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nightingale

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Everything posted by nightingale

  1. The wheel errors probably wouldn't cause any performance issues. There's a bug there in that it's not saying what contract is causing it (I'm guessing GAP). I fixed that part for the next release. Undecided on whether I'll do something in Contract Configurator to handle the changed wheel modules automaticaly or force it on the downstream contract packs (leaning towards the latter). As far as the actual issue, it could be because of the Biome data load, but it shouldn't be taking it down to 6 fps. I've got some stuff that I'm going to look at for this for the next release (not sure if the performance of the underlying PQS system got worse in 1.1 or if we're just seeing more reports because everybody is starting new games). Also, I have never seen this before: [OD] ERROR: getting attribute with unloaded CBmap EveBiomesPlus/EveBiomes.png of path EveBiomesPlus/EveBiomes.png, autoload = True Google didn't tell me anything useful. Is this "Eve Biomes Plus" another mod? Is it actually 1.1 compatible. If it's a mod, does removing it change the performance at all?
  2. That seems pretty questionable - especially considering there's a NewVessel parameter that does the same thing without having to refer to a specific past vessel.
  3. Depends, what are you thinking? Detecting a check for "ModuleWheel" and replacing it with "ModuleWheelBase"? Or was there more to it than that?
  4. Well, that's probably not me then, DMOS is a non-Contract Configurator contract, so you'll have to go straight to @DMagic in his thread.
  5. It's functionality introduced in KSP 1.0.5 that Contract Configurator hooks into. It's possible that the issue is in either stock or Contract Configurator. Also, I know that Squad changed some keybindings around in map view - did you try right and left clicking (I think it's supposed to be right click now). Can you confirm which contract it's related to? Also, can you check if it works properly for a stock contract (it'll be one like "move satellite XYZ to orbit X")? If you can do all that, and send a KSP.log (in case it's an exception causing things to flake out) it'll be greatly appreciated.
  6. Not normal, typically means an exception occurred. I'll need to see a KSP.log to debug.
  7. It looks in the stock progression tracking (ProgressNode, I think is what you need to look for in the save file). You'd have to hack those, but I don't have the details handy (pretty much just deleting any entries for Mun). Make sure to make a backup first.
  8. Not sure what the freeze is about, but the exceptions are fixed in the next release (will be out soon, hopefully).
  9. Correct, if you avoid that strategy (or avoid quicksaves when launching with it active) you should be 100% fine. If you do end up using it and doing a quicksave, then you'd need to do the hack I described (and doing so would make your ship ineligible for the strategy).
  10. See below: So it needs that condition, plus MassiveLaunches to be active. If it's not currently active or you haven't done a quicksave while landed/before hitting orbit, then you should be okay. If you hit the error and strategies are cancelled, you're also okay (other than the loss of strategies).
  11. Nope, as long as you can confirm it's fixed, that's great. What about the Rendezvous issue - did you get that again/still?
  12. Although it's possible that it's waypoint manager related, the error is coming from NavHud (and the square may be where it draws one of its many markers, so I'd try there first.
  13. If you're able to do a Mun flyby on your second career vessel with only three nodes unlocked I'd say you're fairly experienced at this game, and would rather take those funds then spend a dozen missions grinding out surveys or something. That being said, since most player would just say "more funds = better", I'd like to hear more feedback. Given that that 500k can only get you so far on building upgrades and the milestones are one-shot I don't think it's crazy unbalanced. What do you feel would be a more appropriate modifier? Do you feel the 100k you'd get from stock is also too much? Just right? Yup, I did mean the persistence file. If you don't have that, it means the Strategy isn't currently active. And yes, that one issue could easily affect all strategies (because if it fails to load it can put all the strategies into a bad state). I'll try to get the fix out ASAP, but the way I've made the change it's actually dependent on something in Contract Configurator, and I'm holding off releasing that because RemoteTech is making a mess of things with changes in its pre-release build... basically I'm just gonna need to sit tight and wait for things to clear themselves up a bit.
  14. Did you update to the develop build of RemoteTech? I've had this issue reported lots. I'll look into what broke, but if the RemoteTech folk changed something I may have to wait until they do an official release. In the meantime, I'm going to have to throw this out there: All RemoteTech pre-release builds are unsupported and will break stuff in Contract Configurator. If you want to use a RemoteTech pre-release, don't use it with Contract Configurator. EDIT: I couldn't confirm what exactly changed from skimming their changelog (RemoteTech is going through a heavy development phase right now), but can confirm it just needs a recompile to fix it. But I won't do that because that'll break anyone on a release build of RemoteTech. Once they release their next release build I'll release a Contract Configurator update. Meanwhile, if you want to play with pre-release RemoteTech and Contract Configurator, you'll have to compile Contract Configurator yourself from source.
  15. CKAN filters it out automatically. For the most part, this should work for anyone who wants to install it manually. I just need to fix up the final monolith mission, so don't even attempt that on 1.1 and you should be okay.
  16. Indeed it is, and that's exactly what I'm thinking. Thanks, fixed it for next release. In the meantime, load up your save and find "validVessel" (it should be in a section called OrbitWeightBonus). Delete that line. The error occurs if you load a save with a vessel on the launch-pad or in flight, so if you do that you *might* run into it again. I'll try to get out the release sometime in the next week.
  17. The failed attempts is just a counter of how many times you've cast since the last bite without getting a fish hooked. It's there so that you don't get unlucky and cast 10 times without getting a chance at a fish. Each time you cast and don't get a bit the odds of getting one on the next cast are increased (I think it's either at or near 100% on the 4th cast).
  18. --- This is really good feedback from both of you. First off, I want to say that I'm very hesitant to give too much science, as I don't want to make it too easy to go through the tech tree (although having CTT installed does change this dynamic too). I'm also a strong believer in the idea that science in KSP should mainly come from "doing science", which is why a lot of the Science strategies work by giving the player an economic incentive to do something that will get them more science through experiments (see "To Boldly Go"). Actually, something that would work well with that mindset would be giving early access to higher tier experiments (I'll have to keep that in mind for the next release. I also want to say that I really, really dislike the "change currency X into currency Y" strategies of stock KSP (and was one of the main motivations for writing this mod). Of course, there's the issue that science is useless once tech is all researched, but I think turning science into funds is a poor solution. That being said, there is definitely some room for a little more science out of the strategies. Will give it some thought when I'm doing the next release (no idea when that would be). ಠ_ಠ ಠ_ಠ [just kidding around, of course]
  19. The strategy shouldn't go away. If it is, almost guaranteed to mean there's some sort of exception, in which case a KSP.log file would help tremendously here. @reapersms is exactly right you need to be in orbit (and that is whatever "orbit" means for your home planet, depending on what other mods you have installed). In stock Kerbin, that is 70km by 70km, of course. --- Totally a stock bug. I've got something raised on the tracker somewhere, and I owe @NathanKell some more time trying to find the root cause, but haven't been able to do that yet. I may also just have to implement some sort of workaround (more departments), but I'd like to spend some more time seeing if I can at least figure out what the underlying issue is before going down that path. It's also possible to see this without adding planets if your resolution is lower than 1080p (I forget how much lower it has to be before its an issue).
  20. Yup, so all boils down to that biome thing. Raised #503 to make some improvements. At a minimum I'll make it so that it only runs for people who have a mod that uses the data it generates (think that's only Field Research right now).
  21. Shouldn't matter - but it would be useful to know if this is reproducible on a new contract (or even an entirely new save).
  22. I'll take a look at balancing, raised #2. A note on skilling up - you'll get far less skill gain from a lost fish than one you caught. Skilling up before you head to Eve may be faster overall (although I can't say for sure if you'd still be able to catch something). Let's run an experiment. Search for "SportsScenario" in your save file and scroll down to your Kerbal. You should find an entry that says "skill = x". Change x to 100 (the max skill). Reload your game and tell me - how difficult is it with max skill? Are you able to at least catch a coastal fish?
  23. Could be an old bug (I think it was @smjjames that reported something similar a while back, which was fixed, then broken, then fixed again). It could also be something brand new due to the somewhat limited testing I've done in 1.1. A log would help here as it what you're describing is definitely not intended behaviour.
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