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nightingale

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Everything posted by nightingale

  1. Nice! Regarding the flyby vs. orbit, I'll fix that up in the next refresh cycle after 1.0 comes out to make it into an actual flyby (but it'll be a relatively close flyby.... those tourists actually want to see Minmus). Not sure when that'll be, as I'll need to get a handle on what's in stock for tourism and how this mod should fit in.
  2. Forgot to address this part. Once 1.0 comes out, there will be no more updates for Contract Configurator for 0.90. Sorry, but I simply don't have the bandwidth to support multiple KSP versions.
  3. That's because I forgot to update KerbalStuff. Thanks for the heads up, updating it now.
  4. It's the contract system that we must work within. Not sure if it's just a made up example, but if it's real then it would be up to the developer to make sure that "reach space" and "go to the Mun" can't show up at the same time (since it doesn't really make sense). They can also set it up to track at the vessel level, so that even though you reached space with another vessel, it'll look at only the active vessel for the "reach orbit" part of the contract (so it'll still show as grey if you're on the launch pad). All up, there's lots of options for handling it - but in the end it's up to the mod/contract pack developer to get it right (and different people are going to have different opinions as to what "right" is).
  5. That error means the isOrbiting method doesn't exist. However, there is IsOrbiting (note the case difference). However, that just returns a boolean indicating whether or not the vessel is orbiting. What you want is far simpler:
  6. There's not much to do for RSS support in a contract pack (but you do need to use expressions for a few things). RSS uses the Kerbalized names, so you don't have to worry about that. What you do need is: Don't assume a celestial body is in a specific place. In RSS, Minmus represents Uranus. So if you want to do a contract that says "visit Kerbin's moons", then you can't hardcode them and need to do something like @targetBody.Children(). Don't assume sizes of celestial bodies. For "reach space" wouldn't be altitude = 70000, but altitude = @targetBody.AtmosphereAltitude(). If you are using waypoints at all (as far as I know you're not), and they are meant to be relative to something (ie. a location in KSC), then use the PQS offset tool in the alt-f10 window instead of hardcoded lat/lon. That's the main ones, although I'm sure there's the potential for other little things. Have a look at the Tourism pack, it has very basic support for RSS and planet packs.
  7. Decided I wanted to take another shot at Eeloo without doing a facelanding. Here's a little preview of my design so far:
  8. I've done a fair bit of testing (with gcmonitor), and I haven't really been able to tell a difference between with and without wider contracts app. The stock app is quite adept at leaking memory without me doing anything.
  9. I've been using it for ages without apparent issue. It really is a tiny mod though. I just re-read all the code looking for anything that could be a problem, and I didn't see anything obvious. I'll do some more in depth testing tomorrow.
  10. Alright, fix to Contract Configurator is out! Note that it won't fix up already messed up contracts - but for new contracts you should be able to recover and reload passengers to your heart's content!
  11. New version out with some fixes for the Tourism pack. Download it now! Contract Configurator 0.7.15 Fix for re-loading passengers in tourism contracts (thanks karki and others).
  12. Correct, I just leave the contract reference null. I also support custom waypoints in sandbox, but that requires a host of workarounds (I have to create the FinePrint.WaypointManager object manually, and I have to do all the rendering, since the FinePrint one will fail if the contract system isn't active). Great, I just hadn't looked into it yet. Now I know I just need to go and look at SCANsat for reference.
  13. Good stuff. But how is it that you have zero rep? Fixed that for you.
  14. I've been able to reproduce the issue with the "black IVA window". Still working on a fix, hopefully I'll get that out tonight or sooner.
  15. I donno, am I the only one that think being able to get tons and tons of fuel out of asteroids just removes their challenge? I mean, yes, you still need to rendezvous, but once you're there, all you need is a drill and a big engine and you're done. Class E asteroids are almost easier than a Class A because they have more fuel. Unless the return rate of mining an asteroid is such that you wouldn't be able to budge it significantly with normal ISP engines.
  16. Yup, just completed this one successfully, so not sure what the problem would be. Make sure you're on the current version of Contract Configurator, and maybe provide a log along with the screenshot in case there's something really bad going on.
  17. One way or another, that will be covered in issue [#28] - but no timeline on when that will happen. It actually would be handy for when I'm testing contracts, so maybe it is something i need to implement soon. Best workaround I can suggest is to go into the map view, and go to the new custom waypoint window. You can hit the "Set Location on Map" button and place a custom waypoint as close as you can to the one you want to measure. Not fully accurate, but may be good enough. Your other option is to head over to the SCANsat dev thread. DMagic is currently adding (or has added) waypoint support - you may be able to get exact coordinates from there (and if not, you can put it on his radar).
  18. Fix out for the issue reported above. Download it now! Waypoint Manager 2.2.1 Fix for NRE error in tracking station. Fix issue where custom waypoint keep getting duplicated (thanks Luskhen).
  19. Thanks, so glad you're enjoying them! We'll have to add support for some of those Kerbin-Side "anomalies" one of these days. I've got plans for my next contract pack, it'll be a tough one to do in one mission with other contracts though, as the delta-v requirements on these contracts will be quite a bit bigger... Still I can think of a couple places that there's a little synergy. Anyway, this'll all be after KSP 1.0 drops, and I'm sure I'll have my hands full getting all my stuff working then, so no real ETA.
  20. Good stuff! I'm more of a KER man myself, but MechJeb is certainly appropriate for a list like this!
  21. Also, forgot to mention, looks like there is legit issues with hideChildren, so raised [#193].
  22. Gotta run (baby crying), but I did a little cleanup and am sending a pull request. How's this look?
  23. Agree on all points - just wanted to make sure there wasn't other changes that might've been acceptable here. I'll take a look at this as soon as I can today.
  24. Could be that the contract isn't reappearing because it's blocked by other contracts taking up the slots. I'll try to change it to fail the contract if you recover him without fulfilling the rest of the contract. Also, updating to the latest Contract Configurator may help with getting the contract to show up.
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