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nightingale

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Everything posted by nightingale

  1. I have it rouding to the nearest 0.1, so anything less than 0.05 would be considered stopped. That seemed to be good enough in my testing, but I'll change it to be even more aggressive for a zero speed and look for anything less than 0.5.
  2. I'd have to think about how to store the number of times it's been declined (since decline contracts don't get archived). And would have to think about how to communicate it to the player. But those are all solvable, so raise an enhancement request on GitHub, please.
  3. Whoops, silly me, I was sure that was a contextual one! I don't think any changes I made in 1.9.0 would've affected that, my best guess is still that it was generated early and stuck around.
  4. I'd have to handle on a case by case basis. Mods that extend the stock modules will usually work without me doing anything (RWsaturatable falls into this category), but ones that implement their own thing would need specific support (RealChutes, RealFuels). I'll track these in [#5] with the intention of having those working at release (though probably not at beta).
  5. That's a stock contextual contract, so you'd want to talk to @Arsonide about that one. Is it possible you had no crew on it at some point in the past 3-4 game days? It's possible that it was generated when there was no crew and is still sticking around.
  6. You can sort it out later. Generally speaking, I'll remove a deprecated feature like that once I know nobody's using it any more. But there's so many contract packs out there now that it's hard to be sure what's being used, so it's unlikely I'll remove those any time soon.
  7. Yup - I assume this is for the Bases stuff you're doing?
  8. Thread title says 1.0.5. Doubled checked and it's there in CKAN. What's the problem?
  9. 1.9.0 is out, go get it here! A pretty big release of bug fixes and new features. Contract Configurator 1.9.0 Improved display of some parameters with only one redundant child parameter in contract window. New functions for generating kerbals. HasCrew and RecoverKerbal will now automatically create kerbals in the astronaut complex when required. Reworked logic for specifying unique values in DATA nodes. SpawnVessel CREW nodes now support specifying a gender. SpawnVessel supports specifying a location via PQS City now (like SpawnKerbal). Added minAcceleration and maxAcceleration to ReachState. Added RemoveKerbal behaviour. Auto-close passenger loading dialog if vessel launches or scene changes (thanks inigma). Added new Funds() and Science() expression functions to get player's funds/science. Ignore USI Sounding Rocket experiments for science sub-system. Fixed bugs with using expressions in DialogBox. Fixed name duplication in RandomKerbalName() function (thanks inigma). Fixed exception using UnlockPart without part unlocking set on the current game (thanks inigma). Fixed issue with crew that aren't properly removed on contract completion (thanks inigma). Fixed issue where experimental status of parts never goes away - even when a tech is researched (thanks inigma). Fixed issue with VesselDestroy causing vessel markers to appear when invoked at KSC (thanks inigma). Fixed issue where vessel rename doesn't trigger VesselIsType (thanks CompB). Fixed issue where HasCrew counted tourists (thanks severedsolo). Fixed problems with KSCLocation() returning the wrong value (thanks Rodger). Fixed bug when despawning kerbals from vessels that are not currently loaded (thanks inigma). Fixed so Kerbals recovered via StageRecovery no longer count as killed for contracts (thanks blu3wolf).
  10. Not easily, your best bet is to do a hidden waypoint at the PQS coordinates (or a fixed offset) and do create a random waypoint near that one (you can specify min and max distances). 1.9.0 will be out in the next few hours.
  11. No new parts. The casino/hotel have requirements for various types of parts (antennas, lights) and crew capacity, but you can use whatever parts you want (stock or mods) to meet the requirements.
  12. Ah, I should've actually read even one post up in the thread, sorry! I'll implement a one-tick delay, it's pretty quick for me to do that. Obviously won't help you with the stock stuff, but it's something at least.
  13. Difficult to do, because it means tracking the crew for every craft launched during the lifetime of the contract (because we don't know which one will be the one that completes the contract). If you want it to work for craft launched before the contract was accepted, it gets even worse.
  14. Hey @magico13, I need your help on an issue that has been reported against the Tourism Contract Pack here. The gist of the issue is that he recovered the tourist via stage recovery, but failed their contract (because I detected them as killed). I skimmed the StageRecovery code and looks like the way it works is to run after the vessel is marked as destroyed and "revive" Kerbals. Right now, I'm using the GameEvents.onCrewKilled event to detect Kerbal death for those types of contracts. Is there a different event that I could look at instead that fires later (ie. after Stage Recover)? Or should I perhaps just detect the event, wait a couple of second and only fail the contract if they are still showing up as dead after the delay?
  15. Keep in mind that the expressions execute when the contract is generated. So you cannot use it to do stuff like asking the player to recover the crew that is currently on their vessel, but only the crew that was on a specific vessel at the start of the contract.
  16. Thanks, will look into it further and hopefully have a fix for Contract Configurator 1.9.0. EDIT: Done, it'll be fixed for 1.9.0 (although it will not fix existing contracts that have already been accepted).
  17. I'll need to look into the StageRecovery compatibility, likely they need to be firing off a specific event that they are not firing. Raised [#384] to track. As far as the other stuff goes, you are far, FAR better off just completing the contract manually through the debug menu. Accept the contract again (it should show up again even though you've failed it), and then go to the alt-f12 debug, and find the contract on the contracts tab. There should be a button that says "complete" or something like that, which you can press to complete it. That will trigger everything you need to progress to the other tourism contracts.
  18. See the List methods. What you want is @/kerbals.ElementAt(0), @/kerbals.ElementAt(1), etc. For the title you can just do title = Passenger: @kerbal
  19. Sure! The PM system on the new forums is actually pretty decent.
  20. Not directly, but you can implement your own Contract Behaviour that does anything you want.
  21. Can you provide the details of what your Kopernicus setup (what config files/planet packs you have) over on the Kopernicus thread? Don't know if there's too much I can do with this one on my own.
  22. Changing the name of the CONTRACT_TYPE will definitely cause the contract to fail and be removed. There isn't a direct link to the CONTRACT_GROUP in the save game though, so you should be okay.
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