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nightingale

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Everything posted by nightingale

  1. Sounds like you're trying to use RSS/Kopernicus on 1.1.3, which AFAIK is not ready yet.
  2. There's a number of places that you can use partModuleType instead of partModule, where partModuleType uses the above values (Antenna, Dock, Grapple, Power). It also has Wheel for backwards compatibility (it got removed from stock in 1.1.0 or so).
  3. Under the hood, most of the places that text is displayed uses a unity Rich Text field, so you can theoretically use anything that Unity allows (docs here). I'm not 100% sure if this holds for the contracts app though, and even if it does it may break @DMagic's Contracts Window+, so test it out thoroughly (and let me know if it works or not). Right now, HasCrew counts tourists, but I can see an argument for excluding tourists from the count. But since that's changing the existing behaviour, I'd first want to see if that breaks anything for @inigma, @severedsolo or @NathanKell.
  4. Since the current code is super low impact (it does a couple quick things once on each scene load), I've integrated this into Contract Configurator in the interest of having less mods for me to maintain. I figure there are very few people using this that don't also use Contract Configurator.
  5. New release with KSP 1.1.3 compatibility. Download here. Contract Configurator 1.13.0 KSP 1.1.3 compatibility. Integrated Wider Contracts App into Contract Configurator. Fixed isuse with SpawnVessels spawning vessels with incorrect rotation (thanks severedsolo). Prevent Rendenzvous parameter from triggering when a vessel performs a rendezvous with itself (thanks danielguo). Fixed NRE on contract accept when using SpawnVessel's craftPart method of spawning. Fixed PartModuleUnlocked and PartUnlocked requirements to check for part purchase and not just tech unlock (thanks inigma). Always set the CollectScience targetBody to the one from the biome if a biome is used (thanks severedsolo & enceos). Fixed exception in RecoverKerbal (thanks palleon). Fixed incorrect handling of waypoints with negative altitude on non-ocean worlds in VisitWaypoint (thanks Galenmacil). Removed extra ConfiguredContract entries from settings menu (thanks Deimos Rast).
  6. Waypoint Manager is broken in 1.1.3... no more! New version here. Waypoint Manager 2.5.3 KSP 1.1.3 compatibility.
  7. At a minimum, orbit generation and some waypoint stuff is broken in Contract Configurator. So use in 1.1.3 at your own risk until I get an update out.
  8. Also, on closer inspection, Contract Configurator is definitely broken in 1.1.3. Will get an update out soon(ish).
  9. There's around a hundred errors before that about stuff failing to load (it looks to me like Kopernicus/RSS isn't working in 1.1.3). So I'd wait until RP-0 and all its dependencies are working on this one as it seems the other errors are the direct cause of this.
  10. Contract Configurator seems to be working in 1.1.3 without issue, although I will be releasing an update soon anyway (likely tonight).
  11. This looks to be broken in 1.1.3. I'll release an update tonight.
  12. Should be, since it's not in the parameter itself that the optional checks are performed. I assume you're having a problem somewhere?
  13. @Enceos & @severedsolo - Fixed the "KSC's Poles" issue for the next release. The problem is the celestial body was being defaulted from the contract even though the biome was for a different celestial body. You'll have to manually fix the save (or cancel the contract) if you haven't already.
  14. One of the recent dev notes mentioned "planetary weighting of contracts" (in the proposed 1.2 feature set). I assume this means you could zero weight it for some planets (either through a mod or save file hackery).
  15. @ZachPruckowski & @ibanix - I thought the main bug (switching the rewards constantly) was fixed a while back. Unless it's an unreleased change, which is possible. Can one of you raise an issue on GitHub for me (currently on vacation, don't want to lose track of this). As far as affecting already accepted contracts it's an unintended side effect, but definitely a bug.
  16. Severedsolo - is there a Contract Configurator issue open for this one? Definitely seems to be a bug somewhere.
  17. For now I'd raise a GitHub issue with a ksp.log. There's some extra debug that is helpful on the ContactVesselTracker class (set it to verbose). There are instructions in the wiki (normally I'd send a link, but currently I'm out of town with limited access). Sounds like you're describing the stock contracts - you may have better luck posting a topic in the support forum.
  18. Nothing that gets the sidereal period directly, but should be possible using expressions and the available attributes.
  19. On a plane waiting to take off, so apologies for the brevity. ReachState - just have two targetBody lines. CollectScience - only one body. Wrap in an Any parameter to have a choice of two.
  20. Just a warning - it says it loads the contract right after. For the most part, I don't remove deprecated functionality like that any more (since there's too many old contract packs not getting updated any more, including my own), so it's safe to ignore that.
  21. You've cut out the flavour text, which has important information - it would read something like this: So the waypoints are just suggestions, and you can definitely do an atmosphere analysis while landed - the trick is in finding land in the water biome.
  22. @vardicd - You've got it the wrong way around - they all completed except the R&D one. The R&D one doesn't have an entry in your science stuff, so I assume you didn't get that. I do remember that there might've been an issue with the R&D science where it didn't work on some building levels, but I'm not 100% sure. Can you confirm what level your R&D building is? When you drive out there, what does the science popup say the biome is? I also know for some levels (probably level 3) the different buildings have their own biomes, so you may have to stand not directly by a building.
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