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nightingale

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Everything posted by nightingale

  1. <selfplug> Or get the RemoteTech Contract Pack that will pay you for creating the networks you need. </selfplug>
  2. Awesome stuff!! I've added it to the first post. These are a great starting point for anyone wanting to mod contracts, since usually that's one of the first points of frustration!
  3. Yes, well one that's not really intended to be used - I did the best I could to disable it. As far as the size... the smallest side is two orange tanks wide. I had to do fun things with the load distance to not make it just magically appear when you're right on top of it (ie. 2 km away). If I remember correctly you can see it from about 100 km away if you have Jool as a backdrop.
  4. That's right - almost forgot about those. They are from the original Fine Print and made it into stock (although disabled by default). I think the idea is you can change the resource name to whatever you like (ie. Karbonite, Kethane, etc.) and turn it on. Anyway, anything I'd try to make sure anything I do in that area would be different enough from the stock ones to be worthwhile.
  5. Been meaning to put up a contribution link, so if you insist there is now one on the first post. It's amazing that with stock it's hard to get within 5km of a waypoint... really hoping they'll have their own version of this in stock by 1.0, but who knows?
  6. That's definitely one that I've been toying with. So many decisions though: Make individual contract packs for different bits, or just attempt a massive USI contract pack? Wait for 1.0 when the resource system gets shaken up? Or just go ahead now and hope for the best in the future? There's also a couple features that I want to investigate before doing something like this one (the big one being more detailed Regolith support). But it could happen soon, you never know!
  7. Contract Configurator 0.6.5 is out with some minor bug fixes. Download it now. Contract Configurator 0.6.5 Fix rare NullReference exception on VesselParameter save (thanks cupe). Fix Sun and Mun appearing as simply "the" in some parameters (thanks Invader Myk).
  8. Whoops.... careless missed bracket on my part. Release a new Contract Configurator as we speak to fix it.
  9. It's big.... much bigger than the VAB. If you click it once and then launch, you'll see it.
  10. Probably not necessary - but I'm pretty sure the way the stock orbit stuff works you get a pretty big window for hitting the orbit - so you don't actually need to be that close to Keosynchronous... this is just an additional check.
  11. So I'm back working on the next version... have a little bit to go still, but should be in the next week or so. You guys have been pretty patient on this one, so perhaps time for a teaser?
  12. No, the timer is just an arbitrary number - not specifically tied to the orbital period. It's just there to make sure you're able to stay in the right spot for a bit.
  13. Version 0.6.4 is out with some minor fixes. Download it now! Contract Configurator 0.6.4 Replace buggy stock ReachSpace parameter with a custom one (thanks Yemo and SETI users). Fix NullRef issue when using PartModule in PartValidation (thanks Yemo and SETI users). Better reporting on RemoteTech version mismatch issues. Fixed issues with dependency version check code.
  14. @DBT85 - If you remove your Duration parameter and change it to the duration attribute in VesselParameterGroup, then the contract will start working the way people expect it to (ie. allow it to work in the background). However, I'd vote for just removing it altogether - since it seems redundant when combined with the coverage parameter.
  15. Thanks for bringing these two bugs to my attention - I've got fixes coming for the parachate PartModule issue as well as the replacement of stock ReachSpace.
  16. AssemblyLoader: Assembly 'CC_RemoteTech' has not met dependency 'RemoteTech' V1.6 Looks like you're running an older version of RemoteTech. They changed some stuff that broke Contract Configurator in 1.6, so I had to make updates (I also had to make RemoteTech related updates for 1.6.1 and 1.6.2, but I've finally got things synced up now). Anyway, you need RemoteTech 1.6.2 or 1.6.3 for Contract Configurator. I'll throw up a GitHub issue and see if I can change it so you get a relevant error message as part of the debug window output, rather than having to search it out at the top of the log file.
  17. What are the exceptions you're seeing in each case? In the first case, it should throw an error (but I would've only expected to see it ONCE). In the second, it should work, although you are *replacing* the partModule instead of adding a new one. You probably want this instead: [COLOR=#333333]@CONTRACT_TYPE[KerbinLanding]:FOR[SETI]:NEEDS[RealChute][/COLOR]{ @PARAMETER[AltKerbinSeqNode] { @PARAMETER[AltKerbin] { @PARAMETER[PartValidation] { partModule = RealChuteModule } } } [COLOR=#333333]}[/COLOR]
  18. I've been meaning to look at something for RSS in Contract Configurator, but I just haven't come up with the right answer. You can hypothetically do it with module manager config, but it's messy - module manager has no way of doing a "depth" search for nodes which is needed because parameters can be nested (I raised an enhancement request, but it was rejected). I've been thinking about adding a global "altitude" multiplier in a config somewhere, then that *one* value can get multiple once via a MM-config, and it'll apply everywhere. Of course, that may be too simplistic - maybe one per celestial body is also necessary?
  19. I'll replace the buggy stock ReachSpace with a custom one in ContractConfigurator - that way you can leave your contracts as is.
  20. It's really odd, since Contract Configurator just uses the stock parameter. Hypothetically, you should be able to even run them side by side and (hopefully) get the same behaviour. As far as I know, the stock parameter just looks for the reached space "achievement", which should fire as soon as you hit a suborbital trajectory. Interesting thought experiment - this means if you have a very interesting trajectory - something like go to 65 km, raise the other side of your orbit to 70km+, you would be sub-orbital. You could then lower your apoapsis and meet the parameter without having technically reached space. EDIT: Check the logs for any exceptions at all.... an unrelated exception can put the game in a "fun" state and cause all kinds of stuff to not work.... that could be what we're seeing here?
  21. As a modder I'd also add people who post useful/well researched bug reports.
  22. Previous release had issues - new fix is up. Contract Configurator 0.6.3 Fixed bad exception on loading from previous broken release.
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