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nightingale

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Everything posted by nightingale

  1. Relates to some of the changes I made a few releases back on KerbalDeaths. I've changed it so they start as completed, and then fire a failure if the appropriate death happens (more like they used to work). Mind trying that out for me?
  2. Pretty much. One improvemnt would be to base the first Waypoint location off of the KSC PQSCity - that way it'll work for RSS or mods that otherwise move KSC.
  3. This is the most commonly reported issue. It's working correctly, it's just the text that is wrong:
  4. Most of them are somewhat spoiler free, although some (like the Kerbin ones are less so). To make them all completely generic would be possible with Module Manager patching, but it's not an out of the box option.
  5. Will do, although that was for Strategia, not Contract Configurator. This looks like a duplicated of #494 that was raised and fixed yesterday. Can you grab the dev version and confirm it fixes it for you?
  6. Hard to say, sometimes the contract generation is iffy. If you don't have high enough reputation or enough open slots (ie. decline other contracts), then the ones you want may not show up. Beyond that, I'd have to see a log to say if anything is specifically wrong.
  7. Time to party like it's version 1.9.9. Mostly bugfixes, download here. Contract Configurator 1.9.9 Fixed issue with SCANsat contract that keep recycling (thanks smjjames). Fixed issue with ReachState not supporting the proper defaulting for targetBody (thanks Brigadier). Fixed issue with ReachState loading (thanks berkekrkn).
  8. Great, I'll most likely take a look at getting a small bugfix release out tonight.
  9. To be fair, no mods are compatible with Win64 KSP, because it's unstable/unpredictable. That being said, I don't think it's a factor here. I think I see the problem, and have a fix. Can you try out the dev dll here? @Brigadier - I think this should also resolve your issue.
  10. Correct, that the '/' indicates a location like a path. The targetBody variable is special because it's used pretty much everywhere. Using this contract as an example: CONTRACT_TYPE { targetBody = Kerbin PARAMETER { name = MyReachState type = ReachState targetBody = Eve # This one gives "Kerbin" fakeStringValue = @/targetBody.Name() # This one gives "Kerbin" fakeStringValue1 = @../targetBody.Name() # This one gives "Eve" fakeStringValue2 = @targetBody.First().Name() } # This one gives "Kerbin" fakeStringValue3 = @targetBody.Name() # This one gives "Eve" fakeStringValue4 = @MyReachState/targetBody.First().Name() # This one gives "Eve" fakeStringValue5 = @/MyReachState/targetBody.First().Name() } You can see that there are two targetBody variables (one at the contract level, one in the parameter). These are different variables that just happen to have the same name. Because of the change I made, the type of the one in ReachState is now List<CelestialBody> instead of CelestialBody (which is why I have to access it a little differently).
  11. I need the full stack trace (or better yet, the full log file).
  12. Thanks to @Miles Teg who has provided some custom waypoint files! To use them, copy the to GameData/WaypointManager/CustomWaypoints.cfg (I'll have to add a proper file dialog in a future version) and hit the "Import Custom Waypoints" button. Included are files for the various KSC biomes and for marking off the runway and helipads. I've also added this info to the OP.
  13. Not an idiot - I made an ill advised change a release or two back that added the ability to specify multiple target bodies on ReachState. But I didn't consider the fact that it would break lots of stuff like this. Love it, I'm at that "mod it like crazy" stage (as a player, that is, not writing mods). You can check out the series, which is actually ending in a week or two. I'll most likely start up a new one in early April.
  14. Yup, even the default value has to fall within the admin building limits. Stuff like this is what made me decide to drop the sliders completely in Strategia. Anyway, I don't see any way to do what you're doing without breaking it up into different strategies (one for the positive side, one for the negative side). Not sure if that is something that would mesh well with what you're trying to do.
  15. No problem, I figured the intention wasn't to have barriers to using it, so thought I'd ask. Got a little side project on the go that makes use of some stuff made with Kerbal Animation Suite, I'll toss a link and credit your way when it's done.
  16. It's mostly text (.cfg files), so it's not terribly hard to make minor changes. But better would be to just keep trying for that Duna landing! Do quicksave/quickload to get more chances to practice when you fail. What youtubers to see what others do (I recommend @5thHorseman's channel).
  17. @MrHappyFace - Can you clarify your license position on this mod? There nothing in the first post mentioning license (moderators are getting slack in checking that ), but I do see a license.txt in your GitHub (that states GPL 3.0). Is the intention that the API code is covered that as well? I ask because that makes it extremely difficult for me to potentially use it in Contract Configurator, which is licensed MIT (I'd have to re-license the whole project under the GPL). I don't even have the option to isolate it into its own DLL that I would under the LGPL). Would you be willing to have the "main" parts of the program under the GPL, but have the API portion under a something that is more friendly to inclusion in other projects (MIT, public domain, etc.)?
  18. Sounds like something (Kopernicus maybe) got messed up? Need more logs to say anything beyond that.
  19. Post it up anyway, I'll just hack in the bits I need into a save of my own and see if that's enough to reproduce it.
  20. Think I have a good guess here, as it's an issue that I've seen occasionally crop up but haven't been able to figure out yet. You're supposed to get a contract auto-assigned immediately when you accept the strategy, but it sometimes doesn't seem to happen, and I don't really know why. If that is indeed what's happening, try to decline a couple contracts in mission control, that *might* get things moving again. Also, can you post up a save file? That will hopefully help me reproduce this one.
  21. @linuxgurugamer, @inigma - I've long meant to implement logic to have the contract group treated as a sort of namespace (but never trackered it, raised #493). I'll see if I can get that in (but wont' be any sooner than the KSP 1.1 release). In the meantime the only way to fix would be for one of you to rename the conflicting contract (that's actually the reason all my contract packs have a prefix to the contract type names).
  22. @chrisl - It's supposed to work. How Contract Configurator handles this is that on undocking, it "transfers" the parameter completion to all vessels that were all part of the parent vessel (since they were all there when the parameter got completion). It gets a lot more complicated when you bring docking into this, but this case should be one of the simpler ones. I looked at the code for this scenario, and everything *looked* okay at a glance. I have a feeling this is one of those ones that will elude me if I try to reproduce without more info, so I've added a bit more debugging to the code. Here's what I'll need from you: Grab the latest dev dll of Contract Configurator from here. Set the log level on VesselParameter to VERBOSE (some instructions here). Run the mission as normal, but provide me screenshots that include the contract window while landed and ascending. Provide me with the resulting KSP.log Thanks, and greatly appreciated if you're able to provide this.
  23. @Z-Key Aerospace has their own system for handling mod-science with special requirements - bring it up with him and he can probably fix it without too much trouble.
  24. It uses the stock progression stuff. Any chance that this save was started on 1.0.4 or earlier? And that you haven't done a crewed return to one of those bodies since then? I ask because it was 1.0.5 that added support for tracking crewed/uncrewed differently.
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