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nightingale

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Everything posted by nightingale

  1. After a few months of spreading myself too thinly with Contract Configurator fixes/enhancements and work on Strategia (and other things), I've needed to do something not modding and not KSP related. So, welcome to my play through of Factorio: This doesn't mean I'm taking a KSP hiatus or anything like that - I just need to mix it up a little bit to stave of KSP exhaustion. If you want to check out the series, the full playlist is here: https://youtu.be/vNsQH09j94A?list=PL4W70bcIJtkzwDub0YRQ-Kq8Po_RZpfIO I'll also apologize in advance... It took a little while for me to get the technical side all worked out, so the first dozen or so episodes have some minor sound skew issues (I eventually get it all worked out). Anyway, feel free to leave comments here or on the videos if you guys enjoy it!
  2. Good suggestion, but this is really one of the areas where I'm sort of forced into working with the stock system. Anyway, there are very few strategy conflicts, and the ones that are there should be clearly labelled (the scientist/engineer/pilot ones).
  3. Not sure there's much I can do to make it more clear, as I gave the requirements their own section in the text, and used green/orange highlighting to show what's met/unmet: This specific example is probably because it's green at the start - so most people are going to skim over it. Actually, I'll break each into their own line item - that should help. Looks like everything in the science column wasn't set up properly to be upgradeable - that's why you were having issues there. Fixed for next release. Upgrade button would be great, but GUI changes are off the table until after KSP 1.1. comes out (and even then they may be such a big effort that it isn't worthwhile). Not a bad suggestion. Raised #17 Fair enough. SETI and Strategia are both moving targets at the moment - so not sure if/when they would be truly compatible. Most likely course is once Strategia goes to release @Yemo will need to look at it and decide how/if it fits in with his SETI vision. Good catch - definitely report any of those spelling errors.
  4. Thought I'd fixed that (it was introduced during 1.9.4 development). Looks like I'd missed it. It's fixed now, but you'll have to wait for 1.9.5 as it's mostly cosmetic (anything that doesn't have a name provided by the contract will be called "site"). I suppose there might be some contracts out there with multiple waypoints where this could cause issues....
  5. Ah, I see the problem. I've put a fix in so that it'll no longer cause the issue after the first load (that one is the one that will need more time). It'll be released in 1.9.5, but you can get the dev version here.
  6. It keeps coming up - it's a Kopernicus issue (at least, that's where it's sitting at the moment). I raised it on that thread yesterday, we'll see if we can get some traction on it (if not I may try to see if I can get a workaround figure out sometime this week).
  7. Go to the tracking station, and back. That *should* be enough to get it to stop happening.
  8. Yeah, for within mission control I've tried to do my best to smooth that out, but I think I have it set to be more tolerant of lag there (whereas in flight I'd rather have it not generate a contract than cause a massive framerate dip where possible). This simply boils down to the complexity that Contract Configurator allows for contract generation and expressions. There might be tweaks for specific areas/contracts I could do here and there though.
  9. That's a really tricky one... I don't want to remove the time frames completely, but there's lots of factors like those that make the timeframes tricky... That doesn't sound like an issue - it sounds like it challenged you to push your boundaries, which is a great success! Could be an issue, or could be that I need to drop the threshold a little bit. Can you send me the ORBIT node for that craft from your save (oh, and the current time at the top of the save)? If you're not sure how to do that, just send me the whole save and tell me the name of the vessel. Actually, see below first - I remember there were some issues related to that. Yeah, I put the warning in there because I wasn't sure if I was going to make potentially breaking changes (and wanted to keep that option open to myself). So far though, all versions have been backwards compatible. So you should be safe to upgrade to the latest one. Thanks for the feedback so far! What strategies other than the "mission" style ones have you tried? Did you find any of them too powerful? Too lacklustre?
  10. What, like the tutorial one? That has nothing to do with Contract Configurator. Okay, I ask about that since I personally have had problems with Windows 10's memory compression kicking in and causing all kinds of trouble. I figured with Microsoft pushing the OS upgrade pretty heavily there could be lots of new Windows 10 users facing similar issues. It certainly could be memory/GC related. Most of the mods I run in my test setup are not ram-intensive ones, so it could just be I'm not hitting the right thresholds. Also, see [#458] which may be the same issue.
  11. Also, new version that fixes an issue introduced by 1.9.4 that could affect many, many contracts that spawn vessels. Download here. Contract Configurator 1.9.4.1 Fixed a major issue where vessel spawning would sometimes fail to spawn vessels.
  12. Yup, looks like this is due to Anomaly Surveyor/Contract Configurator. It's because of a workaround that I have to use when spawning objects larger than the VAB. Raised [#460] to look into it. You should be able to continue your game though - I don't understand why this is stopping you. A workaround would be to go to the tracking station before going to the editor when doing this contract (as going to the tracking station will also spawn the monolith).
  13. What is ARM? @Algiark, @smjjames, @kimiko - What OS are you all using? Is this stuttering something new? All of a sudden everyone is reporting this.
  14. Which contract packs? Which game scenes does this happen in? Does it go away if you wait a couple minutes or does it stay the same? What model of processor do you have?
  15. Contract Configurator 1.9.4 is out with lots of bug fixes, download it here. Contract Configurator 1.9.4 Added support for lists in persistent data store values. Added checkType to all celestial body progress requirements to allow tracking back on manned/unmanned. Added support for multiple waypoint names in WaypointGenerator (when generating multiple waypoints from one node). Added support for waypoint chaining in WaypoingGenerator.RANDOM_WAYPOINT_NEAR. Duration parameter now supports a startCriteria field for more fine-grained control of starting conditions. Fixed defaulting of min/max count in PartValidation (thanks inigma). Fixed rate of climb checking to default in a way to allow checking for negative values (thanks inigma). Fixed issue with NONE and MODULE being combined in PartValidation (thanks inigma). Fixed issue with VesselDestroyed not working for splashdown or overheat (thanks DBT85). Fixed incorrect latitude/longitude when using PQS offset in SpawnVessel (thanks inigma). Fixed a bug that prevented the requiredValue DATA node check from checking for non-empty lists. Fixed WaypointGenerator not adding waypoints when a contract causes them to become visible (thanks smjjames). Fixed issue where Flats biome would count for GreatFlats in CollectScience (thanks Spheniscine).
  16. I fixed the problem with the waypoints not showing up until you reload the scene. The rest of the issues you reported are problems with the contract itself that will have to be fixed by @Whitecat106. The fix will be out with 1.9.4.
  17. New release, download here. ContractPack-FieldResearch 1.1.5 Fixed various issues with the scientist contracts (thanks smjjames).
  18. Think so. I've raised it up on the Kopernicus thread here. If you're able to test it without Kopernicus or KSPRC it would be helpful to confirm. If you do though, you will have to cancel the contract and re-accept it (when it comes back up), because the waypoints are fixed once they are generated.
  19. Ah yup, I broke it. I'd fixed the exploit where you didn't actually need to be at the waypoint to do the experiment. Problem is my fix only works if you also recover from the waypoint - which is fine because I was testing on Kerbin. Minmus... not so much. I'll release a fix later today.
  20. The fact that it says any experiment is odd, since it should be for a specific experiment. Also, Hope did you do the recovery (flight, tracking station or other)?
  21. That's a good idea, added that to #21 raised above. Do you have any mod that adds planets, or changes the solar system? Or if you have KSP Renaissance Compilation, that would include Kopernicus as well.
  22. Yeah, those waypoints are way off from where they are supposed to be. Do you have Kopernicus?
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