Jump to content

nightingale

Members
  • Posts

    4,137
  • Joined

  • Last visited

Everything posted by nightingale

  1. Whoops, missed a thread in my reveal. I'll just leave this here:
  2. Now the challenge can start for real! Let's get fishin'!
  3. The most requested feature of KSP is not a delta-V readout, but fishing. Now you too can relax and catch some fish while you wait for the recovery team to come and pick you up from the other side of Kerbin. What was first featured on as Scott Manley's April Fool's Day 2016 joke on his channel is and always was a mod that you too can play! Download CKAN: Look for "Kerbal Sports" on CKAN. GitHub: Kerbal Sports can be downloaded from GitHub. Source The full source is available on GitHub. Change Log Special Thanks regex - For posting silly comments on the forums that inspired this mod. Scott Manley - For being an excellent sport and doing up a video for me right before he had to leave on vacation. Mad Rocket Scientist - For putting up an April Fool's Day Fishing Challenge. The "plant" team for posting disinformation on the forum and elsewhere to get people to believe this was in the KSP 1.1 public pre-release: AlphaAsh Avera9eJoe nobodyhasthis2 smjjames MrHappyFace for making Kerbal Animation Suite, which I used for the animations License Kerbal Sports is licensed under the CC-BY-NC-SA license. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  4. @Arsonide can obviously speak to the feature better than I can, but I wouldn't be too worried about that. Here's the relevant settings in Contracts.cfg: WeightDefault = 30 // The default weight new contract types start with WeightMinimum = 10 // The minimum weight that contracts can have from declining them WeightMaximum = 90 // The maximum weight that contracts can have from accepting them WeightAcceptDelta = 8 // How much accepting contracts affects their weight WeightDeclineDelta = -8 // How much declining contracts affects their weight First of all, you have to actually decline the contracts to have the weight go down. If everything's at the default, and you decline two contracts of one type, it'll bring the weight of that contract from 30 to 14. That'll translate to that contract being *roughly* half as likely to come up than another contract. If it's a contract you do want and you accept them later, that relative ratio will go back in the contract's favour rather quickly. Also, since there is that floor of 10, it'll never disappear completely.
  5. That's correct, but only applies to stock Contracts. Because of the way Contract Configurator is implemented (as a single contract class), it's not really possible for me to make use of the stock functionality. I'm still waiting to see what the general player feel for the new feature is before deciding if I implement anything to mimic it. I've also got other plans around contract generation for the future that may make it a moot point though.
  6. Actually, not just the custom waypoint markers, but ALL OF THEM. Just delete WaypointManager/icons/Special/nyan.dds (or was it .png?) and it should revert back to normal.
  7. Derp, I should've asked you to check that when I saw that it was CapCom.
  8. Huh, that's a bit of an oversight in the wiki. Added a section for that here. That really is just a question of setting the agent field in the CONTRACT_TYPE. I've never seen/heard of that not working before though. If you're able to point me to an example where it doesn't work, I'd love to see it, as that definitely sounds like a bug somewhere.
  9. Sorry, can you send the save file with Contract Slot Machine turned on, and after you've viewed one of the broken contracts? I'm trying to look at the save to see what's going on it in, rather than loading it up myself (differences in mods installed make that rather painful and a last resort).
  10. Ah, that's a problem with some of the new functionality in 1.10.0. It's save-breaking, so I'll release a fix right away. To fix your save, you'll need to go in and find the REQUIREMENT node with the line maxFunds = <somereallybignumber> and just change it to maxFunds = 10000000. Although this is always good advice, the stack trace is usually enough info for Contract Configurator bugs. --- New release to unbreak GAP in KSP 1.1. Download here. Contract Configurator 1.10.1 Fixed exception on requirement load of FundsRequirement (thanks EldrinFal).
  11. New release, for KSP 1.0.5 and 1.1. Download here! ContractPack-FieldResearch 1.1.7 Fixed uniqueness check on 'scrap science' contract (thanks vardicd).
  12. Confirmed working with KSP 1.1 with no changes required (other than the update to Contract Configurator, of course).
  13. Final mission on Anomaly Surveyor likely needs work, RemoteTech needs RemoteTech (naturally). The rest should be fine and will have their threads updated sometime today.
  14. I've got it set up so that the Contract Configurator contract ignores weighting (so the weight for the "configured contract" won't go up or down). It also has a default relative weight to other contracts based on how many contract groups/types are in the system (which is the exact logic that existed before, it just uses the weight system now). So you should see very little difference for Contract Configurator contracts in 1.1 (of course, if you believe you're seeing otherwise in testing, let me know and I can tweak the numbers or otherwise check it out).
  15. Correct, and yes, this does imply that the vessel 'spaceStation' is defined. In your save file, there's a ScenarioModule called ContractVesselTracker where Contract Configurator keeps track of this stuff. You should be able to find the appropriate vessel ID, which you can search for in the save file (be careful though, it's in a different format it has dashes when the stock ID doesn't). Take a look, and that might shed some light. Regardless, post up your save and I'll take a look as there's something fishy. Either the contract is being offered when it shouldn't or there's a display issue and it should be showing you the name of the vessel and not spaceStation (TBD).
  16. At the request of @NathanKell, one final KSP 1.0.5 release (unless a major bug crops up). Download here, changelog is very similar to the 1.10.0 release: Contract Configurator 1.9.11 (for KSP 1.0.5) Added VesselValidRequirement to check if a vessel identifier is valid throughout the life of a contract. Added support for PQSCity in expressions. Added CelestialBody.PQSCities(). Fixed backwards compatibility on uniqueness checks (thanks eberkain). Fixed edge case for VesselParameterGroup and completeInSequence (thanks NathanKell and stratochief). Fixed problem with loading pqsCity and targetBody out of order in WaypointGenerator (thanks severedsolo).
  17. Whoops, missed replying to this one. That being said, I can't seem to reproduce this one. Can you send me your save file? Also, I've got an update for KSP 1.1 ready to go, just waiting on the dependent mods to be updated and I'll release it. Expect that to happen sometime tomorrow.
  18. This contract has been in flux a little bit - not sure if you're using the current dev version or not. The last I looked at it though, I though launching the station was part of the contract (unless I'm thinking of a different one). Anyway, the "(TBD)" just means a VesselParameterGroup with a vessel attribute that is pointing to an undefined vessel. This is okay if there is also a VesselParameterGroup with a define attribute for that vessel in the same contract (which there is, if it's the one that I'm thinking of. It was the best way I could come up with to concisely say "this vessel will be assigned at some point in the future". Of course, there's the ability for the contract author to just overwrite that text completely (at least, there should be, could be partially broken in mission control, I've got a TODO to clean that up a bit). See above. I'd have to see the contract to be sure, but pretty sure launching is part of the contract.
  19. New features and KSP 1.1 release, download is here. This release has caveats though: Most contracts packs use at least some Module Manager, for which the KSP 1.1 update has not yet been released. It's in the early morning for @sarbian, so be patient, try out stock KSP for a day and there should be an update from him soon. RemoteTech support is disabled until RemoteTech gets a KSP 1.1 update. SCANsat support is untested but will probably just work when SCANsat is updated. Stay tuned. Contract Configurator 1.10.0 (for KSP 1.1) Support for KSP 1.1. Contract requirements are now saved to persistence file (fixes issues with "flickering" contracts in mission control). Added VesselValidRequirement to check if a vessel identifier is valid throughout the life of a contract. Added support for PQSCity in expressions. Added CelestialBody.PQSCities(). Fixed backwards compatibility on uniqueness checks (thanks eberkain). Fixed edge case for VesselParameterGroup and completeInSequence (thanks NathanKell and stratochief). Fixed problem with loading pqsCity and targetBody out of order in WaypointGenerator (thanks severedsolo).
  20. All updated for KSP 1.1! Download here. Waypoint Manager 2.5.0 Recompile for KSP 1.1
  21. Completely rewritten for KSP 1.1, guaranteed no performance problems, because with the new UI code it can just do its thing and unload! Download here! Wider Contracts App 1.3.0 Rewrite for KSP 1.1.
  22. Based on all the KSPTV activity, the public pre-release is imminent, at which point the KSP 1.1 compatible Contract Configurator will follow shortly.
  23. Send your save and I'll take a look, although I don't know how/why it would've gotten messed up. Also, you can try cancelling the contract and letting it get regenerated and see if that fixes it.
×
×
  • Create New...