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Everything posted by nightingale
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Don't get what's different - I can get it to trigger easily. Okay, I'll need you to try some different stuff for me: On the VesselParameterGroup node with title = Moho, change hideChildren to False (this should give more info in the contract app). Take a quicksave sometime before impact, and send that along with a screenshot of the contracts window Also send a log from after the collision. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Just tested on Moho and it worked for me, so it can't be completely buggered. Can I get a copy of your persistent file (to see the contract's state) and a screenshot of the ship a few seconds before impacting (so I can gather stuff like speed, ship composition, etc.) -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Do you mind trying with mustImpactTerrain = false? Also, make sure you're making that edit in your save file and not the contract files (the values get copied to the save file when the contract is offered, so changing it in the definition files will only change it for next time the contract is offered). Finally, can you confirm if the probe core is getting destroyed? I remember @NathanKell set up similar contracts in RP-0 and had to jump through tons of hoops to get it working in all situations. I thought I'd worked through most of the bugs, but apparently not. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Fixed some issues in the Scientist contract as reported by @kcs123 - thanks! Download here. ContractPack-FieldResearch 1.1.6 Prevent scientist contract from completing out of order (thanks kcs123). Fix impossible to complete surface samples in Scientist contract (thanks kcs123).- 469 replies
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
I'll take a look. It's possible that because it's a mod engine there's something going on there that I wasn't expecting. --- It should already (guess I should put that in OP)! --- 1) Fun times! It'll deactivate any existing strategies, but aside from that you should be able to start using this mid-save. 2 & 3) Sure, let me know what you're thinking and we'll see what we can do. -
[1.0.5] Contract Pack: Clever Sats 0.2 [BETA] 17/02/16
nightingale replied to severedsolo's topic in KSP1 Mod Development
Neat, that explains some of the features you've been asking for! I'm pretty close to getting the latest release out, just haven't had time to look into the last one or two bugs. Will try to get that out soon for you. Meanwhile, I have some GPS contracts that have been sitting around forever that I haven't had time to make into something useful they have lots of problems: They require parts from the Figaro mod (I was just going to rip those parameters out to make it generic). They are old (before ITERATOR nodes). Adding that would probably reduce the size/maintainability significantly. They are old (before expressions). So yeah, I've got different contracts for Kerbin/Mun/Minmus, which is obviously not how I'd do it now. Anyway, feel free to make use of them. I hereby release these config files to @severedsolo without any restrictions. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
There's supposed to be a contract - I saw that issue once before when I was testing, but was never able to reproduce it. Sometimes it just seems like the contract doesn't want to generate. I'll take a look at the persistent file (assume it's the same as below) and see if I can figure this one out. In the meantime you might be able to get it to generate by declining a bunch of other contracts (you'll have to just keep checking the contract app to see if it pops up). So you're getting the ISP increase on an unmanned craft, except the lightbulb engine which gets a decrease?? Did I get that right? --- Right, and that's the entirety of the strategy, even without the actual values. Just so we're on the same page - Is this to use as an out of game reference, or are you looking to see as a "try before you buy" type of thing? If it's the latter, I think you'll find that the strategies do a lot of different things than the stock "take X and give Y" strategies. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
You need to have something like this under ProgressTracking/Moho/ in your save file, but don't: ReturnFromSurface { completedManned = 3830.37276733381 vessel { name = Untitled Space Craft flag = Squad/Flags/default } crew { crews = Jebediah Kerman } } My best guess is there was an exception of some sort on recovery of the vessel that went to Moho. This could be due to a stock or mod bug, but I can't say much more without a log from when that vessel was recovered. Unfortunately, I can't do much else on this one, Strategia is working correctly, according to KSP you never returned a crew from the surface. I'd just hack the above in to your save file. --- No, as it already has the high level descriptions/teasers. If I put the actual effects in, then I need to keep maintaining the OP whenever I make a change to the mod that affects that (and I'll more than likely just forget). --- As @Sovek said, they are already supported, in that it'll generate the planetary strategies for any planet it finds (whether stock or Kopernicus). They don't have their own custom icons, but I assume people can live with that. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Can you toss me your career save? I'd like to take a look to see what it says in the progress tracking. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Hmmm, if that doesn't clear it then a quicksave + quickload should clear it. If that doesn't clear it, then there's a much more serious problem. -
Nice, already starting to see some Strategia influence in the mission report section of the forum!
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Heh, yup... the bonus applies until the vessel is reloaded. There isn't any logic for removing the bonus (such as when there's a decoupling or EVA that changes things). Raised #22 to fix in the next release. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Most likely, yes. -
"To Boldly Go.." - A 'Strategia' Career
nightingale replied to Death Engineering's topic in KSP1 Mission Reports
Like and followed. Looking forwarded to hearing about your experiences with Strategia. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
@Samapico - Looks like it doesn't work under the hacked Win64 build. Given there we should be a couple months (or less) away from a stable Windows 64-bit KSP with 1.1, I'm not going to be able to spend effort trying to debug this. Sorry! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Then i still don't know.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
No idea, you're probably talking about linuxgurugamer's grand tours, so best to ask on that thread.- 5,225 replies
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I'm going to try to get a release out this weekend, I'll include that one in the list.
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
A known bug - the bug being that the space centre screen is wrong. I increase the amount so that the upgrades work (you'll momentarily have one too many strategies when upgrading, so I need to account for that. When KSP 1.1 comes out I'll try to hack the GUI, but there's no point doing it before then (since I'll have to redo it in 1.1 anyway). -
That would be my recommendation as well, as I suspect that a great majority of the players are going to revert on crash regardless of whether the contract fails.
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
nightingale replied to nightingale's topic in KSP1 Mod Releases
It's probably in holding waiting for a slot to open up - make sure you have high enough prestige that you are being offered 3 star contracts (and maybe cancel some of the ones you don't want). That should be enough to get it to show.- 699 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
You mean the notes that come with ReachSpecificOrbit? Raise a GitHub request and I'll add a flag to disable those (should be easy enough). If you want it to show up only once... that's harder, and may just require hackery in your contract once I get the disable flag in place.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Do something with an iterator (did this from memory, may not be 100% correct): PARAMETER { type = VesselParameterGroup ITERATOR { type = VesselIdentifier vessel = @/someVesselList } PARAMETER { <The Stuff> } }- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
@severedsolo - I've fixed it, but I did the easy fix (fixing it for existing data would be extremely hard). So let me know if you have any more issues, and I'll issue a release some time today before this one gets reported "in the wild" (it could potentially get hit in one of the late-game Tourism Plus contracts).- 5,225 replies