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nightingale

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Everything posted by nightingale

  1. Sounds like a bug with the HasAstronaut not firing when a level up occurs. I'll take a look and make it check more frequently (right now it looks for a couple of specific events) .... Suspect that may resolve the issue.
  2. Can't say I see the full picture, but yes, using the OnParameterStateChange like that should allow you to run an expression on craft recovery.
  3. That sounds about right. Could be they haven't shown up yet. If you go into the Contract Configurator debug menu (alt-f10), expand stuff to find the contract (RT_KerbinRelay) and press the "force check requirements button". If there's anything that's yellow, then the contract won't show up. If it's all green, then you should be good to go (maybe cancel other 2-star contracts to get it to show up).
  4. Wow, those results seem counter-intuitive... I'll take a look in the next couple weeks, raised [#1] on GitHub.
  5. There's no such thing as a basic 1200km antenna in RemoteTech - DP-10 is 500km and Communotron-16 is 2500km. So it sounds like SETI-tech changed the antenna range on you, as the maximum altitude for a 4-sat network should be way up there at 1150km with stock RemoteTech. I definitely won't change the contract to support 3/4/5, as changing it to 3/4 has caused way too many support requests (not because people aren't getting it, but because it's too complicated and seems to draw out all the bugs).
  6. Thanks for looking into this, AlphaAsh. I've tossed it over onto the Final Frontier thread in this post. EDIT: Boo: "You must spread some Reputation around before giving it to AlphaAsh again."
  7. I got a bug report from a user of the Tourism Plus Contract Pack that a certain mission that spawns kerbals bugs out due to exceptions in Final Frontier: [EXC 21:13:48.923] NullReferenceException: Object reference not set to an instance of an object Nereid.FinalFrontier.HallOfFameEntry.Award (Nereid.FinalFrontier.Ribbon ribbon) Nereid.FinalFrontier.HallOfFame.Record (.ProtoCrewMember kerbal, Nereid.FinalFrontier.Ribbon ribbon) Nereid.FinalFrontier.AchievementRecorder.Record (Nereid.FinalFrontier.Ribbon ribbon, .ProtoCrewMember kerbal) Nereid.FinalFrontier.AchievementRecorder.Record (Nereid.FinalFrontier.Ribbon ribbon, .Vessel vessel) Nereid.FinalFrontier.EventObserver.CheckAchievementsForVessel (Nereid.FinalFrontier.VesselState previous, Nereid.FinalFrontier.VesselState current, .EventReport report, Boolean hasToBeFirst) Nereid.FinalFrontier.EventObserver.CheckAchievementsForVessel (Nereid.FinalFrontier.VesselState previous, Nereid.FinalFrontier.VesselState current, .EventReport report) Nereid.FinalFrontier.EventObserver.CheckAchievementsForVessel (Nereid.FinalFrontier.VesselState currentVesselState, .EventReport report) Nereid.FinalFrontier.EventObserver.CheckAchievementsForVessel (.Vessel vessel, .EventReport report) Nereid.FinalFrontier.EventObserver.OnVesselChange (.Vessel vessel) EventData`1[Vessel].Fire (.Vessel data) FlightGlobals.setActiveVessel (.Vessel v, Boolean force) FlightGlobals.SetActiveVessel (.Vessel v) FlightDriver.Start () The user (GFBones) posted his full log file (and a save file a few posts back) in this post, along with some more details of the investigation from AlphaAsh.
  8. Pretty much all Contract Configurator contracts are easily modified (to certain extents) with module manager.
  9. What AlphaAsh said. If it isn't x64, then I would need some logs, as it definitely sounds like you're getting some exceptions. - - - Updated - - - Oh, I wasn't aware it was bugged from the tracking station too, I'll let Arsonide know.
  10. Well, just ran a quick sanity test, and everything seemed okay. Can you provide a log from when you're recovering tourist(s) to complete a contract? The logic for ditching them is in stock - so really shouldn't be a problem. There's also a known issue if you recover via the space centre screen - in that case only they do not get cleared properly.
  11. Oooh, good question - I have no idea if the events are the same for the claw. My guess is that it will work - but you'll have to test this one out to confirm it. Same thing for KAS pipes... guessing it'll work, but really unsure.
  12. That one doesn't support multiples. Raise an enhancement request if it's something you'd like, and I'll see when I can get that one in.
  13. Desdinova: I haven't fixed the underlying issue, but put in some exception handling logic that'll prevent it from messing up your game. However, it will probably pop up an annoying exception window... If you can grab the details from that window and pass it along, that would be great. The fixed dll can be downloaded here, just overwrite the old one in GameData/ContractConfigurator.
  14. Oh that wouldn't surprise me, KSP tends to react badly when stuff goes missing in saves... most likely there was an existing offered/active/completed contract referencing it. I try to keep RemoteTech and non-RemoteTech saves separate for testing.
  15. Seemed to work fine - but let me guess, you have AntennaRange installed? That's another one that replaces the transmitter part modules, and I'm not handling it.
  16. I may have to try to put in some logic that cleans up "unassigned" tourists then. Is this happening for all your Tourism Plus contracts, or only some of the time?
  17. I'll need some time to investigate this one, it's difficult to tell what contract it's from (it looks like it could be anything from SpaceTux or SETI). Let me know if removing either of those makes the problem go away - that'll help me narrow it down (it's not the current contract that's causing an issue, it's a new one it's trying to generate). Raised [#212] to investigate.
  18. Should be working in the upcoming release, but I'll run through a few more tests to make sure.
  19. It's a placeholder name, but you can play the "rainbow mod" while waiting for this one to be released. Nooo, no no no, that's just photoshop.
  20. Today we look at the "rare science" contract, with WAYPOINTS: You may also notice that I changed it so it doesn't have Celestial Body and Biome as separate lines - so that'll help a little bit in shrinking stuff down. Unrelated, I think I've decided that I'll set the parameters to Recover or Transmit for anything outside of Kerbin's SOI (anything other than Kerbin/Mun/Minmus), and keep it as is for within Kerbin's SOI. That way you are forced to bring things home for those basic Mun missions.
  21. Ah, good one, I hadn't thought of that. The parameters do not look at the data value, they only care that the experiment has been run (and recovered/transmitted, if applicable). So I think we're safe here - contracts won't generate when there's no value in the subject, and if the player reduces it to zero between offer/acceptance then they won't be painting themselves into a corner. It's something that I was aware I would need to revisit (placeholder was > 0.0, which I realize is quite bad because of the way KSP science operates), but hadn't completely thought it out yet. More below in response to arkie. I'm like amormeltzer, and a completionist. However, I do figure that most completionists that know the system will bring multiple experiments (or multiple science containers) to strip-mine the biome of science. So I think what I'll do is: For most of the types of contracts, have it only pick up subjects that are completely unresearched. Add a new contract type that specifically picks up and calls out the "scraps". Something like "Wernher really needs you to go back to X and re-run that experiment a third time..."
  22. Sounds like you're getting an exception in flight and it's bringing down some of the contracts stuff. I'll need a log file to investigate further (see this post for more info on where to get the log file).
  23. Of course. But what I don't want is to offer a contract to do experiment X on Eve and transmit the results, and have the player get there to find that transmit value has dropped to zero.
  24. The contracts are set up so that when it picks subjects it drops the ones which have zero science left. If I start setting some up to allow transmission then I may have to make that more fancy to potentially filter out the ones that would have a zero transmit value.
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