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Everything posted by nightingale
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I'm about 25% done icons, and the only coding left is related to notifications around currency. I've gotten distracted with doing a Tourism Plus release (since I need to get it out to officially enable the Strategia integration). I'll do another small beta release with the time limit changes so you're not waiting on all that. --- New release, download here! Strategia 0.3.0 Mission strategies no longer have deadlines, and are cancellable. However, the failure penalties are now applied if the mission is cancelled without completing it. Fixed Science strategies to make them upgradeable (thanks norcalplanner). Minor spelling fixes.
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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
It checks the persisent data store (a sort of global expression storage area) for the variable HM_DOS6_Ready, and passes the requirement if it has a value of 1. Doing a quick grep through Historic Missions shows that it isn't set anywhere, so you're right in that the contract pack is broken. I didn't look at other missions like SoyuzT-5 to see if there's an obvious typo somewhere. I'd need a lot more to believe that it's buggy - the problem is that the Docking parameter can be used in a whole lot of different ways (no vessels = Dock any two vessels; one vessel = Dock any vessel to vessel X, two vessels = Dock Vessels X and Y; inside VesselParameterGroup with no vessels = Dock the vessel tracked by this VPG to any vessel; inside VGP with one vessel = Dock the vessel tracked by this VPG to the given vessel). Vessel tracking is also tricky to get right - it's easy to have a parameter that just ends up picking up say the next vessel to reach orbit as a "tracked" vessel when it really shouldn't be. So yeah, no necessarily buggy, more that it gives contract authors lots of rope to hang themselves.- 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
Yup, but then CKAN won't update it to 1.9.5 when it comes out.- 5,225 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Funny thing is, I fixed this by removing the requirement to recover the science about a week ago, but haven't released the change yet. I'll do that this weekend.- 469 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
CKAN is listing it as AD (auto detected), meaning it is not managing the updates. Not 100% sure on the procedure, but you need to delete the Contract Configurator directory, as will as the .txt file in the contract packs directory. CKAN should then no longer see it as installed, and should be able to install it via CKAN.- 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
Everything that I checked looks good, including the CKAN meta files. Can you mouseover the ContractConfigurator.dll in GameData/ContractConfigurator/ and see what it says (assuming windows, it'll be somewhat different on Linux/OSX): Also, you can open ContractConfigurator.version in a text editor to confirm what that says.- 5,225 replies
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Thanks! But just to make sure there's no confusion, this is fixed in CC 1.9.5, which won't be released for a couple days yet.
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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
Silly question - did you install RSS into an existing save?- 5,225 replies
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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
What did you have before where it didn't work?- 699 replies
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I don't think this necessarily fits in that well with Strategia (although there's no reason someone couldn't build it as a separate mod). Here's the issues I see with it: I'm not sure if the small percentages make a big enough difference to have a real impact on gameplay. If the percentages are increased to the point where they are meaningful to gameplay, it may simply become punishing (ex. "your launch costs have now doubled/tripled" => "oops, you're out of funds and can't launch anything significant to make more funds"). You'd need a GUI to display the information for the current modifiers (easy way is to have a dummy always on strategy that lists them) The same trouble I've had with developing Strategia - there's only so many ways you can modify funds/science/reputation as you have rather limited ways of getting those resources in stock KSP.
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You need to add a check into your vessel picking expression for EmptyCrewSpace() > 0. Right now it ends up doing Random(1, 0), which doesn't throw an error, but just ends up returning zero (if I change it to throw an error it may cause problems for some contracts on parse).
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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
Must remember to ban command seats... they expose cause so many bugs.- 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
I strongly suspect that there's a bug - since I know that I had to do some hackery a couple releases ago to make completeInSequence + VesselParameterGroup work together. So assuming the obvious stuff (all parameters above the VisitWaypoint are actually checked), then raise an issue for me. Also, GitHub tip - click on the little 349 to the side to get a link directly to that line (like this).- 5,225 replies
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Had to give this some thought, and I eventually decided that I don't want to get into anything that is trying to balance/rebalance existing stuff (slippery slope if I try to start doing that, it becomes its own very large mod). At the moment I'm happy with the 2x/3x/5x/ cost multipliers for the Astronaut Training strategies - I think that one needs a strong cost downside to not make it an automatic pick. Oh, and formula for costs is: 10000 * ((1.25 + 0.015 * <active kerbals>) * (<active kerbals> + 1)) Which is quadratic, not exponential. Costs for the for 30 hires are in the spoiler below:
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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
Negative rewards aren't possible in the stock system, but it's something I'll eventually implement for Contract Configurator (see #149). Otherwise, the idea is good, the main problem being that I don't have much time to work on the Tourism contract pack at the moment (although I will need to get a small release out soon to enable Strategia integration).- 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
I know there are some buggy contract in that contract pack - I'd suggest posting there first (you may also want to search that thread, others may have already reported the same issue). Wow, looks like GitHub was down for close to two hours. Anyway, nope, no mirrors. As easy as KerbalStuff makes it, GitHub is easier (because I'm already there and having releases tagged in the source helps in later issue investigation). So because of that and the fact that I don't want to have to post releases in two places, it is not on KerbalStuff.- 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
Well, from looking at the logs I do see contracts being generated, so you're okay on that end: [LOG 17:29:06.755] [INFO] ContractConfigurator.ConfiguredContract: Generated contract: CONTRACT_TYPE [AS_Kerbin_Pyramids] [LOG 17:29:06.801] [INFO] ContractConfigurator.ConfiguredContract: Generated contract: CONTRACT_TYPE [FS_Experiment] [LOG 17:29:07.007] [INFO] ContractConfigurator.ConfiguredContract: Generated contract: CONTRACT_TYPE [AS_Kerbin_IslandAirfield] [LOG 17:29:07.089] [INFO] ContractConfigurator.ConfiguredContract: Generated contract: CONTRACT_TYPE [FS_KSC] Also, it loaded all the CONTRACT_TYPE nodes correctly (including Tourism and SCANsat). So everything *seems* to be working normally.- 5,225 replies
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That's hilarious! That being said, I think that @severedsolo should probably not fire those contracts for Kerbin bases, as I'm sure it could cause other silly stuff.
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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
Sounds like you've checks all the obvious things except reputation. Make a backup save or quicksave, and cheat yourself a bunch of reputation (increasing the number of 2 and 3 star contracts you get offered). If that coupled with using the 'clear active contracts' debug button still doesn't get a contract to show up, then there is likely a problem elsewhere, and I'd need to see your KSP.log to diagnose further.- 5,225 replies
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I suspect this isn't specific to TakeCommand. I never accounted for command chairs in that cleanup code, so it's definitely a CC issue. GitHub issue, if you please.
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As in the 1.0 release.
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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
Confused as to what this post is doing here. Are you suggesting changes to the contract pack?- 699 replies
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@inigma - can you point me to which contract this is? I wasn't able to reproduce this on a generic contract with a tourist (if the tourist was already loaded I didn't get the dialog box).
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I'm reworking those missions to take the time limits out completely for the next (and possibly final) release. I'm not a huge fan of the exponential costs either... I'll have to think about whether it makes sense to change for Strategia.
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Sorry, should've read the whole thread. Yes, if RemoteTech is throwing an exception on transmit, then it is a RemoteTech problem. :)
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