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nightingale

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Posts posted by nightingale

  1. 1 hour ago, paul23 said:

    Well waypoint manager 2.8.0 is reported to work with 1.8.x and newer: so one cannot/should not install it for ksp 1.7.3.

     

    Waypoint manager 2.7.5 (the other version on ckan) works with 1.6.0 - 1.6.99, according to ckan.

    Because of the automated system I have in place for CKAN it's hard to go back and fix the compatibility on an old version - unfortunately 2.7.5 is stuck in a state of claiming to not work on 1.7.3 (even though I know people have reported that it works).  2.8.0 *may* work on 1.7.3, but it's not tested/supported - so I'm not going to change it that way either.  It's a mess - but time will fix it as people slowly move off of 1.7.3.

  2. New release available here!

    Just want to give a huge shout out to the KSP devs (especially @JPLRepo and @TriggerAu) - I pretty much only had to make changes related to the Unity upgrade.  It used to be that there'd be a whole host of broken things in CC on KSP updates, but there's clearly been a lot of effort in maintaining backwards compatibility (as much as is possible when you have mods that rely on every single little behaviour of KSP).

    Contract Configurator 1.28.0

    • Support for KSP 1.8
  3. KSP 1.8 Update Plans

    I haven't been around these days, but I'm going to be taking some time to update things for KSP 1.8.  No promises on timelines, but here's my list in order of priority.  Note that I'm only looking at minor bugfixes and KSP 1.8 compatibility at this time.

    1. Waypoint Manager (done)
    2. Contract Configurator
      1. Contract Pack: Tourism
      2. Contract Pack: Field Research
      3. Contract Pack: Anomaly Surveyor
      4. Contract Pack: RemoteTech
    3. Strategia
    4. Kerbal Sports

    Note that Contract Configurator depends on Module Manager, and Strategia depends on Custom Barn Kit.  So don't expect any updates on those ones before their dependencies are ready.

  4. On 10/9/2019 at 4:37 AM, Erazil said:

    Hello,

    I would like to know if it is planned in the future updates of this mod to make it translatable.
    There are a lot of texts that are hard coded and therefore inaccessible to a possible translation while many "Contract Pack" are, which gives a not very pleasant result for people who do not play in English, which is really regrettable for a mod like this one.

    in any case thank you for the work done :) (and sorry for my poor English)

    I don't spend much time with KSP modding these days, and there's a fair bit of work to be done.  It's high on the list of things that I'd like to do if I'm am spending time modding.  That being said, I'll be doing a full recompile/bug-fix pass with KSP 1.8 - so maybe after that's done I'll see where I'm at.

  5. 3 hours ago, Steven Mading said:

    To recreate it, I think you have to be doing scene switches (which generate the extra waypoints), while nowhere near Kerbin.  When I had it happen, I was landing a vessel on Ike, and using Map View to swap between various vessels in the Duna/Ike system.  Then when I returned to Kerbin that's when I saw the extra runway waypoints  being really far apart from each other like in the screenshot.  Maybe it requires some big position vectors for it to show up with that much error.  *shrug*

    Oh yeah, I just checked - it figures out lat/lon based on world position, which is centered on the player (Krakensbane stuff).  Out at Ike you're more or less on the same plane, which is why it's only affecting the longitude.

    I think I'll just bring the tolerance way up to one km or so, and only do the check if the waypoint name matches something in the list of site names.  That plus the existing no contract check should hopefully limit it enough.

  6. 22 minutes ago, Steven Mading said:

    The problem I was talking about involved the runway waypoint duplicates appearing much further apart than that.  Take a look at the screenshot in the Squad issue I linked to above in my previous post.  (I tried to post the screenshot here but the annoying forum editor keeps telling me I can't.)

    These duplicates of the runway waypoint are spread out over about 2 kilometers of runway length.  They're much farther apart than 0.01 mm.

    Wow, okay...  that is a lot more than what I saw in my (limited) testing.  I may have to give this one a bit more thought.

  7. 7 hours ago, Steven Mading said:

    The problem I ran into was the fact that technically the name match isn't enough to "prove" it's one of the duplicates (you are allowed to give two waypoints the same name) and a fuzzy location match with tolerance can disallow waypoints that are genuinely close by and are truly two different waypoints.

    I might be interested in seeing what criteria you used to make the decision.  I'm going to have to do the same thing in kOS.

    See the details in my commit.  The difference is coming from rounding errors in KSP calculating the position.  A tolerance of 0.01 mm was enough to get a consistent match - so I doubt it's going to remove any legitimate close/similar waypoints.

  8. On 1/29/2019 at 3:01 PM, Steven Mading said:

    You might be interested in my most recent update to that bug report: https://bugs.kerbalspaceprogram.com/issues/20769

    I noticed these "duplicates" often have slightly different longitudes so they are placed not in *exactly* the same spot.  This may cause you some problems with trying to cull the list by looking for exact match duplications.

    It did, but I just gave it a bit of a tolerance and it looks good.  Should have a new release out in the next couple of days.

  9. 10 hours ago, blowfish said:

    Reloading can be done in the space center or main menu, I guess in the space center you'd be in an active game so maybe that doesn't really work?

    Contract Configurator does its reload in a co-routine, and it leaves its own config in a bad state while the reload is happening.  This is no big deal on the main menu, but space center is a different story.  There's lots of ways for me to fix it, including the bad (but easy) fix of just not doing a co-routine in the space center.

    Anyway, I don't think there's a Module Manager problem here - since this is all happening in my own ModuleManagerPostLoad() call.  The only thing I'm not sure about is the part database loading - was that always happening after the ModuleManagerPostLoad() calls in 3.x, or was that changed in 4.x?  The part database isn't an issue in this instance, but I could see it causing problems in other cases.

  10. 2 hours ago, DeltaDizzy said:

    Does anyone know of a way to get an ExperienceTrait from the name of a trait?

    Ugly, but I'm not aware of a better way.

                for (int index = 0; index < GameDatabase.Instance.ExperienceConfigs.Categories.Count; ++index)
                {
                    if (traitStr == GameDatabase.Instance.ExperienceConfigs.Categories[index].Name)
                    {
                        Type type = KerbalRoster.GetExperienceTraitType(traitStr) ?? typeof(ExperienceTrait);
                        return ExperienceTrait.Create(type, GameDatabase.Instance.ExperienceConfigs.Categories[index], null);
                    }
                }
  11. 10 hours ago, _Zee said:

    Has anyone else experienced strange flickering of the menu when in the administration building?
    Using 1.6.1

    Edit:
    Found the culprit. There is no `title` definition for the Strategia Agent.

    Huh, I didn't realize that would have that impact.  I've already fixed it, but just haven't released the fix yet - should be getting to that soon.  Otherwise I'd expect this runs fine in 1.6.1.

  12. On 1/4/2019 at 12:18 PM, NermNermNerm said:

    I know that ScreenMessages.PostScreenMessage is a thing - but I'd like something fancier, like the tutorial messages - where it's a full-on dialog with a picture of Wernher Von Kerman in the corner.  Anybody know how to do that?

    The short version is that you have to use the TutorialScenario (there are some very old examples if you search github).

    An alternative is to build your own dialog boxes using KerbalInstructor (that's what provides the picture).  This is what Contract Configurator does, although it uses the old GUI system and is...  overly complex.

  13. 1 minute ago, Tonka Crash said:

    I just reread my first post in this thread and I wasn't very clear. The contracts I'm having problems with are to investigate anomalies and conduct 2-3 experiments near the anomaly one always being using the DMagic anomaly scanner landed near the anomaly. The others have typically had telescopic observations or multispectral scan "in flight" or "above" the anomaly. These are impossible to complete as I always I get an error that I need to be closer to the anomaly. Hovering 1 meter over it is not close enough. It would also be useful to have an indication of which anomaly is the target when there are multiple anomalies.

    DMagic Orbital Sciences has its own contracts that don't use Contract Configurator - so you'll have more luck if you check out that thread.

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