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nightingale

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  1. No love for this thread yet? A wise troll once told me, "no pics, no clicks". Nothing to click on yet, but here's the pics! So the first set of strategies that I wanted to show off are what I collectively refer to as the "Celestial Body Programs", which are broken into "Moon Programs", "Planet Programs" and "Gas Giant Programs". These strategies can't be turned on/off at a whim - once you choose one, you either have to complete it (and get a reward), or let the timer run out (and get a stiff penalty). They have some pretty big upsides (vastly increased milestone rewards for the chosen body, cheaper research, big reward at the end) compared to the downsides (modest setup fee, vastly decreased milestone rewards for other bodies, giant penalty for failure). But we'll see how it looks with other strategies I come up with - I'm willing to call it balanced if a player isn't automatically choosing these over other strategies. Oh, and these are dynamic, of course. So players of RSS will get things like "The Apollo Program", "The Ares Program", and "The Zeus IV Program". Players of New Horizons will see options like "The Serran Program", The Arin Program", and "The Vanor VI Program". I'm really happy with how the icons turned out for these. I was going to keep the black and white look of stock KSP, but for planets I wanted just a little bit more to it. I didn't do custom icons for any planet packs (for some I hard-coded a mapping to a "close" stock icon, others will just fall-back on a default icon). If there ends up being demand for it, I can always do some custom icon packs easily enough. Let me know what you guys think!
  2. [quote name='severedsolo']Well you know me, always dangerous to assume. Thanks! While we are adding things - how difficult would it be to get the vessels periapsis as a double? Something like: [code] targetVessel1 = AllVessels().Where(v => v.Periapsis >100000)[/code] [/quote] Shouldn't be difficult. Raise an enhancement request and I'll get it in for 1.8.2. [quote name='severedsolo']Edit: Also, do you have any idea why these two will find (the same) valid vessel: [code] DATA { type = Vessel requiredValue = true uniqueValue = true targetVessel1 = AllVessels().Where(v => v.ResourceCapacity(LiquidFuel)/10 > v.ResourceQuantity(LiquidFuel)) } DATA { type = Vessel requiredValue = true uniqueValue = true targetVessel1 = AllVessels().Where(v => v.VesselName().Contains("HELP")).Random() } [/code] But this doesn't: [code] DATA { type = Vessel requiredValue = true uniqueValue = true targetVessel1 = AllVessels().Where(v => v.ResourceCapacity(LiquidFuel)/10 > v.ResourceQuantity(LiquidFuel) && v.VesselName().Contains("HELP")).Random() }[/code][/QUOTE] Hmm.... If I had to take a guess, I'd say it's because you're using targetVessel1 twice (I really should put in a check/warning for that). It's probably only picking up the second one. If that's wrong, then one way to help debug it is to store the value in a List<Vessel> before doing the Random() call. Then you'll be able to see all the vessels that match at once in the debug window. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='inigma']nightingale: RecoverVessel doesn't appear to be recognized in Space Center view, correct? RecoverVessel requires the player to actively load the vessel and recover it, correct?[/QUOTE] That's correct, a bit of an oversight though. Raise an issue in GitHub and I'll see if I can get it fixed for 1.8.2.
  3. [quote name='Sophistry']Hi there, I was wondering if there was a way to get the Investor Tour contract through the alt-F12 menu? I had it in my "Available" contracts tab and I was going to take it, but then I had a crash and had to restart, and it vanished - I've not seen it since, and I've had about a year of in-game time pass, so I'm starting to get worried I've missed out on it! Thanks for any help :)[/QUOTE] Well, if you're in the cheat menu anyway, then go to Contracts => Tools => Clear Current Contracts to get a re-roll of the entire set of contracts ([I]beware: this will also clear your active contracts![/I]). Aside from declining or waiting, that's the only way. The other possibility is that it's not currently a valid contract (did you perhaps lose progress when your game crashed?). Go to the Contract Configurator debug menu (alt-F10), and press "Force Check Requirements". Then find and expand the Tourism_Investor contract, and make sure all the [I]top level[/I] REQUIREMENT nodes are green. The last thing is that it's an Exceptional contract (3-star). So if you don't have enough reputation to be offered these, don't have enough reputation to be offered very many, or if there's an "Explore Duna" type of contract blocking the only slot, then it may explain why you're not getting the tourism one.
  4. [quote name='severedsolo']So I got round to testing this... turns out that VesselName is not actually a valid method. Which rather makes "Contains()" a bit redundant. So feature request please; can you add VesselName as a method?[/QUOTE] I just assumed your example used valid methods. :D I've added Vessel.VesselName() in the dev version.
  5. New release, [URL="https://github.com/jrossignol/ContractConfigurator/releases/tag/1.8.1"]download now[/URL]! [B]Contract Configurator 1.8.1[/B] [LIST] [*]Added new Not parameter. [*]Can now specify heading in SpawnKerbal. [*]Fixed issue with index attribute not being recognized in HasPassengers (thanks inigmatus). [*]Fixed issue with speed in KSP never being zero for ReachState (thanks inigmatus). [*]Fixed exception in RecoverVessel when recovering via the VAB when another vessel is on the launchpad. [*]Fixed issue with timers getting reset in VAB/SPH (thanks chrisl). [*]Removed long-ago deprecated CC_SCANsat.dll (this does not remove SCANsat support). [/LIST]
  6. Strategia has been released! Head on over to the release thread. Older stuff: 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). Older background info: New mod development time! For a very long time, I've felt that the strategy system is rather lacklustre (which is far better than in 0.25, when strategies were wildly overpowered). There is very little in the way of mods that deal with strategies (the only one I'm aware of is AlphaAsh's Serious Kerbal Business). So I've decided I'm going to do a strategy mod. But we're not going halfway. So here's my issues with the strategy system as it is: Boring - Really, there's no other way to put it. Taking 3.79% of contract funds and converting each fund to 0.236 science is not interesting. Most of the strategies offer very little in the way of excitement. My strategies will be varied and interesting. Commitment Increments - The 5% commitment increments are bad for a couple reasons. It's a much more interesting gameplay mechanic if a player gets to choose between A or B, rather than having sliders. The end result tends to be that a player will just dump as much as they can into it. My strategies will have either no commitment level (on/off) or just one or two distinct levels. Setup Costs - The setup costs are steep. Worse yet, the commitment levels mean that it tends to be better to hold off on picking a strategy, so you don't wast money on a worthless low-commitment strategy (really, you should be able to increase commitment to strategies and pay the incremental cost). My strategies will have proportianate setup costs (and low-cost ones may have other downsides). So what I'm aiming for is: No stock strategies 4-6 departments 4-8 strategies per department As I develop (already in progress, mostly framework stuff is done right now), I'm planning on posting up some teasers of strategies up in this thread. I'm also interested in any ideas anyone else has for strategies. So suggest away! Like what you see? Consider buying me a coffee or ten! It will not go directly to supporting this or other mods under my care, but it will help keep my motivation up!
  7. It's not possible to have them constantly available, and that's by design - you could be competing with stock contracts and other contracts packs. The best you can do is: Increase the weight (relative to your other contracts). Have the player increase the number of max contracts
  8. The documentation explains it: // The weight is used in the contract generation process. Each contract // type that is available to be offered is added to a weighted list. // Contract types with a higher value are more likely to be chosen. // // Default = 1.0 One thing that I'll have to add to that documentation is that the weight is per-contract pack. So you're setting a weight relative to your own contracts. So if you have one contract that you want to come up, half as frequently as the others, then give it a weight of 0.5. If you want it to be twice as frequent, then give it a weight of 2.0.
  9. Thanks inigma, I should be able to start getting through the backlog of issues in GitHub this weekend.
  10. It would need an enhancement. Right now with SpawnKerbal you can do it, and it would look like this: CONTRACT_TYPE { name = MyContractType title = @/MySpawnKerbal.Kerbals().ElementAt(2) is the name of the Kerbal. BEHAVIOUR { name = MySpawnKerbal type = SpawnKerbal KERBAL { ... } } } I'll just need to hook that same logic up to SpawnPassengers. Sounds like a bug, but everything looked good at a glance in the code. Can you post up the full contract so I can reproduce/debug it?
  11. Raised [#338]. Note though that I won't be doing any more 1.0.4 releases, so this will only get fixed in the 1.0.5 stream.
  12. https://github.com/jrossignol/ContractConfigurator/releases
  13. There were some fixes related to this in Contract Configurator 1.7.8. If you're able to reproduce on that version I'll take a look.
  14. Yup, like Arsonide said, me doing it would be somewhat redundant, since it can be disabled as part of the game settings. If it's for an existing save, Torgo mentioned how to do it in the contract decline penalty thread:
  15. Good to know it's resolved. From the nature of the error, I don't think it was related to RemoteTech at all - but I'm really not sure what it would've been.
  16. It is indeed supposed to say Situation: Orbiting. Can you send me both the ksp.log and your save file? There's something very odd going on there.
  17. Did a quick check, and everything looked good. Can you make sure you're on the latest version of RemoteTech as well (they released an update yesterday). If you are, please provide a screenshot of that message (it's not something I've ever seen before).
  18. Ah cool. Since I now know it works that way, I fixed it for the next release, in case anyone else ever runs into this edge case.
  19. There's really nothing to switch over to. Most of the work for contextual contracts is around selecting "appropriate" vessels for that contextual contract (example: you don't want to choose something landed on the surface for a "reposition satellite" contract). As far as I know, this logic is baked right into each type of contract. Also, Contract Configurator provides modders with the ability to do that type of thing through its expression syntax. There's some new logic in 1.0.5 for tracking a numeric "progress" variable that is used internally to determine when certain types of contracts get offered. I'll have to do some research to understand the details, but it might be worthwhile to expose that one (but this would only benefit modders looking to do new contracts). Aside from that, wasn't much for me to do for the 1.0.5 release, just a couple API updates.
  20. Raise a feature request on GitHub for adding support for the heading attribute in SpawnKerbal. I'm pretty sure right now they just spawn with their heads pointing at the global "up" (kerbin north), fall to the ground and get up. There's no way to spawn them without their helmets - mods that do remove their helmets (ie. Texture Replacer) do it on the fly. It's not impossible, but would require me saving info to the persistence file about whether their helmet is on/off, and then writing code to use that. In other words, a lot of work. Better bet is to recommend players use Texture Replacer (with its default settings, Kerbals on Kerbin EVA don't wear helmets).
  21. It's supposed to work with AntennaRange (LimitedDataTransmitter is the special AntennaRange antenna module). Could you post up a screenshot with the contracts app visible, as well as including your save file so I can take a peek at the vessel?
  22. Congrats on the release, lots more features coming to support this type of contract pack... if I can ever get the motivation to get going on them again.
  23. Also, I'm more than a few days late on this one, but severedsolo brings us a new Contract Pack: The K-Files. Join Mulder Kerman and Scully Kerman in the first story-based contract pack using Contract Configurator to be released. The truth is out there!
  24. Okay, was wrong about CKAN, so new release here! Wider Contracts App 1.2.1 Recompile for KSP 1.0.5 (for CKAN).
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