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nightingale

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Everything posted by nightingale

  1. New release! Download here. Contract Configurator 1.14.0 Added suppport for partModuleType in PartValidation. Added AtMost and AtLeast set requirements. Fixed issue where HasCrew was counting tourists. Fixed issue where partModuleType = Wheel wasn't picking up the LY-01 fixed landing gear (or any wheel part without a motor). Fixed issue with VisitWaypoing and WaypointGenerator not correctly update waypoint names when expressions are used. Reduced LINQ and reflection calls in expression parser for performance/garbage collection improvements.
  2. New release, you can now have your cake at eat it too with the monolith contracts! Download here. ContractPack-AnomalySurveyor 1.6.0 Bigger rework to monolith contracts. There is now one monolith to visit per contract, but not all monoliths need to be visited to progress the story. As the story progresses, unvisited monoliths remain available. Fixed waypoint on pyramid contract (thanks 5thHorseman). EDIT: I recommend updating to Contract Configurator 1.14.0 - it fixes a bug in the waypoint naming (if you don't update you may get the wrong waypoint names for monolith contracts).
  3. Check out the RemoteTech contract pack for an example. Relevant bits: PARAMETER { name = CommSat1 type = VesselParameterGroup define = CommSat I PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat II } # ... stuff } PARAMETER { name = CommSat2 type = VesselParameterGroup define = CommSat II disableOnStateChange = false PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat I } # ... stuff } The other option, if it makes sense for your use case, is to just have the parameters naturally mutually exclusive for the two (eg. a polar and equatorial orbit).
  4. Hmm.... if you provide a log I can check why it got deactivated (possibly).
  5. Thanks @vardicd & @ibanix. It looks like the strategy is turning off once you do a crewed orbit of the celestial body, when it was meant to be any orbit. That being said, you can technically land a probe without ever orbiting the body, so I should probably change that to landing instead. Anyway, raised #45.
  6. Awesome, been meaning to do this in Contract Configurator since the tooltips got (relatively) opened up. Now I don't have to. Although the custom file extension and loading method makes me sad, as that means no Module Manager.
  7. Whoops, that's because I changed some stuff and messed it up last release. I forgot that no altitude in Contract Configurator means "a random altitude" rather than "on the ground". @5thHorseman - I've fixed it for the next release. I'm also reworking the monolith contracts and should have those done soon.
  8. Same thing, different directory: [LOG 22:09:22.994] Load(Assembly): Sources/CollisionFX-master/CollisionFX/bin/Debug/Assembly-CSharp So you'll have to remove the GameData/Sources/CollisionFX-master stuff that is including the extra DLL and then hack the save file to remove the duplicates.
  9. Couldn't figure out why my Profiler.BeginSample() stuff wasn't working. Apparently it's conditionally compiled away if you don't have both the DEVELOPMENT and ENABLE_PROFILER set (I was only using ENABLE_PROFILER). So this is what I ended up using: #if DEBUG #define ENABLE_PROFILER #define DEVELOPMENT #endif
  10. Actually, I went the other way, because the number of Monoliths went up. There's now 5 on Kerbin, 3 on Mun and 1 on Minmus. They were all there before, but the ones that were underground were never in the contract pack because it was pointless (the numbers in the pack were 4/2/0 before). Because I want to push the players towards the Jool contract, the Kerbin contract requires the one near KSC + any other two and the Mun contract requires any one from the ones on Mun/Minmus. If it's a deal breaker I can revisit and see if I can have it both ways (right now the Mun/Jool contracts are triggered by the previous contract completing, so I can't keep it open). I suppose I could break them up into different contracts (and make it so you need to complete 1 + 2 Kerbin contracts to get the same effect). Thoughts?
  11. The pop up should show up under the following conditions: When a flight is being made ready (eg. new vessel in prelaunch) There are contracted passengers waiting in the astronaut complex There are enough empty seats in the vessel to fit all the passengers for the active contract with the least passengers
  12. New release, with new contracts and changes to better fit with 1.1.3 (where easter eggs are no longer broken)! Time for another series, @5thHorseman? Download here! ContractPack-AnomalySurveyor 1.5.0 New contract for Moho anomaly. New contract for Tylo anomaly. Slight rework to monolith series of contracts. More spoiler proofing. Changed text on pyramid contract.
  13. Updating Anomaly Surveyor for 1.1.3, and happened to look up and see a bunch of celestial bodies in the sky (look very closely for Minmus).
  14. I'll adjust that one for the next release. Some of the Kerbin contracts fire without doing SCANsat (Island Airfield and Pyramids). Thanks, always appreciated!
  15. Tourism Plus has a space camp contract. You bring up a pilot, engineer, scientist and some tourists; after leaving them in orbit for a while, some of the tourists turn into crew.
  16. No worries, since it is an area that Contract Configurator touches you had me believing it too (or at least suspicious enough that I couldn't leave it alone until I found the root cause).
  17. No need - between @antilochus and myself he's sufficiently aware of the issue now.
  18. Actually it's Cryonic Engines and Kerbal Atomics. I sent @Nertea a PM (although I saw you also posted on his thread).
  19. Well that's not right: [LOG 15:38:46.442] AssemblyLoader: Loading assembly at E:\Games\RemoteTech\Kerbal Space Program\GameData\CryoTanks\Plugins\Assembly-CSharp.dll @Tokamak, that's from your log, @MaverickNoob, checking yours for a similar issue. Basically, you have what looks like a full install of KSP's DLLs under CryoTanks - which is directly causing your problem. EDIT - yup, same thing for @MaverickNoob, CryoTanks has stuff it shouldn't have.
  20. @MaverickNoob - It's possible that it's Contract Configurator if you're looking at the same save and it's still messed up. But if you remove CC and get the issue in a new save, then I'd say it's safe to say it's not Contract Configurator. Were you able to check that settings window for duplicates?
  21. @MaverickNoob - here's the possibilities I see (not yet enough info to narrow it down): Something is duplicated somewhere (like a .dll) which is causing two copies of the stock types to show up Contract Configurator is messing it up somehow (seems most likely to me, but the code looks fine) Some other mod is messing it up somehow (quick code peek on likely candidates hasn't come up with anything)
  22. If you can reproduce on a new save that's good (in terms of me being able to find the problem). Can you open up the settings window for contract configurator (bottom right corner while in the space center scene) and tell me if you see any duplicates? You'll have to expand the stock contracts section.
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