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Everything posted by nightingale
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[obsolete] Wider Contracts App [v1.3.3] [2016-04-28]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Most useless update ever! Works just as well as the old version, but necessary to make CKAN happy! Download it now! Wider Contracts App 1.1.2 ​Recompile for KSP 1.0.2 (for CKAN). -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Alright, this is officially re-certified on KSP 1.0.2, no new version required (although you'll need the new Contract Configurator from here). Looks like I missed my 5 hour estimate... Too much to clean up for a new KSP version! I'll make it up to OWK with a new update to Tourism in a day or two (if that's what floats your boat).- 502 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
Updates for the new version of KSP were required, so grab the new version or you may have issues! Hopefully this update also covers everything needed for Tourism - expect that to drop in a day or two. Contract Configurator 1.0.1 KSP 1.0.2 fixes (CollectScience was broken by the update). SpawnKerbal and SpawnPassenger now support setting the Kerbal type and gender. Add Gender() method for expressions on Kerbals. Added autoAccept attribute to CONTRACT_TYPE (behaves like the stock World-Firsts record contracts). Added new ToLower and ToUpper string methods. Fixed default value for waypoint proximity trigger for VisitWaypoint. Fixed issues with expressions in WaypointGenerator behaviour. Fixed issue with waypoint distance calculation when not on the surface. Fixed boolean expressions to not try to convert values to a boolean early.- 5,225 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
New version with a minor fix and recompiled against KSP 1.0.2. Download it now! Waypoint Manager 2.3.1 KSP 1.0.2 compatibility. Fix problem with incorrect waypoint distances for mid-air/orbital waypoints. Waypoint Manager 2.3.2 Re-release due to screwed up version file in last release. -
[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
nightingale replied to Bodrick's topic in KSP1 Mod Releases
Welcome to modding with children. Also, good luck!!! -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Yup, gotta go through mods and verify everything works in 1.0.2. Based on what I saw on another thread, I suspect Contract Configurator broke in 1.0.1 and requires a new release. Once that is done and everything else gets their version files upped to 1.0.2 everything should start working again. Expect that to all get fixed in about 5 hours (ie. after the kidlets are in bed).- 502 replies
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HMV Plays KSP! New series for 1.2: PreRelease!
nightingale replied to Superfluous J's topic in KSP Fan Works
Watched, liked, subscribed, and all those things. Also, anytime I see your new name, I can't help but think of this: Edit: sigh.... Mobile derpy, fix later Edit2: There we go, didn't have the png extension, duh. Anyway, HMV is a record store in Canada (although it looks like they sell a lot of other junk now, since nobody buys music on physical media anymore). -
4.0 is definitely wrong. 3.1 sounds closer, but now I'm worried you're looking at something else... From what I've heard, MonoDevelop is the tool of choice for .net work in Mac or Linux. That being said, it's the mono framework that is limited to 3.5 - so if you use MonoDevelop you shouldn't have any issues (not speaking from experience though).
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
nightingale replied to DMagic's topic in KSP1 Mod Releases
I've looked into the achievement contracts a bit for Contract Configurator, here's what I've found out: There's a new boolean field on the Contract type call AutoAccept. If AutoAccept is true, when the contract is offered, it will immediately be accepted (note that it will still fire the OnOffered event) before it transitions to accepted. The above can lead to odd situations if you have lots of contracts that are available at the start of the game (like my unit tests for Contract Configurator) - if the record contract doesn't get offered in the first go 'round, it won't make it to the accepted list. Anyway, playing around with it, I didn't see anything that would explain the behaviour of the contracts not completing (I assume that has nothing to do with the auto-accept nature). I'm fairly certain that it kicks off based on the various ProgressTracking events, which would either be OnProgressAchieved, OnProgressReached or OnProgressComplete. There would *have* to be discrete steps at which those fire, maybe the steps for the contracts and progress tracking are out of sync? That's my best guess.... -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Thanks all for the feedback/encouragement... I'll get a new version of this out in the next couple days (hopefully by the end of the weekend). Yup, thought as much, I'll be glad to pull out all the hacks around that stuff. I debated either increasing the stay durations or giving them a random range... but since most players don't play with life support mods they just end up time warping through them... so not sure if I want to increase them or not. I'll have to give this one some more thought.- 699 replies
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severedsolo - It's sort of a bug/limitation with the completeInSequence - basically when the parameter above is completed, it doesn't force the one below to re-check. In this case, I'd recommend adding the ALL back (otherwise the sequence doesn't make sense), but removing the completeInSequence off all but the timer parameter - that's the only one where you really need it.
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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
No problem. And if the Tourism pack is part of your plans, head on over and check out this post - I'm looking for feedback on where to go with it to best differentiate it from stock (although to be honest, it already has a fair bit to differentiate it, so I may not change much).- 5,225 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
Ooooh, good catch. In the tracking station, if you focus on a different celestial body (or vessel orbiting said body), you can add waypoints on that body. In map view it'll always add it to the active vessel's celestial body. Opened [#33] on GitHub. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Well, for the most part Contract Configurator should insulate the contract packs from KSP version specific stuff, so hypothetically they all work for KSP 1.0. The exceptions would be: Anything that also includes its own plugin (only one in the wild is Anomaly Surveyor, and that's been updated). Anything dependent on SCANsat (until SCANsat updates). Anything dependent on RemoteTech (until RemoteTech updates). I'll add the column into the table on the first post anyway though.- 5,225 replies
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You can use this function: public static IEnumerable<Type> GetAllTypes<T>() { // Get everything that extends the given type List<Type> allTypes = new List<Type>(); foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) { IEnumerable<Type> types = null; try { types = from type in assembly.GetTypes() where (type.IsSubclassOf(typeof(T)) || type.GetInterface(typeof(T).Name) != null) select type; } catch (Exception e) { Debug.LogException(new Exception("Error loading types from assembly " + assembly.FullName, e)); continue; } foreach (Type t in types) { Type foundType = t; if (foundType != null) { yield return foundType; } } } } Then call it as: foreach (Type contractType in Something.GetAllTypes<Contract>()) { ... } Unless you have a contract object already, in which case its just: theContract.GetType()
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They are sort of config based. If you want to create new contract your have to do C# code (or use Contract Configurator). Since Arsonide has taken over, all the stock contracts allow at least some some control/customization via config files. And if you do still want the code, it is: ContractSystem.Instance.GetCurrentContracts<TypeOfContract>() - but you'd have to call it for each and every type of contract (there's no way to get it all at once).
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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
Okay, unofficially, this should work in KSP 1.0, but an update will be forthcoming. First, a quick discussion of the differences between stock tourism and this contract pack: [TABLE=class: grid, width: 0] [TR] [TD]#[/TD] [TD]Stock[/TD] [TD]Contract Pack[/TD] [TD]Contract Pack Changes for 1.0[/TD] [/TR] [TR] [TD]1.[/TD] [TD]Tourists must be loaded manually.[/TD] [TD]Tourists are loaded automatically via a popup on the launch pad.[/TD] [TD]Struggled with this one a bit. Players will have become used to manual loading of passengers, so there's likely to be some player confusion if they do not see the tourists available to load in the VAB/SPH/launch window. However, this contract pack has some late-game contracts that require 50-100 tourists to be loaded. I'm not going to ask players to do that manually. [/TD] [/TR] [TR] [TD]2.[/TD] [TD]Tourists have individual itineraries.[/TD] [TD]Tourists within a contract have the same itinerary.[/TD] [TD]No change. The stock way makes it needlessly complicated for the players, in my opinion.[/TD] [/TR] [TR] [TD]3.[/TD] [TD]Contract rewards are per tourist, per leg of trip, plus a recovery reward[/TD] [TD]Contract rewards are lump sum (but dependent on number of tourists) and at contract completion time[/TD] [TD]No change. The contract pack kind of forces the tourists to all go together anyway. And why should they pay in orbit, and then pay some more to get home? Better to just do it at the end.[/TD] [/TR] [TR] [TD]4.[/TD] [TD]Tourists can ask to go anywhere.[/TD] [TD]Tourism is mostly limited to Kerbin/Mun/Minmus (with the exception of a late-game Jool tour)[/TD] [TD]No change. Tourism with Kerbin's SOI pays the player well enough, I don't see a need to force the player to bring tourists way out there. That might be a good super late-game tourism contract though (for KSPI style play?)[/TD] [/TR] [/TABLE] Other things that the Tourism Contract Pack give that stock does not: Station/base tourism Contracts for building space-tourist attractions (and contracts for visiting them) Asteroid tourism So the general plan for this contract pack: Make sure nothing's broken Potentially re-balance rewards based on stock Disable stock tourism as part of this contract Rename it to Tourism Plus to prevent confusion with stock Possibly add more unique elements to differentiate it even more from stock So, anyone have feedback on this plan? Suggestions on additional features/contracts that would make it even better? Things stock does well/poorly that I missed?- 699 replies
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
nightingale replied to nightingale's topic in KSP1 Mod Releases
New KSP 1.0 compatible version is out! Download it now! ContractPack-AnomalySurveyor 1.1.0 Jool Monolith fixes for KSP 1.0. Fixed text in Kerbin Monolith contract (thanks khearn). Increase Kerbin contract rewards (thanks mic_e). Minor fixes to various contract text.- 502 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
It's out, the 1.0.0 version of Contract Configurator for KSP 1.0! Download now! RemoteTech and SCANsat support is considered experimental until official KSP 1.0 versions of those plugins are released. Contract pack updates will be coming shortly, Anomaly Surveyor will be updated today, Tourism later in the week. RemoteTech sometime after the RemoteTech plugin updates. Contract Configurator 1.0.0 Various fixes related to KSP 1.0. Deprecated parameters removed from stock in KSP 1.0 (some may get replacements in a future version of Contract Configurator). AltitudeRecord LaunchVessel BoardAnyVessel [*]Added new AtLeast and AtMost set parameters. [*]Added new None set parameter. [*]Improve validation rules for unknown attributes/child nodes (helps modders track down issues more easily). [*]Fix issue when reloading contracts within a hierarchy of contract groups. [*]Fix issue when loading a save game with RemoteTech when a previously installed planet pack is uninstalled (thanks Svm420 and magico13). [*]Pop up a warning dialog when a ScenarioModule fails to load (and prevent other ScenarioModules from also failing). [*]Improve error messaging when failing on loading types from assemblies (thanks Vladthemad). [*]Fix default value of index for VisitWaypoint parameter (thanks AlphaAsh). [*]Remove obsolete parameters and attributes. [*]Empty contract groups get highlighted yellow in debug window.- 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
From this page, click the "New Issue" button in the top right corner.- 5,225 replies
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Comprehensive Mod Compatibility List for KSP 1.0
nightingale replied to Master Tao's topic in KSP1 Mods Discussions
Wider Contracts App and Waypoint Manager are both updated. EDIT: Contract Configurator too.