Jump to content

nightingale

Members
  • Posts

    4,137
  • Joined

  • Last visited

Everything posted by nightingale

  1. All stock. The text may not read in a completely sane way, and I assume the R&D GUI won't show the right stuff, but this should do it: EFFECT { name = CurrencyConverter input = Science output = Funds minShare = 1.0 maxShare = 1.0 minRate = 100 maxRate = 100 // ignore income from recovery, because funds recovered were ours to begin with, therefore not income AffectReasons = RnDTechResearch effectDescription = from research costs } Not sure if those are stock (or if they are, they are leftover from something old, because I don't see those anywhere).
  2. Actually that could be accomplished with a 5 line strategy config. The R&D UI isn't set up to handle alternate currencies though - so it probably wouldn't show the correct costs.
  3. @linuxgurugamer - Looks like an issue with CactEye itself - it's providing contract configs which appear to have some problems..
  4. @SilverlightPony - It definitely will not work with 1.1.2, there were API changes that affected Contract Configurator.
  5. @hargn - I haven't been able to look at this yet, but raised #576. @run1235 - that one has already been reported. @gamerscircle - anything's possible, but can't really say much based on the information available.
  6. PSA: Contract Configurator will break the toolbar reflection wrapper with its 1.2 release Some code that I added to Contract Configurator has exposed a bit of a nasty bug in the toolbar reflection wrapper. I've sent blizzy a pull request here, but the problem is that this is in the toolbar integration code that is copy+pasted into loads of mods. So if you see an error that looks something like this (the namespace will be different), the issue is not with toolbar itself, but the mod using toolbar: [EXC 21:21:15.772] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection.Emit/AssemblyBuilder.cs:680) RSTUtils.ToolbarTypes+<>c.<getType>b__5_0 (.LoadedAssembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[AssemblyLoader+LoadedAssembly,System.Type].MoveNext () System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) RSTUtils.ToolbarTypes.getType (System.String name) RSTUtils.ToolbarManager.get_Instance () RSTUtils.ToolbarManager.get_ToolbarAvailable () The fix is a one liner is about 5 lines and can be found in my pull request linked above. Or, if/when it gets update, then just recopy the whole wrapper file from toolbar.
  7. @inigma - The short answer is a lot of a vessel spawning code is broken in 1.2 and is being revisited.
  8. It's a stock contract (the names are generated based on the seed, which is why you don't see it in the save). I seem to remember something like that getting fixed in the 1.2 pre-release, so I suspect this is something that will go away in the new release.
  9. @icedown - Can you show a screenshot and send a KSP.log (and maybe a save)? I have no idea why it would persist across different saves though, unless something is seriously getting messed up.
  10. Okay - that one was a bit of a stretch. But they would need significant balance work to function properly in a no science career mode. "Launch our first vessel", "Escape the atmosphere", etc. are all rather silly when you have all parts unlocked.
  11. There's not that much left that directly relies on game modes: Strategies - get broken if you remove funds or science Contracts - get broken if you remove funds or science Funds - get broken if you remove contracts (strategies and milestones don't give enough on their own) So really the only viable combination that isn't available would be "career without Strategies", but it's pretty easy to ignore the Admin Building if that isn't your thing. Of course, other combinations could be made viable (science with contracts is probably the one I've heard requested before), but any of those would require a non-trivial development effort.
  12. Those are stock strategies (except they don't stay on all the time, it's one-time). Those are pretty much doable without Strategia though, as converting from one currency to another is 75% of the stock strategies.
  13. I considered making Strategia the "Contract Configurator of strategies", but there just didn't seem to be enough content possible to justify the fourfold increase in development effort. As such you can extend it to certain degrees through code or configuration, but nothing has been documented or tested.
  14. @linuxgurugamer - you've got it backwards, the event is fired on response to the Kerbal letting go out falling. The actually check is in the KerbalFSM somewhere - I'm not sure if there's a simple way to trigger it yourself offhand.
  15. @katateochi - DebugToolbar.toolbarShown = true; EDIT: As to the EveryScene issue, loading is a scene too - so you're probably spawning it during that scene, then again in the editor. Just a guess though.
  16. @benoit406 - You're using KSP 1.1.2, which is no longer supported. You'll need to upgrade to 1.1.3 if you want to use Contract Configurator.
  17. @benoit406 - yup, seems like an error, I'll want to see the KSP.log (preferred over output_log.txt in this case, but either will do). Also, make sure you're not using the 1.20.0 pre-release on KSP 1.1.3. @severedsolo - yup GitHub issues for those would be great.
  18. @pap1723 (Darn mobile forum...) Anyway, @severedsolo & @5thHorseman, I'll probably make it auto size vertically rather clipping the text. Mind raising a GitHub issue? I'm currently in an airport and liable to not remember this actually needs fixing.
  19. I'll probably change that to be based off the mohole pqscity in 1.2, so if you're going to modify anything for compatibility, that'd be the way to go.
  20. Alright, got a pre-release ready for contract pack developers to test out on KSP 1.2. This is a pretty quick recompile and fix to get stuff going on 1.2. Off the top of my head, the following still needs to be done to get a true 1.2-ready version: Move settings into stock menu Clean up overlap in tracking station with CommNet icon Support for RemoteTech Support for Kerbal Konstructs Please report any issues outside the above items. Download the pre-release here. Contract Configurator 1.20.0 Support for KSP 1.2 Fixed NRE when vessel's Landed At string is null (thanks SamLex).
  21. Yup, this is a known issue/limitation with the asteroid stuff. It's even worse if you just land the asteroid near KSC. I don't have a good solution, but maybe writing it so they have to have it in Sun SOI is a good idea.
  22. @steve_v - That's a stock issue, no Contract Configurator there. That being said, can you raise an issue on the public tracker and let me know the number?
  23. Right that's why you have your LoadingSystem execute between GameDatabase and PartLoader, and then you remove the stuff you don't want included anymore from GameDatabase. PartLoader uses GameDatabase to decide what to load. Texture are trickier because they are loaded in GameDatabase, but your best bet may just be to free them after they've been loaded. Regardless of how you're doing it, you want to be super careful with textures - as a texture may be shared between multiple parts.
  24. Be careful with the way you've implemented the perma-prune - deleting/renaming files will play havok with CKAN users (unless CKAN has changed, but last I checked it would freak out when uninstalling/updating a mod when all files it expected to be there weren't there). You may be better off writing a LoadingSystem mod that executes after GameDatabase (or better yet, after ModuleManager) and before PartDatabase. That being said - cool idea!
×
×
  • Create New...