrewmemberHired.Add(new EventData<ProtoCrewMember, int>.OnEvent(OnCrewEvent)); GameEvents.OnCrewmemberLeftForDead.Add(new EventData<ProtoCrewMember, int>.OnEvent(OnCrewEvent)); GameEvents.OnCrewmemberSacked.Add(new EventData<ProtoCrewMember, int>.OnEvent(OnCrewEvent)); So you'd have to do one of those things. I can look at vessel recovery for sure, although I know there's mods that allow for instant-level up - so I may have to just do a check every second or so (the check isn't very expensive).- 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
Thanks! That's one reason I would be tempted to move to KerbalStuff for releases - since no, I don't have any real statistics on downloads (but there's other reasons that make it desirable to stay on GitHub). If you get the Space Casino built, throw up a pic on this thread! If a few people do, I'll add a gallery of user-submitted casinos on the first post.- 699 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
Totally unrelated to WaypointManager. First line is loading waypoint manager, next couple are related to CC_RemoteTech (ContractConfigurator RemoteTech integration). It doesn't load because you don't have RemoteTech. Next ones are the SCANsat MechJeb integration. From a quick look at DMagic's stuff, I would've expected it to give the "is missing 1 dependency" error and just be quiet after that (assuming you do not have MechJeb). Anyway, point is, this is related to SCANsat, and should be harmless, although you can check on that thread to see if anyone has reported it (I did a while back, but I think it was assumed to be due to versioning issues with the pre-release at the time).