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Everything posted by nightingale
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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've gotten a few reports about the contracts disabled by contract packs starting to show up again, but it's not something I've reproduced yet. If anybody is having this issue, I'd really love to get some more details into [#397]. The questions I would hopefully like answered: Was it disabled at some point, but then started showing up? Or for the save you're on does it appear to always have been not working? In the Contract Configurator settings window (button in space centre), does the particular contract type show as disabled? If you click it, does that "fix" the issue? If you go to the main menu and back, does it stay clicked?- 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
Should be the same as anywhere else, no idea what would make that one special. Raised [#396].- 5,225 replies
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That sounds like an Anomaly Surveyor contract (unless GAP has one that is extremely similar). Do you have Kopernicus? There's a known issue where the waypoints seem to wander a bit under Kopernicus. I'll try and get it raised up over there.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Seeing as it's looks like it'll still be a while before I look at Waypoint Manager in detail given 1.1 coming up, I figured I'd do a quikc update. It's display only, so you can't copy+paste, but at least it's all in KSP, right? New release is here! Waypoint Manager 2.4.4 Show waypoint location in degrees/minutes/seconds in main window. Add vessel marker to forbidden icons. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
There's another example on the wiki already. Here's a SpawnKerbal one from GAP: DATA { type = List<Kerbal> kerbals = [ NewKerbal(), NewKerbal(), NewKerbal(), NewKerbal() ].Random(@numPassengers) } PARAMETER { name = HasPassengers type = HasPassengers title = Passenger: @kerbal hideChildren = true ITERATOR { type = Kerbal kerbal = @/kerbals } } Which replaces all this. They cannot. Have a parameter with optional=true and rewardReputation=40. See Parameters for more info.- 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
Okay, I've finally implemented an oft-requested feature (@linuxgurugamer requested it most recently, although I'm pretty sure @inigma and possibly @severedsolo have also asked in the past): magically expanding nodes! Or as I like to call them - iterators! Rather than trying to explain, I'll go straight into an example: PARAMETER { type = ReachState ITERATOR { type = Biome biome = @/biomes } } What this will do is it will go through each item in the @/biomes list and create a parameter for it. For each parameter created, the biome is stored in the @biome variable, and can be accessed as normal through expressions. Of course, this can be used with any List<> type - common uses will be making child parameters for all moons of a target body, repeating parameters for lists of Kerbals/passengers. Look for this change in the 1.9.1 release. Contract Configurator - one step closer to Turing completeness.- 5,225 replies
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Seems maculator hasn't been around to support this, but I see no reason this wouldn't work in 1.0.5. For future I'll try to get contract pack authors to not put an upper version limit (since it's generally Contract Configurator that needs updating for new KSP versions, not the contract packs themselves).
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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'll have to do some more testing, not sure why that isn't working. Raised [#391].- 5,225 replies
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Personally I tend to stay away from using the stock deadlines - I don't think they're very well communicated in terms of UI, and they often are so long (1 year) that they either don't matter, or force a player to have all their contracts done before warping to Duna. If you do want to have a "timed" mission, you can always use the Timer parameter and set it up to start on launch (or when the player completes some other parameter as a trigger condition).
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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'll have to talk to @severedsolo about that one. When he updated his contract pack for KSP 1.0.5, he updated the required Contract Configurator version (even though he probably didn't have to). However, he didn't mark his version file as requiring KSP 1.0.5. So you can either hack the .cfg file to bump the CC version down, or downgrade KSS. I don't know what the actual required version of Contract Configurator is for the different versions of KSS, I added a number of features in 1.9.0, and I'm not sure if severedsolo has taken advantage of any of those yet. Oh and KSS and USS are now the same thing (they used to be different).- 5,225 replies
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I added a delay of 2.5 seconds (the vessel needs to be not landed for 2.5s before the window disappears). Let me know if that's sufficient.
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I'm gonna guess Kopernicus here - there's a bug where the PQS City locations seem to get messed up, but I haven't gotten any traction in getting it fixed.
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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
1.9.0 is for KSP 1.0.5. The last version compatible with KSP 1.0.4 was 1.7.8.- 5,225 replies
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Were you able to confirm the fix does resolve this issue? I can do a release tonight, there's a couple other changes that are pretty close to ready to go.
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[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
nightingale replied to DBT85's topic in KSP1 Mod Releases
SCANsat has contracts built into it now, so this contract pack should be considered obsolote. -
Nice! I'll have to see if I can modify it to size up those portraits so you don't have to rely on something so blurry.
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- totm mar 2024
- kerbfleet
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Best way in my opinion is to create the NetKAN file yourself and send a pull request to the CKAN folk. Here's the NetKAN file for Field Research - yours will be very similar.
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Strategia Development Diary #4 - The Contract Configurator This is going to be a bit of a shorter diary, because I spent the bulk of last week working on the fairly massive Contract Configurator 1.9.0 release (I need to start ignoring some of the enhancement requests I'm being hit with so I can progress Strategia). What I had been hoping to show off was the uncrewed series of mission strategies (which will get pushed to next week). Rather than having exact mirrors of the crewed strategies, I'm planning on making the uncrewed ones a little bit different. They'll focus on different types of uncrewed vessels, so there might be one with a goal of doing a fly-by of two or three bodies (of the player's choice), or landing probes/rovers on three different biomes on Duna. All those goals are extremely easy to do in Contract Configurator, and I quickly found that I was redoing a lot of work that I've done before (and doing it far more poorly, because it's difficult to show the goal progression to the player in a strategy). So I made a decision - Strategia will have Contract Configurator as a required mod, and will provide those goals via a contract that is auto-accepted when the strategy is accepted. This has the effect of opening up a ton of options at a very low development cost. So as we see below, the strategy gives us a contract, which sits in our contract list as a reminder of our commitments.
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There's some good ideas here! I'm trying to stay away from getting into too many detailed missions, because then it would be building something that is better done through a contract pack, but via strategies (although read on for the dev diary post that I'm going to put up right after this one...). The problem with the multiple deadlines is that I make all the planetary missions available at once to give the player choice - if they want to do the Moho one first, they can. They can also do multiples (just not at the same time). So the secondary deadline would mess witht that vision a bit. Unlocking tech for completing goals is a really cool idea, but probably needs more infrastructure (ie. parts) than I can put into this mod. There's been a couple contract packs that have played around with that idea though (Mission Based R&D was one of the main ones, if I recall).
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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
Looks like there isn't one. Raised [#389]. If once that's done you're willing to do it and send me a pull request I'd be very pleased.- 469 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Raised [#17] - not sure why this is still happening.- 557 replies
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The idea is to give a reason to have that role on your vessel all the time. We'll see what the remote control stuff looks like when it comes - I don't want to plan around a feature that doesn't exist yet.
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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
The problem is that biome discovery isn't really a thing in stock. About the best I could do is not offer a biome they haven't already done science at, but if they've already been to a biome then there's probably not much science left. The best modded solution is SCANsat. It provides better maps (with a biome tooltip) and makes you work to get them by setting up scanning satellites.- 469 replies
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