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nightingale

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Everything posted by nightingale

  1. About the only other thing would be to confirm that you had the contract active. Otherwise, send logs and I'll take a look.
  2. When you load a new ship on the launchpad, if it has enough free space for the passengers, a dialog box will pop up asking if you want to load passengers. Only if you have enough free space though!
  3. Self-bump, as I had the mods move this to a move appropriate forum for me. Anyone have thoughts on this one?
  4. Also, I no longer trust that wiki - I see so much that is out of date. For the subassemblies, the page in question was last updated before 0.90 came out. Back in 0.25, the subassemblies were in the "normal" list - you didn't need to go to advanced mode. So your issue there is with Squad making stock KSP unclear for that.
  5. The ideal altitudes come from this thread. You could hypothetically use technogeeky's tool and input the 64k modified values for planetary mass and radius - but it looks like you need to have MatLab installed to get his tool working. I haven't heard of anyone otherwise modifying this to work with any flavour of RSS.
  6. I'm trying to decide between a few different ideas for my next contract pack for Contract Configurator. One of the ideas is a replacement to the stock Part Test contracts. I'd like to throw it out to the community and gather some ideas about what might make for a better experience around part testing contracts. If I decide to go ahead with this contract pack it would need to: Offer a different enough experience from the stock Part Test. I'm not looking to write "part testing, but no launch clamps on the Mun". Have a progression in the contracts from early/mid-game/late-game. Using my tourism contract pack as an example, it starts with a single contract to bring one dude to orbit, moves to bringing multiple Kerbals to orbit, then to the Mun, then building orbital attractions, etc. Have a specific purpose in mind. I don't know what this purpose should be, and I'm open to idea. Is it a way to fund you space program. Is in a pre-requisite to unlock parts (ie. the reward of part testing is getting access to more parts). Something else? A few random ideas that I already have (nothing set in stone though): Multi-part test contracts for one manufacturer. Test a bunch of parts for Kerbodyne. Multi-situation contracts. Have one vessel go test a part in flight and landed in a certain biome, for example. (From Invader Myk in this thread) Part testing is a pre-requisite to unlocking the part for normal use. Internally track a sort of "reputation" with specific part manufacturers. Testing more parts for that manufacturers gives a benefit (cheaper parts, maybe?). Right now this is just a brainstorming session... nothing is off the table. If you have complaints about the stock part testing contracts, feel free to voice those as well - that'll help me avoid repeating the same mistakes. So what do you guys think?
  7. Oops! There used to be five, but I removed one that's underground. I'll fix it for the next release.
  8. New version is out. More than a few bug fixes, and new stuff for modders! Download it now! Contract Configurator 0.7.4 Fix for unmanned vessels in HasCrew. Fix to check both vessels when undocking in HasCrew (thanks severedsolo). Fix for Kerbals spawning at 0 latitude, 0 longitude (thanks Wiseman). Support for new DATA node for storing arbitrary values for use in expressions. Improvements to SpawnPassengers, including an upper limit to the number of Kerbals it will spawn before reusing them (to keep the crew roster manageable). WaypointGenerator now supports both min and max values for RANDOM_WAYPOINT_NEAR. Add parameter attribute to WaypointGenerator to make waypoints dependent on a parameter. Improved output messages when reloading contracts through the debug menu. Debug window now contains details of contract groups. Reloading in debug window no longer causes duplicate contracts to be allowed. Add close icon to debug menu. Minor bug fixes.
  9. For the initial contract it's tech based - you need one antenna unlocked, and one power source. In the stock tech tree if you go down about 4 nodes deep or so down the bottom branches you should have enough.
  10. Or if you => Kerbal => Object don't make a right angle triangle (which is pretty much *always*): √ (Your distance to Kerbol)2 + (Target object's distance to Kerbol)2 - 2(Your distance to Kerbol)(Target's distance to Kerbol)*cos() Where is the angle. Anyway, to answer OP's question - checkout the wiki's page on creating add-ons: http://wiki.kerbalspaceprogram.com/wiki/Plugins That being said, if you're going for as simple as possible, a code plugin probably isn't the answer - changing a part (either manually or via module manager) is vastly​ simpler.
  11. Well, the check is currently looking for *any* antenna and power source. Looking at ADIOS, there's an antenna unlocked in the first node (the DP-10). I'll come up with something to improve that check to having at least the range necessary for a 4-sat network (which in unmodified RT is actually the Communotron-16, no dishes necessary). Raised [#10] on GitHub to track.
  12. Actually I did notice that a little while back - I started seeing duplicates for contracts where maxCompletions=1. Raised [#162] on GitHub. I'm planning a release tonight, I'll attempt to get this one in if there's time. - - - Updated - - - Nothing conclusive in those logs, best I can tell, the game didn't make an attempt to generate a station science contract. Or you didn't meet one of the following conditions: Achieved orbit of Kerbin Unlocked a docking port Unlocked the Station Science lab I'm assuming all those are true. So to debug further, you'll need to go to the stock debug menu (Alt-F12). On the contracts tab, there should be a sub-tab for generating contract (forget the name of the button). You should see an entry for StnSciContract with E, M, H buttons (easy, medium, hard). Press those buttons and see what happens. It should either generate a station contract or log something hopefully helpful in the log. Good luck. Oh, and about the only thing somewhat sketchy I could find int he log was this: [ERR 20:26:15.722] Cannot find a Module of typename 'contractScenario'[ERR 20:26:15.722] ScenarioModule is null. It's not coming from either Station Science or Contract Configurator. Hard to say where it comes from and if it's relevant.
  13. I'd log a bug in GitHub. DBT85 hasn't been seen around these parts in some time, but assuming he comes back or someone else picks this up, it'd be good to get it tracked there.
  14. For the two day timer breaking when you leave the vessel, that's a hard one for tjsnh to fix in the contract, and a hard one for me to fix in Contract Configurator. The problem is that when you EVA, the original vessel no longer meets the conditions (it has no pilot on board). The EVA Kerbal now *does* meet the condition and gets picked up. When you go back on board, the Kerbal disappears, but the capsule now meets the requirement again, so the timer starts over. You could "hack" it by having two pilots on board, but I really don't see a better way for tjsnh to do that part of the of the contract. For the vessel tagging, everything looks right to me. tjsnh - I'd suggest changing from using the Timer parameter to putting the duration attribute in the VesselParameterGroup. It's effectively the same thing, but should look a little bit clearer to the player (because it'll change the vessel name in the parameter at that point to their vessel).
  15. Well, they're spawning at 0/0 lat/lon, so it's not completely random, and it looks like the waypoints are right (and should be using the same coordinate set). Let me do some digging and get back to you on whether I need more info. Oh and the 1200 part ghost ship? I have no clue. Unless you can reproduce I may have to just chalk that one up to KSP going Kerbal. EDIT: Got it, I see the problem. If the contract comes up and you then do something that causes the game to get saved and reloaded (like changing scenes), it doesn't save the location information properly. This only affects when the contract is offered. If you can accept it right away (ie. cancel it in mission control and keep cancelling other stuff until it comes up), it should work. I'll get a fix out in Contract Configurator 0.7.4 as soon as possible.
  16. I know you guys have talked about adding contracts to RP-0, but was wondering what your position is on balancing/re-balancing the rewards of the stock contracts (either here or in RSS). For a little background, I just added RSS support to the RemoteTech Contract Pack. The support is fairly basic, the requested altitudes in the contract were changed from a hardcoded 600,000km to being based on the radius of Kerbin. The contract rewards in the contract pack are intended to basically pay the player back for the satellite launches, plus a little bit extra. I decided not to mess with them for RSS in either the contract pack directly or though some magic in Contract Configurator. You can see the contract reward multipliers for a given body in code using: GameVariables.Instance.GetContractDestinationWeight(contractType.targetBody). If you look at the values for various bodies, you'll probably notice pretty quickly that they are equal to: [FONT=courier new]<CelestialBody>.scienceValues.RecoveryValue[/FONT] What's harder to see is that this is also multiplied by GameVariables.contractDestinationWeight, which is public and can be modified (but defaults to 1.0). As best as I can tell, this value isn't used by any of the setting windows, so you can change this to globally modify the contract rewards across the board (alternatives that also appear to work are contractFundsAdvanceFactor, contractFundsCompletionFactor, contractFundsFailureFactor if you don't want to mess with science/rep as they are a whole different can of works). Anyway, long story short - has thought been given to applying a contract multiplier across the board as part of a bigger balancing effort (whether it be here, RO, or RSS)?
  17. This contract pack has been too long without an update! Download it now! Upgrade notes: The minimum version of Contract Configurator for this contract pack is now 0.7.3. Bad things happen if you use an older version. If you were previously using a module manager hack to get the values right for RSS, please remove it. RSS is now natively supported (in any RSS size). ContractPack-RemoteTech 1.1.0 Major rebalance of contract rewards. No science from contracts, reputation is greatly reduced. Minor changes to funds. Now supports the option of a four satellite starting network (thanks TCFirebird). Now supports RSS! Orbits in the Kerbin statellite contract will automatically adjust based on Kerbin's size. Put everything in a contract group and adjusted relative weights of contracts for selection. Adjustments to dish requirements (thanks silentdeth). Reduce requirements for InnerSat and OuterSat contracts coming up. Split the coverage of Mun/Minmus from the initial Kerbin relay contract. Slight increase to the testing time for Mun/Minmus contracts. Change convention for contract titles.
  18. If count > maxCount, then the requirement returns false and this contract doesn't get offered any more. I can't remember the exact use case I had in mind when I did it that way, it may have just been for flexibility's sake. Someone is bound to think of a reason why they want to do it that way.
  19. 7/10 I like the image work, but I feel it's just too big! I've just given mine some tweaks to make it a little more compact. Thoughts?
  20. Totally agree with Necrobones on this one... I've spent so much time modding that I forgot how fun launches can be (while testing mods I tend to hyperedit all over the place, otherwise I'd never get anything released). In fact it was quick a fun break to hit up the Fastest small step challenge. So I guess my play style is 95% modding with an occasional break for something interesting.
  21. Contract Configurator shouldn't interfere with other contract mods. That being said, any number of errors in the contract system can cause stuff to start going wonky. I'd need to see a log file from the time KSP started including going into the mission control building and cancelling a few offered contracts (to try and get the station science ones to show up). If anything bad is happening, that's where it would be.
  22. Ah, very cool, more out there than I knew about... I'll have to give this one some thought. Maybe there's more to this than something for anomaly surveyor, this could be my next contract pack...
  23. Well, no spoilers or anything, if you complete the Jool monolith contract there's a chance you may see an asteroid or ten... Otherwise nothing like this in the contract pack, but I think the idea certainly fits, and gives me an excuse to increment the minor version number. So let's see, from what you've suggested, let's do some brainstorming: Unique asteroid - Depends on what we mean by unique. Modelling is outside my skillset, so we'd either need a volunteer for that, or use the regular potatoroid. Big is easy to do. Interesting orbit (high inclination, highly elliptical, far orbit) are all easy. If we tie it to a very specific timeframe in game-time, we can do something like putting it on a near miss of Jool, and the player is required to bring it to Kerbin (where the only feasible delta-v option is to use a Jool gravity assist). That last one might be outside the scope of what makes sense for AS. Unique science I've never looked at - but I doubt it's terribly hard to create a unique experiment, so that's on the table. Now, getting way off of what you've suggested, I'm amazed that nobody in the community has come up with a comet mod. Basically start with the stock generation logic, but generate in more oot-cloud like orbits (and fewer, too). New model would be important. Making a tail seems feasible to me, and would give that super cool wow factor. Anyone modeller want to collaborate on that one?
  24. Can you confirm you are on the latest version of Contract Configurator:
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