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Everything posted by nightingale
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
nightingale replied to nightingale's topic in KSP1 Mod Releases
I probably need to rework that one to make it more clear (or just less strict) - it needs to have that antenna set to "Active Vessel".- 557 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
EPH = Epoch (KSP notion, not an orbital mechanics one). The orbital parameters represent a snapshot in time (including position), and this is the time the snapshot was taken. KSP can then rewind/fast forward based on your game's current UT. Heh, this won't add complexity to the parser that isn't already there - it's one line of code to add a hook from the parser to a given math function that's in the standard C# library. I can do these changes in about 5 minutes. A random orbit generator for a specific use case (sun-synchronous) would be better - but would be many hours of work (which is time that I don't currently have). Anyway, I'll add the math functions for next release, and you can raise an enhancement request for the orbit generator - but the earliest I'd be able to even think about looking at it is after KSP 1.2 drops.- 5,225 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
All stock KSP - I've made the assumption that anyone going there can either figure it out for themselves, or can just pull it from a save file without understanding the components of the orbit. That being said, the only reason that I've disabled anonymous wiki edits is the web editor screws up the page hierarchy. So if you want to fork the project and send me the changes, I'd be happy to merge them in. The orbit generators are pretty much all just hooks into stock stuff. Hypothetically, you could do the math in expressions and come up with your own (although if you do want to do this, there might be some math functions that I need to give you like sin and cos).- 5,225 replies
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RoverDude's ModuleResourceConverter (one of the now-stock bits that originated from Regolith) can easily be set up to convert Fish to anything. Of course, Fish would need to be added as a resource (config files), and you need parts that can hold the fish resources. All pretty doable, but all stuff that I unfortunately don't have time for, so anyone who's wanting to do that will have my support. Other sports are planned (hence the "Kerbal Sports" name). But that'll be as time permits...
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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
@inigma - I've got #560 on my list of items that need to be looked at... haven't had much time for modding the last little bit, unfortunately. It is top priority though. @Fobok - Something is breaking the Sun... can't really say much beyond that. @hargn - That's a bug, think I've got it fixed, can you try the dev dll from GitHub and let me know if that solves your issue?- 5,225 replies
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Trawler nets are unlikely unless someone provides parts - even there, not sure what the gameplay mechanic would be since the mod is really about the act of fishing and not the getting of fish. In-Situ Fish Utilization... to get experience? Or funds (you already get those). Or hook it up to a life support mod?
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Well, that's a 50% boost to the science from KSC. So it's big, but a lot of that is what you'd be getting even without that strategy. There are a *lot* of biomes around KSC - personally I'm off the opinion that we shouldn't be getting science credit for "R&D Building Three" and stuff like that, but that's not an issue that I'm looking to address in this mod. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Toss a KSP.log file my way and I'll take a look. The only dependencies are Contract Configurator and RemoteTech, so as long as you have the latest of those, it should be okay..- 557 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
@inigma - I removed the short-circuit in the Any/All requirements that was causing this (it wouldn't keep checking if it found one that caused the parent condition to be met). No idea what's up with the other one, but will look into it as time permits. @charliepryor - It's due to the changes I made to that contract pack a while back (with the Contract Configurator 1.15.x update). You can safely ignore those.- 5,225 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
It's a bug/limitation with mods that add a PQS Controller to gas giants. That includes Kopernicus (in certain configurations - RSS mainly) and RVE (I think). Can't be fixed without stock changes or changes to those mods.. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
nightingale replied to nightingale's topic in KSP1 Mod Releases
@Sudragon - Sweet! Mind if I add that to the first post (if imgur albums ever get fixed....)- 699 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
I noticed this a while back but never got a chance to investigate. Can you raise an issue on GitHub for me?- 5,225 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
@Maxsimal & @Aelfhe1m - That's good feedback, I think I probably know where I need to make changes to get the best "bang". I'll likely look at this for 1.19.0 as 1.18.0 is going to be released as soon as I look at one or two outstanding issues.- 5,225 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
Well, there should've been been some pretty big improvements since 1.15.x when the contract generation was almost completely disabled in flight (almost, because there's the auto-accept contracts like the record contracts in RP-0 that need to be generated in flight). There are other areas in some of the parameters that I know have the potential to create lots of garbage, but are difficult to rewrite because of the way they were designed. However, I don't have any hard data to know how bad those are. So that's at least two possibilities within Contract Configurator - garbage from contract generation, garbage from parameters (active contracts). So to rule in/out contract generation: Disable/remove all the record contracts. Does that have a noticeable change? To rule in/out the parameters: What active contracts do you have? If you cancel all of those contracts, does the garbage situation in flight change drastically? It may also be worth doing a test without Historical Missions - the sheer number of contracts in that contract pack may stress the system in a completely different way (and could provide another hint as to an avenue that I need to investigate). The more hard data I have, the better I'll be able to direct myself towards specific problem areas.- 5,225 replies
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Kopernicus had (has?) a bug where the PQS coordinates are randomly offset in mission control (when the contracts are generated). I've since put in a workaround, so there shouldn't be any issues there anymore. Not sure if that particular bug is was what steered @inigma away from the PQS stuff or not.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
nightingale replied to nightingale's topic in KSP1 Mod Releases
It's definitely there - it was in @5thHorseman's series that I linked above. Can I see a screenshot of your mission control? And maybe a KSP.log in case that one contract didn't load somehow (not sure how that would happen, it's a fairly simple contract).- 502 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
Yup, it's exactly that (keeping in mind that the start node is level 0).- 5,225 replies
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Yeah, I had a feeling that must've been the case when I saw you clipping into the "thing" (it's supposed to trigger at a couple km away, before you can get too close). Send the save over and I'll take a look. I'm pretty sure i retested this one in 1.1.3, but maybe there was something special for you.- 502 replies
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Yeah, but the difference between 30/60/90 seconds is huge when you restart KSP 20 times in a two hour span.- 502 replies
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
nightingale replied to nightingale's topic in KSP1 Mod Releases
@eddiew - I noticed that as well in @5thHorseman's playthrough (which everyone should go watch here), but I haven't had a chance to go fix it yet. Love that image, and skybox is gorgeous! I need to start playing KSP again so I can use visual mods (takes too long to start up when you're modding). @5thHorseman - Since I've already pinged you, I'll ask a question. Did the last contract in your series bug out, or were you trying to keep it spoiler free by not showing the zoomy thing after you go to the thing? (I'll assume you can figure out what I mean, since you saw it in your previous series)- 502 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 extra / is just a display issue - the problem is that maxUnlockedTechLevel doesn't actually exist in the ComSatContracts group.cfg file that you sent.- 5,225 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
I'll likely add a setting around this in a future release - for the moment there is no way to customize it. That's getting into territory that @Whitecat106 will have to address. I don't know the specific details of his contract pack, but I though he'd put some stuff in so that you could skip to later eras of contracts.- 5,225 replies
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