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nightingale

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Everything posted by nightingale

  1. I agree - I'd much prefer to leave it up to the player, rather than having tight specifications for the ideal orbits. Anyway, DBT85 hasn't been around in a while, so I don't imagine he'll come back anytime soon. If anyone wants to fork this and create a "light" version, this would definitely be an easy entry point into KSP modding for the interested party.
  2. Thanks Yemo, I've updated the first post, let me know if I got anything wrong! You are missing a targetBody at either the CONTRACT_TYPE or BEHAVIOUR level. Looks like the validation for that was broken, I've fixed it for the next release.
  3. Design decision on Squad's part. I think the reasoning is that an EVA requires lots of expensive training, and so tourists should stay in the ship.
  4. Short answer - all those things are possible. You may have noticed all the cool different random orbits that are available in OrbitGenerator that are not available in the other things with orbits. That's because it's the FinePrint logic that's generating those cool orbits, and I think it was non-trivial to make those available elsewhere. It's always been the plan to do that at some point, but just haven't gotten around to it yet. Raised [#201] so I don't forget. I almost answered that you would want to use expressions (see: Expression-Syntax). Expression give you the ability to add in a function/derivation instead of constant value for anywhere within the contract config. There's only one or two exceptions for where this can be done... and one of those exceptions is the ORBIT node, as I use KSP's methods for loading it. So that gives us [#202]. Tried to come up with another workaround, but couldn't think of anything. So I'll try to get either of the two above done for you in the next release so you have at least one option open to you.
  5. Thanks! I was patiently waiting for KerbalStuff to add the 1.0.2 tag so I wouldn't have to re-upload later. Looks like that's finally been done, so I'll go update now. - - - Updated - - - Okay, all up to date on KS. Also, the only change was fixing the version file, so it just meant people would get annoyed with KSP-AVC saying they need to update.
  6. I can't get the contract complete eitherYup, sadly that's just KSP - there's a lot of anomalies that are a lot worse. Some that I just didn't include in the pack at all because they were so bad (like 100's of meters underground). Anyway, your contract looks okay so far... it says you've visited the first of four waypoints (at least, that's what I'm seeing from the screenshot, let me know if there's something I've missed).
  7. Thanks! The best part is that you can still load it the stock way (by selecting them in the VAB/SPH/launch window) if you so choose. But I left the loader dialog in because the late-game contracts ask you to do 25-50 tourists at a time. I wouldn't want anyone manually dragging and dropping that many Kerbals...
  8. Keep in mind that Z-Key Aerospace will be starting a new thread for this soon, so that ckan will have to change (although he can probably now just create a .netkan to go off his GitHub...).
  9. Whoops... yeah it's just looking for the part and not checking that it's unlocked, that's silly. Raised [#200].
  10. Thanks! And great work on your side of things, glad that now that things have slowed down you have time to actually play the game!
  11. Playing around with some potential ideas for a new mod, and one of the things I'm trying to do is retexture the PotatoRoid (or create a new part that uses the PotatoRoid model and its own texture). But I can't seem to get/find the current PotatoRoid texture! It's not in the directory (the only thing there is squareButton.dds, which is some weird squarish button-things). I've opened the model up in blender, and didn't seem like there was any textures that were embedded in the .mu file. Anyone have any idea where the asteroid texture is located?
  12. Yup... I've seen this enough times now that I agree. Raised [#5] on GitHub to address.
  13. Regarding the ghost ships, I'd like to see a full log (from startup to when the ghosting occurs). Also, let me know the title of which contract it happened on so I can try to reproduce.
  14. The other thing to try is to just cancel the contract and have it regenerate. If you had accepted the contract before the 1.0.2 update that could be why. Otherwise, if you are still having the issue in a new save, post up the log and I'll have a look.
  15. You can raise a request on GitHub for that one... but I may not get to that one soon (or ever)... there's a whole lot of work that would be required for supporting orbits, and in some cases it doesn't fit will with the current Waypoint Manager functionality.
  16. It should pop up automatically if there's room on the ship. There's a bug that was just fixed this morning though - make sure you have Contract Configurator 1.0.2 installed.
  17. Reproduced, bug in Contract Configurator. Don't have much time at the moment, but will attempt to get a quick fix out on the Contract Configurator thread. - - - Updated - - - Done, fix is up. - - - Updated - - - There's some good ideas here, will need to give it some more thought. Raised [#4] so I don't forget about it.
  18. Will Kerbal Stuff be adding tags for KSP 1.0.1 and KSP 1.0.2? I'm holding off posting some of my updated mods there until it is, because there's limited control of releases once they are on Kerbal Stuff (can't change the KSP version without deleting and re-uploading the release, which is a pain).
  19. Import fix if you use the Tourism Plus contract pack, thanks to Jeb (send some rep his way!). Download here. Contract Configurator 1.0.2 Fix for exception in SpawnPassengers (thanks Jed).
  20. Tourism Plus is now out, in case you get bored of managing individual tourist itineraries!
  21. Alrighty, it was closer than I though, so I pushed through and got Tourism Plus all done up. Forget this day or two business! Hopefully your save recovered reasonably well - been making changes to have Contract Configurator handle that more gracefully over the past few releases (it used to just throw a ton of exceptions).
  22. Alrighty, new version of the contract pack is ready. Download now! ContractPack-Tourism 1.1.0 Disables stock tourism contracts. Added sub-orbital contract. Minor text cleanup. There's wasn't a ton of changes, the biggest one is the new sub-orbital contracts. They're a bit different than the stock ones in that they require a specific location to be visited (maybe the tourists want to see their house from space?). Made for people who like survey contracts. Oh, and as a bonus (since it was already working this way), there are both the stock and Contract Configurator methods of loading passengers available. So you can either load up passengers in the VAB/SPH, or just make sure there's enough empty seats and go through the pop up dialog on the launch pad.
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