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nightingale

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Everything posted by nightingale

  1. Not an easy enhancement, no. I don't understand what mod or situation you're trying to cater for. In an otherwise stock install, it's impossible to research an early tech that gives intakes but not air breathing engines. Yes, there's the very slim percentage playing with part unlocking that could see the contract even though they've unlocked intakes but not engines, but the contract should hopefully spur them to unlock the right part.
  2. Difficult to do, as they don't "look" different than any other engine as far as the fields that the requirements can check. You could try flipping the problem around and look for intakes (use the PartModuleUnlocked requirement with module ModuleResourceIntake). Technically there can be other intakes than an Air intake, but you'd expect an Air intake to be the first. Hopefully you wouldn't hit a situation where intakes are unlocked before engines (they're on the same node in stock at least).
  3. Looks to be a different issue - if you're able to raise it, that would be appreciated.
  4. Well that's not right - raised [#13]. As for the icons, they will probably be the same for all strategies in a set (but maybe with a I, II, III in the corner). Saves me a lot of artwork that way.
  5. It's seems to be problem where they flip on momentarily if you hit any progress item (such as docking). I think I've got it fixed for the next release. And for performance reasons, it doesn't check constantly, which is why you might see a delay in it getting fixed when you go back to KSC. Declining contracts will decrease your rep - I assume they became unavailable because you went below the rep threshold? It also ignores the science and funds requirements - as I didn't want the notifications to keep flipping back and forth as science and funds tend to go up and down.
  6. Raised [#441]. I'd kind of like it to work the way we've described by default, but I'll have to get very serious though as to whether that can be done without breaking existing contract packs.
  7. I did notice some issues in my testing, there's a couple places were the availability stuff seems to get messed up. I think I know where the issue is, but I need to know exactly which strategies it's saying are available incorrectly (and whether the vessel is manned or unmanned). I've flipped a couple times on the admin building thing. On the one hand, saying it's available before the building is upgraded gives an incentive for the player to upgrade. On the other, it's misleading. Maybe I should note in the message that it's available with an upgrade of the building? Thoughts?
  8. That one looks all stock as far as I can tell.
  9. Nope, no Win64 support given that stable x64 on Windows is right around the corner with KSP 1.1.
  10. An expression parameter would be doable, but would definitely have limits (most of the expressions are executed at parse time, so most "@" variables would be unavailable for use within expressions). You'd have to set some flag with behaviours that trigger off parameters, and then use the expression parameter to check it. It sounds like that's what you're looking for, so you may be okay. If it is, raise the enhancement request and I'll look at it (likely for 1.9.4). In general, resetting parameters is not possible. The best I can offer with the current parameterset is to fail the contract (although then you might run into #426, which I'm hoping to look at soon). I could offer a behaviour that resets the state of a parameter (triggered off another parameter completing). Or I can maybe look at something where the completeInSequence has another mode where a "pre-requisite" in the sequential list gets unchecked, it will reset the parameters below it. For example: AGL < 10 Waypoint 1 Waypoint 2 etc. if you had #1 and #2 checked off, but then went above 10m (#1 no longer checked off), it would automatically go through the ones below it and mark those as incomplete (ie. resetting you to zero). I think this is probably the simplest option, rather than trying to bring expressions into the mix.
  11. New release? Why not. Strategia 0.1.2 Fixed exception with Local Science strategy (thanks smjjames).
  12. New release with a fix for the vessel enroute bug. Download here. Strategia 0.1.1 Fixed problem with vessel enroute checks (thanks smjjames). I missed this earlier. I'll look at this when KSP 1.1 comes out (if it's still needed). Basically, any GUI changes are going to be broken by 1.1, so no point doing it now when I'll have to figure it out again in a couple months. I'm also hoping to widen the screen somehow so that all 6 departments show without a scrollbar.
  13. I just meant that typically trying to *load* a save from someone is a last resort as all the different mods that people have installed make it extremely difficult. But in this case I just need to grab about a dozen lines from the file and copy it into my save. I'll let you know once I've got something on this one.
  14. Hmmm... the description of the issue (lots of stuff not getting checked off) sounds like what you get when something crashes the contract system. Very unusual if it's a specific engine that is causing it, but if it is that then there should be something in the log. @Senshi - are you able to provide a log file?
  15. Doesn't matter what mods you have, I just need to look at some info in it (I never load saves people send me, that way lies madness). I think in 1.0.5 you do need to go solar to get Duna contracts.
  16. No flash, so can't see that. I'll assume it's fabulous and will require tons of Contract Configurator enhancements.
  17. Huh, that's odd. Can you send me your save so I can test with those specific orbits?
  18. Oops, I totally forgot about dependencies! The post above now lists the required dependencies.
  19. BETA RELEASE! Strategia is now in BETA. The latest release can be downloaded here. Please report all issues on this thread. Ideally, you should try this out on a brand new career change (to help with feedback around balance), but it should work on existing career saves as well. I can't guarantee forward compatibility with future releases (but at worst you will need to delete the STRATEGY nodes in your save file to upgrade from one version to another). Required Dependencies: The following dependencies are required: Contract Configurator Custom Barn Kit Module Manager Current known issues: Most of the strategy artwork is not done (the icons for strategies without art is a question mark) Tourism Plus integration won't work until I release a new version of Tourism Plus. In the meantime, you can grab this module manager config to enable it. Field Research integration won't work until I release a new version of Field Research. In the meantime, you can grab this module manager config to enable it. The avatars for Gene/Wernher will appear darkened in scenes other than the Admin building. I just haven't gotten around to fixing this yet. Planned features before release: Ability to "upgrade" strategies from a lower level to a higher level and only pay the incremental cost Notifications when a strategy gives you Funds/Research/Reputation (in a lot of cases it just silently happens).
  20. It was a legit bug - but there's a good chance what you suggested would've fixed it too. The major benefit his way gives is that it will prevent the exploit of visiting the 4 waypoints with 4 different ships (which might be significant in some instances).
  21. Correct, it's the recover asset. I'll have a look at it this evening as well and let you know if it's a bug in the Sequence (my suspicion at the moment from the snippet I've seen).
  22. They need to have the part actually unlocked (paid for). You can use TechResearched and use the part attribute to select the tech. If you'd rather do this with a PartModule then raise a GitHub issue, as there isn't anything right now but it's an easy addition.
  23. That's a known issue with the current historic missions release (it's currently being discussed on that thread right now). It's an easy fix once @Whitecat106 is able to get time to fix it (you can manually change triv to Trivial if you want to play the Apollo I mission).
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