Jump to content

nightingale

Members
  • Posts

    4,137
  • Joined

  • Last visited

Everything posted by nightingale

  1. Odd, I thought that I'd implemented array "addition". Maybe there's a parser bug in that specific scenario.
  2. 1, 2, 3. There's an extra one in there for the upgrade logic to work, but I then hack all the UI bits to make it look like 1,2,3. You're not supposed to look at the man behind the curtain. EDIT: And yes - I did miss the one spot, because I couldn't easily change that in stock. Was hoping nobody would notice.
  3. Raise a GitHub issue and I'll take a look (include your save). Note that it probably won't but until after 1.2 stuff settles though.
  4. You've got a list of list of biomes. Try changing this line: biomestovisit = [@/biomestovisit2, “Poles”] to: biomestovisit = @/biomestovisit4 + [“Poles”] I forget if you can load biomes as a string that way - there may be a function like Biome(Kerbin, Poles) or something (don't have the doco easily accessible to me at the moment).
  5. Nope. Depending on the contract, you can talk to the contract pack author - but some are simply meant to be repeatable and will reappear.
  6. Wrong scanner - there's some confusion on the scan names - not sure if it's something I need to re-label, but it should be the part that gives you the biome scan.
  7. Of all the souls I have encountered in my travels, his was the most........ [sniff].... Kerbal.
  8. Well, you've got it set up in a way that takes the random out of it. If you are allowed to generate 8 total, and there are only two polar available then it will generate those. Later, when two SSO are also available, then it'll generate those, etc. etc. What *should* happen is that when one of those falls off the list, it'll randomly generate a new one. I'd check the expiry dates though - if not enough time is passing or the expiry dates are very large, it won't offer new contracts. Nothing useful to me in that log - the tech tree file simply doesn't exist at any point Contract Configurator needs it. I know that @sarbian had to implement some magic in his code to be able to make the tech tree file Module-Managerable, but I've never known it to cause issues with Contract Configurator before. Looking at your log, there's none of the MM log messages I'd expect to see around the tech tree, yet your install is still trying to go to its copy of the tech tree. Maybe the URL in the settings.cfg was manually modified? You won't find that here - ContractType and the stock contract config are loosely related at best. The stock logic for saving to the config file puts all the rewards into a comma separated list (which Contract Configurator doesn't touch or know about). Contract Configurator only needs to interact with the individual fields on the Contract class after they've been loaded.
  9. Are you saying that someone with a long history of involvement in RSS would have difficulty getting into orbit of puny Kerbin?
  10. Well, it tries to read the Tech Tree directly from the file (there were reasons I can't quite remember for doing it this way). The error pretty much says that the file that is setup isn't actually there, so I'd look at a potential issue in Module Manager first (since it's the one generating the file in this instance). If you provide a full log file, I can take a look and see. Should go through them in a less fixed order now. The group limits preventing stuff from being offered is by design - might mean a change is needed in RP-0 (or that might be intentional).
  11. Okay, I'll see if I can take a look at this when I do the refresh for 1.2. Do you mind raising an issue on GitHub?
  12. There's some Kopernicus configs that mess with detection of non-rocky bodies. I'm still looking into fixes for that. Are there other specific issues that you have with galactic neighborhood?
  13. Okay, everyone go grab Contract Configurator 1.19.0, as that fixes the problems with garbage generation: Fixed an incorrect boolean condition that was causing it to do an expensive check every frame for every contract instead of once per game. This is the major source of 99% of the garbage that was being generated. Huge thanks to @xEvilReeperx for pointing this one out. Fixed the biggest area that was overusing LINQ to not generate any garbage Between those two fixes, should be a much better RP-0 experience now.
  14. New release, and a huge thank you to @xEvilReeperx for identifying the major source of garbage. Download here! Contract Configurator 1.19.0 Added Part.UnlockCost(). Added Part.Resources(). Added Part.ResourceCapacity(). Reworked ParameterDelegate - worst source of in-flight LINQ (ie. garbage). Check contract requirements before displaying them in mission control in case something has changed. Fixed issues with part parser (thanks 5thHorseman). Fixed exception in Mission Control (thanks Conventia & AccidentalDisassembly). Fixed a NullReferenceException in PartValidation. Fixed an incorrect condition on the ReseachBodies check which caused heaps of garbage to be created (thanks xEvilReeperx). Fixed issue with Duration parameter not kicking off correctly in some circumstances (thanks 5thHorseman).
  15. @xEvilReeperx - yup, that would be a big problem. It's supposed to cache the results and only ever run that once per game session. Will fix that ASAP.
  16. I'd need to see a full log to say for sure, but the snippet you sent seems to imply it's intended behavior of MCE.
  17. No - I'm saying generation was moved to not run in flight as of 1.15.1 as the biggest garbage/performance culprit at the time for exactly the reason you've stated - players generally aren't looking at offered contracts in flight, and aren't in the space center for long. For a release soon I'll be looking at active contracts, as that seems to be the current worst offender.
  18. Yeah, but contracts don't generate in flight as of 1.15.0 - so unless you're testing on an old version then I wouldn't expect contract generation to have a large impact in flight. Don't get me wrong though - the fact that active contracts does have such a large impact in flight is a problem, and needs to get addressed.
  19. Actually, this might be the first report of it being in the wrong spot - usually it's wrong altitude. Do you have Kopernicus installed? I worked around the issues related to that, but it could still be relevant.
  20. Can you cancel the contract and regenerate it? I've had reports of the waypoints being off on occasion, but not 100% sure what the root cause is.
  21. @jarraya - I've gotten reports of garbage collection issues, so likely you're having the same issue. That being said: Everyone - if anyone is able to help me with some additional information, it would be helpful. I know there's more than a few places in Contract Configurator with garbage creation issues, but most of the reports I can of actual noticeable player problems come from RP-0 (not sure if that's due to the particulars of the contracts, or more competition for memory from other parts of the mod). There seems to have been an increase in reports recently - not sure if that's coincidence or if a recent change in Contract Configurator exacerbated the problem. Now, if someone who is having these issues has time, I'd like to get some more information. What I need is for someone to get me info on a couple different versions of Contract Configurator. Specifically 1.14.0 and the latest development build (grab 1.18.1 and apply the dev dll on top of that). For both versions, the info I need is: Heap allocation data from MemGraph. I need this in the following situations: In Space Center, no contracts active In Space Center, multiple contracts active (4+) In flight scene, no contracts active In flight scene, multiple contracts active (4+) General "feel" in the above situations. Are you seeing noticeable lag/stutters? If someone is able to provide that information it would help me greatly in targeting my efforts towards what's causing the most pain in RP-0.
  22. Maybe not "main source", but definitely the biggest source. That's not to say there isn't problems with the active contracts. I'll cross-post something on the RP-0 thread to see if I can get some more details (from you or others).
×
×
  • Create New...