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nightingale

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Everything posted by nightingale

  1. Yup, looks like I inadvertently broke this a few releases back in Contract Configurator. I've got a fix, but it won't be released for a week or so. You can try out the dev dll here (just overwrite the old one) - but it will only work for new contracts. For this one, you have permission to just complete it manually through the debug menu.
  2. Can you provide a ksp.log? It's supposed to be counting down, but didn't look like it's working.
  3. If the network connection isn't reliable that could be causing a problem. If the connection drops the timer (I think it was 2 days) will reset. You can timewarp a little bit and watch it to see if this is the issue. I haven't heard of any bugs in this area in a while, but that's always a possibility. Can you show me a screenshot of what it looks like either in flight or in the space center (with the contract app showing). That'll help determine what the actual issue is.
  4. I think what you quoted applies for 0.90. In 1.0.x, you can look at the GameData/Squad/Experience/Traits.cfg file. So you can: Add new Traits (where a trait is something like Pilot/Engineer/Scientist) Change the title (display name) of a trait Change the effects for existing/new traits (where an effect is things like "can autopilot", "can repair wheels"). You cannot (without writing code): Create new effects There are very few mods that add new effects, and I suspect they are all larger mods that add a small trait effect that is consistent with the larger scope of the mod (maybe KIS or KAS has something like this). I don't believe it's terribly difficult to code up a new trait. I think a mod that provides a bunch of different traits that people could put together however they like would be very cool (hey, that's basically what Contract Configurator does for contracts!) but ultimately might be of too narrow scope to see much use. Why is why you just see modders adding them ad-hoc here and there. - - - Updated - - - Actually, to expand on this a bit, this is the kind of mod that I'm most interested in - the ones that don't necessarily do anything on their own, but open up tons of stuff for others. A few examples of mods that fall into this category: Contract Configurator Module Manager Custom Barn Kit Kopernicus So although I don't personally have time to work on a project like this, I think someone should totally build a mod with a bunch of "interesting" experience traits. And strategies while they're at it. And I'm sure there's a bunch of other things like this that could be added to a "modder's mod".
  5. The Kwisatz Jebderach will be on the lookout for Shai-Hulud. Have some rep! Looking at this really makes me wonder why a desert planet isn't part of stock KSP. How about the volcanic planet with lava "oceans" next?
  6. Oh this is so true - I was once so naive! On top of the error handling I now have that prevents other mods from getting borked, I also have pop up errors for the *really* bad stuff (in particular, anything that is potentially save breaking for the player).
  7. Interesting, I'm curious what the Transfer Window Planner has to say about a Kerbin => Aptur transfer plot? Anyone tried it out?
  8. Agree 100% - having try/catch blocks in the OnSave, OnLoad (and anywhere else that gets invoked from Squad code) in the ScenarioModules, contracts (and anywhere else where mod code can get loaded) is pretty much essential to not stomp on each other stuff when things go wrong. Or perhaps it's time we get our resident Squad assistant (contractor? collaborator? I'm not really sure the right term) to push in a change to get the exception handling logic put in the places that can potentially call into mod code (particularly from a loop) so that mods can't inadvertently cause havok.
  9. RSS does change the names - so you'd need special logic in the contract pack to handle RSS.
  10. Not sure what's going on, but could I get a copy of the log - hopefully it'll show the reason the contract went away (which could always be a Contract Configurator bug).
  11. . I am using Kopernicus though (which actually, now you mention it, does cause some weirdness with the PQS of Minmus - remind me to message Proot about that). Gimme a couple of days to check this, I'll let you know.. something either way.Proot or Thomas P? Since you mention Proot, I'm guessing this is a hacked up 1.0.4 Renaissance install? I only ask because that could be very difficult for me to diagnose - mainly because I'm not sure I'm up for going through the hoops I heard were required to get it working (I have some form of deadly daycare flu at the moment). Anyway, if you're able to do see if it changes by removing a few of those components it would be appreciated. If we're able to get it down to a specific set of mods that fixes the monoliths, I may be able to do a module manager patch to change the text in the right circumstances (and maybe even add said mods to the recommended list).
  12. I'm thoroughly confused by this request: What's a rev thread? The Add-on Development forum appears to be mostly dev threads, so rev = dev? What kind of development question are you referring to? Like a question asking for Plugin Development Help and Support? Or perhaps Modelling and Texturing? I assume you must be talking about something completely different than that... How exactly is the mod requesting currently "messed up"? This thread actually belongs in Kerbal Network, as it is a discussion about the setup of the forums.
  13. I haven't tested this, but easiest workaround for now would be to just add a module manager patch. Put this anywhere in your GameData directory in a file with a .cfg extension: @CONTRACT_TYPE[FS_Experiment] { !prestige } @CONTRACT_TYPE[FS_Scraps] { !prestige }
  14. The idea was to stop offering the low value Kerbin contracts once the player is reaching out to Duna, Eve, etc. However, I may have to re-think how this is implemented (or if it makes sense at all). So raised [#10] to address this, anyone who has thoughts on the issue please feel free to comment in GitHub.
  15. Have you escaped Kerbin yet? Those contracts stop being offered for Kerbin once you escape it. Otherwise, you can try going to the debug menu and cancelling all the current contracts to refresh the list - see if doing that a couple times makes one or two show up, as there aren't too many other requirements other than having the experiment in question researched.
  16. Just a small update for an inconsistency that was bugging me. Download now! ContractPack-AnomalySurveyor 1.4.2 Affirmative action - Female Kerbals now get their own image for the final contract.
  17. I haven't tested, but it should still work even though disabled (ie. stay in the active list). If it doesn't, let me know and I can look into changing that behaviour.
  18. New release, lots and lots of little bug fixes. Download now! Contract Configurator 1.7.4 Improved Sigma Binary support (contracts won't get offered for barycenters unless they've been specifically written with that in mind). Changed triggers for Message behaviour to make consistent with other similar behaviours. Fixed issue with loading settings when a contract pack is removed (thanks hyper1on). Fixed duplication issue with settings app launcher icon (thanks ObsessedWithKSP). Fixed issues with hidden parameters being a little to aggressive in hiding children. Fixed completely broken Exclude and ExcludeAll methods (whoops). Fixed FacilityRequirement to actually work outside the space center. Fixed rare contract load exception from part modules without a name field. Fixed issue with conversions from Vessel to VesselIdentifier (thanks severedsolo). Fixed errors in log from loading using legacy values on ChangeVesselOwnership and other behaviours. Now correctly outputs a warning.
  19. Just gave it a try, appeared to work normally for me. Can you add trace=true in your CONTRACT_TYPE, get a log and send it my way? - - - Updated - - - Someone else reported something similar... seems to be something messed up with RSS or Kopernicus - sounds for some reason the planet name is getting set back to Kerbin. - - - Updated - - - Fair enough. If you decide you do need some support here, please provide a bigger excerpt of the exception message - there's not enough there to work with.
  20. There should be something at the end.... Can you send a log and I'll take a peek?
  21. RoverDude's USI Survivability USI Exploration. EDIT: I had that wrong initially.
  22. If you hadn't already hooked me and I saw this comic first, I might've said, "bleh, wall of text". But it was a fabulous read, and I think it provided some great character development for Phoice on top of blowing through the grindy launches. That being said I sure wish there was some Texture Replacer in play or something like that to be able to more easily tell the characters apart.
  23. Option 1 is putting it in the message center. Option 2 is the dialog boxes, which are pretty flexible (you can change size and color, but not the background color). I'm also going to be adding something to it for timed dialog boxes (instead of clicking okay, it'll disappear in X seconds). Option 3 would just use the green notification text, I wouldn't allow any customizability (it's a stock KSP function that I would plug into).
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