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nightingale

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Everything posted by nightingale

  1. He's like a tourist - he'll be gone when the mission is over (but I suppose you could keep him hostage and not complete the contract).
  2. Thanks again! Glad you enjoyed it! The Eve section was the worst - so buggy. Every single KSP update broke it in a new way, and I eventually had to just drop it. Maybe next time I'm working on Anomaly Surveyor I'll try to fix it again... it's just not the same without it. And sorry... Tomaly isn't coming back. Although I've had an idea in the back of my mind for a while for a sequel, so who knows? Odd... maybe throw a log my way next time you see it. I may not be able to do anything about it, or it may be a very simple fix.
  3. I asked the original issue reporter (Whovian) to try this out and report back here.
  4. True - but making a small change in BAE will also prevent this from happening when users do an incorrect DDS conversion. I only ask because the support requests usually end up on my thread...
  5. Cross-posting from this post on the Behemoth Aerospace thread. There's a particular issue that requires Texture Replacer, and a particularly crafted agency setup. The issue affects stock contracts, but is particularly noticeable for Contract Configurator (which is why the issue came to me). The short version of the issue is that Texture Replacer can mess up the stock agent loading logic by making texture read-only. The long version: Texture Replacer runs on all loaded textures and makes them non-readable (saving memory). Stock agency loader logic fires. For any agent where there isn't an explicit scaled logo, it reads the unscaled logo in memory and scales it down. In this instance, the unscaled logo is not readable in memory, so the whole thing fails, and it stops trying to load other agencies Contract Configurator tries to load contracts, and gets a bunch of "agency doesn't exist" errors. Also affects stock, but a lot less since most of their contracts will just randomly assign an agent. The workaround is to install ATM - because Texture Replacer disables that part of its loading when ATM is installed. Would it be possible to get some sort of fix in Texture Replacer for this issue? The reason it's not an issue in ATM because of the various config files that tell it to ignore */Agencies/*. Even if Texture Replacer was hardcoded to ignore anything containing /Agencies/ in the path I think it would be good enough.
  6. Sorry, meant to post on this earlier. Here's what happens in this combination to make things break: Texture Replacer runs on all loaded textures and makes them non-readable (saving memory). Stock agency loader logic fires. For any agent where there isn't an explicit scaled logo, it reads the unscaled logo in memory and scales it down. In this instance, the unscaled logo is not readable in memory, so the whole thing fails, and it stops trying to load other agencies Contract Configurator tries to load contracts, and gets a bunch of "agency doesn't exist" errors. Also affects stock, but a lot less since most of their contracts will just randomly assign an agent. The workaround is to install ATM - because Texture Replacer disables that part of its loading when ATM is installed, and ATM is smarter about not converting certain things. The fix (well, workaround, since I'd consider this a TR bug and will be heading there next) for you is to provide a scaled down logo. As a bonus, you can also convert your main logo to DDS then (as stock logic will no longer try to downsize it). I'd recommend you do it like I did here - renaming the scaled one from .png to .truecolor will make it so the DDS conversion tool ignores it (so it's a lot harder for users to unknowingly shoot themselves in the foot).
  7. The part I need is before that. Just search for the first EXC tag or two, should be something related to agents. Or post on dropbox/google drive. EDIT: the something else is the mod that is introducing an unscaled flag. It's actually just that + Texture Replacer that cause the problem, and Contract Configurator is caught in the crossfire.
  8. Post a KSP.log for me. If we can find out which texture is the one that's failing, we can create a scaled version of the logo. Then KSP will no longer try to read the texture that Texture Replacer made unreadable. I can submit the fix back to whichever mod is causing the trouble, and we can all be happy.
  9. Odd, not sure why that would happen, unless it's a newly introduced bug. Unless there's an issue, a restart should fix it (if not, send a log). Do you have CapCom? Accepting that contract in flight mode could be the cause.
  10. 99% certain it's an agent loading issue. Check the log file - you'll find there's an agent that's failing to load, and that stops all other agents from loading, which stops the contracts from loading. I've heard of this happening when installing Texture Replacer, or if you tried to do a manual DDS conversion. For the first issue, I hear installing ATM fixes it, the latter your best bet is to convert the file in question back to PNG. - - - Updated - - - There isn't one. You can do a git pull of the wiki site, but otherwise there's no way to download the docs that I'm aware of. See the define attribute of VesselParameterGroup.
  11. Love the mission report, as always! I'll have to double check the location on TMA-4... could be it's either sensitive to the detail settings, or could be the waypoint is off by a bit.
  12. Any chance you uninstalled a planet pack? That's the only reason I can think of that would cause that. Regardless, fixed for the next release. You may need to do some save hacking and remove the contract in question to get things going again in the meantime.
  13. That should be easy enough, that's already what SpawnKerbal does. Raised [#290]. That's really tricky. You'd want to use the NewVessel parameter that Nori suggested, as well as using vessel defines and the IsNotVessel similar to this contract. Even then, I don't think I have anything that would require 3 different kerbals, unless you require all three ships to be crewed and in orbit at the same time (although I suspect you didn't mean simultaneously).
  14. If it happens again, grab a KSP.log file - that's what I'll need to investigate.
  15. Okay, give the dev dll a try. You should be able to get it working with something like this: DATA { type = double orbitperiodmin = @targetBody.RotationalPeriod() * 0.99 orbitperiodmax = @targetBody.RotationalPeriod() * 1.01 } PARAMETER { name = Orbit type = Orbit maxInclination = 3 maxEccentricity = 0.05 minPeriod = @/orbitperiodmin maxPeriod = @/orbitperiodmax }
  16. The idea is that you're supposed to be able to give it a time in seconds (using the double type), but I see a bug that's preventing it from working. Let me look into the fix and get back to you...
  17. There's a maximum orbit of 249,000 meters, but the way the contract is done the number is not shown to the player. My recommendation to severedsolo would be to change that setup to make it more obvious to the player what the requirement is.
  18. More than likely it's a known stock bug where the tourists aren't "reclaimed" if you recover them from the tracking station or space center. Put them in a capsule, and recover from the flight view and they should disappear properly.
  19. #BringBackTheBarn Personally, I love the aesthetic.
  20. New release! New Horizons support! Better contract progression! Download! ContractPack-Tourism 1.2.0 Tourist contracts no longer ask for as many tourists at once until bigger pods get unlocked. Reduced grindiness - advanced tourism contracts no longer require lots of tourist contracts to be done. Support for New Horizons.
  21. New release. Some bug fixes (big one being the fix to autoAccept contract generation for RP-0) and some new goodies for modders. Download now! Contract Configurator 1.6.4 Workaround for crash issue when parsing some ternary expressions in contracts. ContractPreLoader improvements, better handling of autoAccept contracts (thanks NathanKell). Check parameter state for some parameters on contract acceptance (fixes issues with CapCom and autoAccept contracts). Contract Configurator now automatically reloaded when doing a module manager reload (thanks sarbian). Enhancements to ExperimentalPart to allow finer control over when parts are locked/unlocked. Fixes to some string expression parsing issues (thanks Nori). Fixed exception in ContractVesselTracker (thanks glilienthal). Minor bug fixes.
  22. While you're at it you may want to look at New Horizons support (something I'm in the process of adding into my own contract packs at the moment). If you're unaware, it makes Kerbin a moon of a gas giant... so if you've made any assumptions about Kerbin having child bodies of its own, or the Sun being the parent of Kerbin, those will break in New Horizons....
  23. I think you can write some targeted tests based on the category of the part or the modules included. Examples: Science experiments can be tested by recovering science from specific situations/biomes. Wheels can be tested by landing in a specific location or biome. Other stuff can be tested just by getting a vessel with those parts into a specific situation/altitude/speed like the stock part test contracts.
  24. Oops, I'll fix the documentation, should've been HaveLandedOn(). - - - Updated - - - Looks good, shouldn't be a problem to get that into 1.6.4, which will likely see a release in the next couple of days.
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