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nightingale

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Everything posted by nightingale

  1. Please see here. For this, output_log or KSP.log are fine (KSP.log is a bit easier to read).
  2. Interesting, but I'll need more info, especially since that particular error is coming out of Squad's code. Could you provide a KSP.log file? Also, did this only start happening on 1.7.2? If you revert back to 1.6.6 does the error go away?
  3. I'll need to see the full log - that error just means that the CrewRotation contact didn't get loaded, but I have no idea why from that snippet.
  4. Something from the new release of Anomaly Surveyor for you guys to check out. Inspirations:
  5. New release out, go download it now! Got some exciting changes, mainly around using the new dialog system in Contract Configurator. Note that only newly accepted contracts will have the changes - if you have a mission in progress and want to see the new stuff then you'll need to cancel and re-accept (assuming the contract is at a suitable place to do that). ContractPack-AnomalySurveyor 1.4.0 Added a bonus to the end of the final Monolith contract. Change all contracts to use the new dialog system for completion flavour text. Fixed Jool monoltih contract invisible parameters in Contract Window + (thanks 5thHorseman). Minor fixes to log warnings for Monolith spawn in Jool contract (thanks Enceos).
  6. New release, first non-prerelease of the 1.7.x branch (including the 1.7.0 and 1.7.1 changelogs as reference). Download now! Contract Configurator 1.7.2 DialogBox behaviour now supports loading/unloading textures for images on the fly. Fixed issue with dialog boxes that weren't getting positioned correctly. Fixed issue with SpawnVessel when switching from editor to flight scene (introduced in 1.7.0). Fixed parser issue with early data type conversions (thanks DMagic). Fixed issue with hidden parameters in Sequence not working in Contracts Window + (thanks 5thHorseman). Misc bug fixes. Contract Configurator 1.7.1 Fixed a backwards compatibility issue introduced in 1.7.0 (thanks Ald). When title isn't overriden, prefix optional parameters with "(Optional)". Added a hidden attribute for all parameters. VesselParameterGroups now list out vessels that can complete the contract more clearly. Fixed output text when converting a duration to a string in contracts. Improved behaviour of Duration parameter when used under VesselParameterGroup. Contract Configurator 1.7.0 New DialogBox behaviour for creating rich text dialog boxes with images. New CopyCraftFile behaviour to reward a player with a craft file. New DestroyVessel behaviour to destroy a vessel. New RecoverVessel parameter. Support in WaypointGenerator for underwater waypoints. Duration parameter can now be used as a child of some parameters. Duration parameter now respects the vessel filter in VesselParameterGroup. Expression behaviour can now store data for types other than double. Data can now be retrived from the persistent data store in expressions using the $ symbol. Improved casting between string and VesselIdentifier (thanks Nori). Made ChageVesselOwnership onState values consistent with other behaviours. Added Crawlerway into list of KSC biomes for contracts (thanks Rokanov). Fixed issue with grandparent contract groups not being recognized properly for expressions (thanks Rokanov). Fixed issues spawning vessels with the deferredVesselCreation flag (thanks Enceos). Fixed exception in HasCrew when referencing a Kerbal that hasn't yet been spawned (thanks severedsolo).
  7. Change .Random() to .First() (since there will only ever be one). That way Contract Configurator will know that targetMars is a constant value and will only load it once at parse time (at game startup). If you're still having the slowdowns after that I'll take a closer look. EDIT: Took a quick look and didn't see anything else jumping out. I will mention that you're in unexplored territory in terms of performance - WhiteCat's original version of the historical contracts had a massive amount of contracts, but they were all fairly simple. As complexity increases there's definitely going to be some degradation in the contract generation performance - but hopefully if there's any places that need some tweaking/improvements this will help find it.
  8. Nope, it will only affect numeric types (and any numeric but double will probably fail with an exception). Because Contract.ContractPrestige isn't convertible to CelestialBody, it won't even try, and it'll get it right.
  9. It's a bug in the parser. It was converting Prestige() to a double and then treating Trivial as a stored identifier (which it wouldn't find so it would assign the value zero). Same for the other portions of the expression. Anyway, fix it done, it'll be released when 1.7.2 comes out (most likely looking at tomorrow).
  10. DMagic's Portrait Stats modlet has the best implementation for this, this is exactly how it needs to be done in stock:
  11. Yeah, that first kick out of Jool feels just like a NaN bug... I tried to make sure it progressed pretty quickly into it so people don't instantly quickload.
  12. It's too bad the 1.7.x release of Contract Configurator has been taking me so long to get finalized, since I have an update in the pipe for Anomaly Surveyor with a new "end of game" screen:
  13. Personally I find this far more exciting than any of the other console announcements. Not because I care about any of the consoles (PC master race, etc.), but because the 2 GB limit of the Wii U may force Squad into implementing some sort of load on demand system for all​ platforms.
  14. Wider Contracts App does this sort of UI trickery, although the goal is to change the size, rather than removing UI elements. However, the same concepts should apply. The massive caveat though is that this will change a fair bit with the under the hood UI rework that is happening. So until 1.1 drops, I wouldn't even consider anything along these lines.
  15. Just a heads up, your latest zip (1.1.3.2) is missing KerbalAnimationSuite in the directory structure (everything gets dumped under GameData).
  16. I love the fact that it's powered by Twin Ion Engines.
  17. Oh that's right, I'd forgotten sarbian mentioned that. A new career won't fix it, but you can go in and hack the .cfg files in question (just remove the places where Module Manager would've been removing nodes anyway).
  18. Another pre-release since there were a couple more big risky changes. I don't expect any issues, and should be changing this to a full release in a day or two. Download now! Contract Configurator 1.7.1 Fixed a backwards compatibility issue introduced in 1.7.0 (thanks Ald). When title isn't overriden, prefix optional parameters with "(Optional)". Added a hidden attribute for all parameters. VesselParameterGroups now list out vessels that can complete the contract more clearly. Fixed output text when converting a duration to a string in contracts. Improved behaviour of Duration parameter when used under VesselParameterGroup.
  19. Yup, exactly. So that pretty much forces you back to the whole define/vessel stuff if you want to have tons and tons of optional parameters like that.
  20. Yup, that's what I was referring to when I posted this: If the search returns too many results, it'll truncate the list - but the awesome forum software throws away the *newer* stuff, rather than the older stuff.
  21. So much forum mangling going on here. Try this: "[COLOR=#3E3E3E]QUOTE=endersmens"[/COLOR] No real need for the extra [, and make sure you have double quotes around the whole thing.
  22. I'd move the optional parameters out on their own though - optional parameters in a VPG will give you grief (they'll prevent the VPG from completing if they aren't done, will still "work" even for a vessel that meets the other criteria, and will be repeatable multiple times for extra funds). Also, I think the one where you have the Any should be an all (or just the CollectScience, since you don't really need the landing part).
  23. Hmm... you're right, same here. I had more luck simply searching for "nightingale".
  24. Nothing - you'll probably have more luck on the MM thread, although sarbian had been fairly quiet in this issue.
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