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KSP2 Release Notes
Posts posted by nightingale
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Hey @sarbian, I'm going to be doing a Strategia release in the next couple days, and it looks like there's a 1.1.18 of CBK hiding in Jenkins. Is this just a case of the thread being out of date, or is there more testing you wanted to do for this?
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16 hours ago, ObsessedWithKSP said:
Man, am I glad this mod is still around...
My alarm just triggered, and it looks like @ObsessedWithKSP re-entered KSP's sphere of influence after two year long trajectory....
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On 12/10/2018 at 5:12 AM, Dr. TarB said:
Hi, fellows! I have one question which I posted it the Galileo's OPM thread but didn't get any answer... So maybe here someone could tell me if celestial bodies from addon planets packs can have contract reward modifiers? I tried to find it by myself almost everywhere (this thread, CC docs, Kopernicus thread and docs...), but nothing. I need it for my custom contract packs which I want to properly interact with OPM and if it's a hardcoded feature of KSP I have to implement it myself in contracts code...
Should be based on the RecoveryValue (CelestialBody.scienceValues.RecoveryValue in code, I think it's in Properties/ScienceValues in Kopernicus). If you want to interact with it in CC contracts it's body.Multiplier() (for historical reasons).
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On 12/8/2018 at 4:54 AM, ondert said:
Can you please update the second post for contract packs supporting 1.5.1? I've seen G.A.P supports the latest version of ksp but not sure about the others. Thanks in advance.
Sure, I'll have to take a look at that.
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8 hours ago, inigma said:
Woot, Contract Configurator is out for KSP 1.5.1. Time to update GAP to reflect this. @nightingale
No problem! I'm going to do a Strategia release next (there may be nothing needed other than updating version files), then I have one outstanding issue that I owe you (around launch sites). If there's anything else you want as a priority on the GitHub tracker, just post on it to notify me that it's something you're actually still looking for (as it's hard to tell with many of the enhancements that were raised 6+ months ago if anybody is still waiting).
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48 minutes ago, LatiMacciato said:
I actually ment [x] Science! but nonetheless cool to hear!!
Awww, that makes me sad. I almost took this one over before @Z-Key Aerospace stepped in. Not something that would be in the cards these days (I hardly update my own mods...), but hope someone will come along.
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A wild release appeared! @nightingale used GitHub.... it's super effective!
Contract Configurator 1.26.0
- Recompile for KSP 1.5.1
- Updated to work with RemoteTech 1.8.13+ (thanks PiezPiedPy).
- Added trig functions to expression language (thanks VaPal).
- Invalid Celestial Bodies constants no longer throw an error on parsing (improves overall support for planet packs that remove/rename planets).
- Fixed a bug that prevented casting from string to ExperienceTrait.
- Fixed an issue affecting CollectScience and biomes with spaces (thanks mpharoah).
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13 hours ago, Drew Kerman said:
Sorry that you feel you have to say sorry! Nothing wrong with keeping your priorities straight IMO
Am Canadian - sorry, but it's in our DNA!
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2 hours ago, 5thHorseman said:
Actually all of them. There used to be a contract pack for contract configurator that got all of them, with waypoints to guide you.
That's Anomaly Surveyor. Look for updated releases for all that stuff in the next week or so.
EDIT for stuff I didn't see:
2 hours ago, LatiMacciato said:All are possible to archive, Waypoint Manager is a very useful tool to help, also "FieldResearch" & "AnomalySurveyor" contract packs are a great hint.
Just FYI it is possible to splash down at Kerbin's Highlands.Jeez... sometimes it feels like I've forgotten so much... yes, it's Field Research that has those contracts, not Anomaly Surveyor.
Quote.. sadly this mod is not quite maintained anymore, nor updated to latest KSP.
Working on it as we speak.
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All - I'm going to work on a quick update for 1.5.1 over the next few days. It's not going to be much - grabbing and reviewing a few pull requests, recompiling to 1.5.1, doing some quick testing and seeing if there are any "easy" outstanding issues that I can do a quick fix for in the GitHub list.
Sorry that I haven't been updating this recently... other things have been a higher priority than KSP of late, so it's fallen down in priority. If there is anyone who is capable and interested in taking over, do send me a PM.
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8 hours ago, VelRahnKoon said:
nightingale, just a head's up: tried to install via CKAN this morning and I was getting an error:
I went into the Versions tab and it installed 2.7.2 with no issues (I'm using KSP ver. 1.4.2).
You'll have to raise that with the CKAN folk.
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On 10/20/2018 at 6:58 PM, LatiMacciato said:
https://github.com/jrossignol/WaypointManager/releases/tag/2.7.3
The " WaypointManager_2.7.3.zip" there contains the wrong release! (.version file says 2.7.2!!)
I downloaded the repository and now use the files stored in "GameData" and see if this gives the right version instead. please fix the regular release.ty!
Github wasn't behaving, so I just did a new release. Waypoint Manager 2.7.4 is now available.
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20 minutes ago, billybob579 said:
And if so, is there some button I can press or file I can edit to fix that?
Not easily, you'd have to edit the hotel into the validHotels list, and there's some data that's not easy to get in there.
You'd be better off getting the hotel contract again and just using hyperedit or other cheats to get it into orbit.
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5 hours ago, billybob579 said:
Just completed the contract to build a hotel, but I've timewarped several months now and am still not getting any contracts to send kerbals there. Am I missing something, or possibly encountering a bug?
Hard to say without more info - what does the requirements on the "Bring tourists to a hotel or casino" contract look like?
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@VaPaL - Still valid. Your way would work, but it limits the players options (they can't do it in 3 launches if they want). It's also a bit more tutorial-ish (although that may be what you want).
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@eddiew - I did fix something a while back around strategy levels that might be the problem. Let me do a release as is and see if that fixes it. If not, will get to it as soon as possible (which may be a bit as I'm travelling for work next week and on vacation the week after).
Also - what do you even have going on? It looks like some sort of Strategia+ or something... custom icons, tweaked strategies...
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And here we go, new release.
Strategia 1.7.2
- Fixed logic for determining strategy level - this was causing some strategies to be the same for all levels (thanks ibanix).
- Fixed Astronaut Training Strategies not actually costing extra (thanks Jukelo).
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On 6/10/2018 at 1:51 AM, General Apocalypse said:
Is there a way to regenerate contract when you change parameters without having to quit to desktop and then restart the game ? I played a bit with the ingame tools but nothing happened. The CC tools say "BROKEN" at the "Reload Contracts" button.
Something about it broke a long time ago (probably because of a stock update?). To be honest it hasn't been a priority to fix, but will try to look at it when I'm able to spend time on Contract Configurator. Next week I'm in Mexico City (sorry - not KSP related), and the week after that I'm on vacation. So it may be a bit before I'm able to get into the swing of things.
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7 hours ago, Gordon Dry said:
I also came to the conclusion last night while waiting for a maneuver node without warping (orbit change glitch to be avoided) in kinda brain storming - that it would be a good idea to sticky the following statement somewhere every creator of a contract pack would read it:
Don't use the "Launch a new vessel" parameter - this breaks many contracts just too often.
Edit:
There is an additional argument:
How often did I accept contracts that have been offered which easily could have been fulfilled with an already orbiting vessel just by changing it's orbit and doing the scans?
But now way, I really have to launch a clone of it?I get why Arsonide added that from a gameplay perspective to prevent people from farming certain contracts, but I personally don't like it. The "Launch New Vessel" parameter was added into Contract Configurator as a request from a contract author (I forget who).
Personally I'd rather have something where there needs to be an "initial" state of on the launch pad and use vessel parameters, but that's really a case by case basis.
You might have better luck asking specific contract authors to remove them. Or you should hypothetically be able to write a module manager script to remove them all automatically in your own game.
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18 minutes ago, General Apocalypse said:
@nightingale Thanks a bunch it worked like a charm. Working on it right now.
However if I want to set a fixed orbit - let's say 20.000 km from the body. Do I need to use the Fixed Orbit behavior or could I use a Random Orbit behaviour and dictate the maximum apoapsis from the ReachSpecificOrbit parameter or inside the behaviour itself ?
I'm asking this since it's a bit unusual to navigate the fixed orbit parameters , I can do it it's just takes quite some time.The intention had been to enhance the Orbit class with methods to generate various orbits and allow that to be an input to the OrbitGenerator (or allow it to be used instead). Unfortunately, that's probably not likely to happen with the amount of time I have for the mod. Right now your best bet is to figure out the various parameters yourself (you can use expressions to provide some randomization there if you want).
18 minutes ago, General Apocalypse said:Thanks for your replies.
EDIT : BTW have you considered starting a new forum thread ? This one is massive and next to impossible to navigate. Maybe something like Contract Configurator 2018 Threat ? Just a (most likely misguided) suggestion.Why? Only the first page and most recent couple pages are relevant - a new thread wouldn't really change that. And naming it 2018 means I'd have to create another new thread next year.
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1 hour ago, CT96B said:
you mean like this that I have in the last parameter specified above?
PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true }
I'm already doing that.
I'll try flattening things out and see if I can get it to work that way.
You'd need to have completeInSequence on every parameter than needs to wait for a previous parameter to complete. If I recall correctly from RP-0, you can also have the duration parameter as a child parameter, and the countdown won't start until the parent is ready to complete.
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5 hours ago, Pinchy said:
Hi - I am back after a hiatus from the game due to GPP breaking in a previous release of KSP and waiting on Galileo to do some updates. ANyway I came back with the brand new 1.3 version and the latest GPP. I have installed Strategia; and I only have 3 contracts showing? Impactor Probes (the manned equivalent) - and one other. None of the other contracts that I remember from previous versions are there such as massive scale launches etc? Do i need a GPP specific version of Strategia - or do I have something screwed in my install?
I assume you mean strategies. Something is likely screwed up - when one fails to load I think it breaks the whole system. I'd need to see KSP.log to comment further though.
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On 6/2/2018 at 2:00 PM, kurgut said:
Hi, thanks for this great mod!
I've got a problem, well, with the first contract: It is available, and when accept it, after few seconds, it shows "no vessels matching parameters" and the contract return on unaccepted state. I tried many configurations, have a ship on launchpad/runway with enough space (the windows doesn't popup) , accepting contract from the runway (with contract mod capcom), with or without KCT, etc, but still the same thing happens.
Any ideas?
Thanks
None. I think I'd have to see a KSP.log to be able to comment on what's going on here.
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On 5/31/2018 at 6:27 PM, TheRagingScientist said:
I'm having a problem with the mod. For clarity ill mention I'm using Galileo's Planet Pack. Now my problem is multiple strategies seem to have the same rewards regardless of level. Not all of them, just some. For example: Private Industry strategy has three levels, each increasing in cost in Spesos and Reputation, but the rewards for all three are the same. I haven't actually tried the higher level strategies to see if they are different or not. But I was wondering if the rewards are different and its just a bug, or they're supposed to be the same?
This is a known bug - I need to do a release soon to get that fix out, but have been busy for the last little while. I'm out of town this week, so look for something next week.
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
in KSP1 Mod Releases
Posted
I figured as much - what I should've said is that this thread only links to 1.1.17, whereas KSP-AVC reports 1.1.18 is out there, but with a broken download link to this thread (because of how the forum software started handling shortened links a while back). So most users won't be able to find 1.1.18, and KSP-AVC users will get extra confused.