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Everything posted by nightingale
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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
This is a known issue. Also, I didn't realize that this was up on CKAN. The mistake is mine, as I forgot to check off 1.20.1 as a pre-release version - that's done now, and if it's not automatically removed from CKAN I'll send them a PR.- 699 replies
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Can you do me a favour and add trace=true in the contract definition file, and then provide a KSP.log that includes an attempt to generate contracts (going to Mission Control, and waiting for the log messages to stop after a couple seconds should be sufficient). Once you have that, toss it onto the Contract Configurator tracker for me and I'll see what I can do about getting a fix into the 1.2 Contract Configurator release.
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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
If I remember correctly the stock stuff moved (a little bit) in 1.2 - but I'll make sure there's no overlap when I do my 1.2 updates. -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Not sure what you are referring to - is it the fact that there are a couple that show up without scanning (I assume you have SCANsat)? Or the fact that you can see the planets and the list? That being said, neither of those will be changed. The ones that are visible without SCANsat are that way to give something to do before launching a SCANsat is realistic. Also, there's the in-game argument that makes it hard to justify needing to launch a SCANsat to "see" something that is on an island a couple km away from KSC. Once I have time though, there will be some 1.2 updates to this contract pack. I'll be looking at figuring out what the appropriate level of Kerbnet integration is, as well as adding contracts for the REDACTED that @Arsonide added in 1.2.- 502 replies
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If you wanted to solve this problem you can make it so the "reset experiments" is only available to EVA Kerbals. Although I'd personally choose usability of realism/stock-fidelity here. Also, in 1.2 we removed all the hard-coded checks for "Scientist", "Pilot", etc and replaced them with traits. Given that I know you're someone who has shown a preference of having fewer Kerbal roles in the past, you may want to change your scientist check from: crewMember.trait == "Scientist" to: crewMember.HasEffect<ScienceResetSkill>()
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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
Depends how you set up the contract. Generally speaking though, the timers work across vessel/scene changes.- 5,206 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
This is a known limitation without an easy solution. First of all, nothing in the expression language will (or could) help you - as those are all executed at parse time. What you need is a parameter that specifies that one or more orbital parameters of a vessel are equal to some value relative to another vessel's orbit. For n satellites in otherwise identical orbits, it's somewhat straightforward, but gets complicated quickly. For something like molniya orbits where the goal is to have coverage of a specific geographic area, then I'd do the following: Have a waypoint that is above the spot you want coverage for, at the highest part of the Molniya orbit Have a sequence of parameters that looks something like this: Sat 1 near WP Wait for 8h Sat 2 near WP Wait for 8h Sat 3 near WP To be honest, even the above isn't really good without some enhancements to make it so that everything in the sequence is reset when one of the timers fails. Otherwise the player can complete sats 1 & 2 and then get stuck. There's a reason I did it based on coverage and connectivity in the RemoteTech contract pack and didn't try to do too much orbital stuff...- 5,206 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
No - no affect on how long it'll take to fix the bugs in Contract Configurator. They're being worked as I have time, but 1.2 is the priority as the window for that is closing quickly (whereas there's no dealine on CC). The tracker is here: https://github.com/jrossignol/ContractConfigurator/issues- 5,206 replies
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Nope, not for about 150 years now.
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Test it out in the latest dev build + pre-release and let me know if there's problems.
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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
@gamerscircle - I believe that one is on the tracker already (or at least one very similar). Hopefully I should be able to start knocking out these issues soon.- 5,206 replies
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Do we really need game modes?
nightingale replied to Vanamonde's topic in KSP1 Suggestions & Development Discussion
All of this should be fixed for the next pre-release - because they're limitations that really made life difficult while doing Strategia, and doing so should open up lots of modding options (want to use reputation to upgrade buildings? Go for it!) -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Each part of each craft that is launched gets a launch id (which is monotonically increasing). When the parameter is initialized, it stores the current launch id. If a vessel has any part with a launch id that is less than the parameter's stored launch id, the vessel is not considered new. This applies to both the stock contracts and Contract Configurator.- 5,206 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
You will want to update to the latest pre release, I strongly suspect that is the issue.- 5,206 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
You're reading it incorrectly. It's looking through the loaded assemblies for contracts to load, and it hits a problem with scatterer (99% sure that it's a KSP version incompatibility). It then ignores it and moves along. Please don't post the whole log on the forum (it may let you, but seriously, don't). Instead put it on pastebin, google drive, dropbox or <your favourite file host here>.- 5,206 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
The error reported is against Scatterer - but shouldn't affect anything with Contract Configurator. I'd need to see a full KSP.log to do anything here.- 5,206 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 on the tracker, will be looked at when I have time.- 5,206 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
A quick compatibility update with the latest builds: Contract Configurator 1.20.1 Moved settings into stock settings screen. Compatibility with latest KSP pre-releases.- 5,206 replies
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Strategia will likely be one of the last things that I have ready for 1.2 - as it has many dependencies (Contract Configurator, Module Manager, Custom Barn Kit). I'm still working on Contract Configurator for 1.2 when I have spare moments (there's more than a few issues related to 1.2 on the tracker) - so I'm not in a rush to get the other dependencies (which will likely not but publicly available until 1.2 is). So... you have a bit of a wait still, sorry! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
I'll have to rebuild and check that out, haven't had much time to work on CC. There's a couple additions related to the pre-release that are half-way in progress at the moment.- 5,206 replies