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nightingale

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Everything posted by nightingale

  1. If you want the part to be unlocked for all time, then I think UnlockPart may be a better option - I just need to give it a tweak so that it actually unlocks the part even if the player has the BypassEntryPurchaseAfterResearch setting on. Throw me a GitHub request and I'll change that. I thought that you can unlock the part even without unlocking the tech - but if it turns out in my testing that it doesn't, I can instead make a change to the ExperimentalPart behaviour to allow you to specify when the part gets unlocked (contract accept, contract complete, parameter complete).
  2. Oh, there's better ways around it (it's actually only the parameter that's required, and that can be wrapped and the contract portion faked out). The point I was trying to make is that the changes aren't easy. It's not that it's a bad idea, just that there's a lot of work involved and I'm not really interested in implementing it at the moment. Sorry!
  3. Looking at your log, I suspect you're right near the memory limit and for whatever reason this contract is what's pushing you over the edge. The reason it's acting so poorly is the stock Contracts App is getting out of memory errors on its redraw (which are trapped). It's not until a bit later that you have an untrapped memory error where the whole thing crashes.
  4. Oh right - I'm the one that's confused (like I said, too many timer-ish parameters). The problem is that those parameters you put are not sibling parameters, but child parameters. You want: PARAMETER { name = HasCrew type = HasCrew minCrew = 2 } PARAMETER { name = Orbit type = Orbit minPeA = @targetBody.AtmosphereAltitude() * 2 } PARAMETER { name = Duration type = Duration duration = 1y preWaitText = We must orbit for one year. waitingText = One year is a long time completionText = Excellent work } And you'll want to wrap all that in a VesselParameterGroup, most likely.
  5. Won't work that way, unfortunately. All expressions (with the exception of those in an Expression behaviour) are executed right before the contract is offered. So there's typically no notion of "current" vessel at that time. Thanks, fixed! Reloading contracts does a GameDatabase reload, Module Manager reload, followed by the Contract Configurator reload. Unfortunately, that doesn't trigger the agents to get reloaded. I might be able to figure it out how to force it, but it's such a small use case that I haven't bothered to look into it. (yet?) Jeez, I have way too many timer-type parameters. Assuming MissionTimer and Timer don't meet your needs, raise a GitHub issue to add the startCriteria to the Duration parameter.
  6. It's an interesting idea, but it's technically quite challenging. Then rendering code in stock KSP for the orbits is tucked away inside a contract parameter, so it's difficult/impossible to use without a contract. Additionally, it would probably need an overhaul to the exiting GUI to make it integrate well. So this one is unlikely to happen. It's an interesting idea... but I'm not likely to do it unless I get a lot of people asking for it (you're the first).
  7. I'd probably consider using this too if it came to pass - for Contract Configurator I ended up creating my own reload button in my debug GUI that does a database reload + module manager reload + contract configurator reload.
  8. Very odd.... I won't be able to look into this one in detail tonight, so raised [#287] to track.
  9. Yeah, this is tough to do. Optional parameters really need to be something that's done "in the middle" of the contract. The best alternative I can suggest would be a follow up contract - use the define attribute on the VesselParameterGroup parameter to "name" the vessel, and then have a contract that is for bringing <vessel> home. These both sound buggy. Raised [#286] to look into it.
  10. Great investigation... any chance you can reproduce it one more time and provide a KSP.log? The flashing back and forth behaviour isn't something I've ever seen before, but could be explained by something causing an exception, then getting started back up, then throwing the exception again, etc. It might also explain the memory leak. Could you also show me a screenshot of the contract app/window? Ideally one with the parameters "on" and one with them "off". Much appreciated.
  11. We'll see if angelix comes back... at this point I'm not rushing to build a compact mode. Makes sense... I'll have to give it some thought, raised [#39] to track. This one I have less control over, as selecting a waypoint for navigation is stock behaviour. So I can't really amend that to have two "selected" waypoints.
  12. Strange, but that's KSP. Exit the ship (but don't get off the ladder), and your situation will be Flying. Let go of the ladder but stand on your ship, and your situation is Landed. Jump in the water and your situation will finally be Splashed down. It makes it pretty easy to get a whole bunch of EVA reports at once.
  13. Release 1.6.3 without much new due to the version file not getting updated correctly in CKAN for 1.6.2 and it causing all kinds of problems. Download now! Contract Configurator 1.6.3 New Tech methods Parents() and IsReadyToUnlock().
  14. Release time! There's a couple months worth of minor changes rolled up, plus fixing the end-game Jool monolith contract that got broken by the KSP update AGAIN (1.0.4 this time). Download now! WARNING: Make sure to delete old installations (ContractPacks/AnomalySurveyor) as icons have been converted to DDS. If you do not do this, you'll have duplicate entries, which may or may not invoke the Kraken's wrath. ContractPack-AnomalySurveyor 1.3.0 Restored original behaviour of Mun monolith contract (both monoliths need to be visited instead of just one). Vall anomaly now requires a flyby instead of an orbit. Science nerf (thanks amorymeltzer)! Fixed location of Mun Monolith TMA-5 (thanks Yoggy). Convert agent icons to DDS. Increased reward for Kerbin monolith contract. Fix end-game monolith contract that was broken in KSP 1.0.4.
  15. Ugh, it's because I never updated the .version file. The last time I tried to fix something like that with CKAN on the fly it just made a big mess of things... so I'll release 1.6.3 shortly to clean everything up.
  16. Looks like you're still on 1.6.1 - this was the issue that was fixed in 1.6.2.
  17. I need the KSP.log - the screenshot doesn't have the information that I need. That log is always there - check out the details in this thread. I'll try and reproduce it though - and post back here if I do get it reproduced. EDIT: No luck reproducing - I'm going to need those logs.
  18. Okay - let me know if it's still happening on 1.6.2 (it should be fixed).
  19. Sort of a known issue, raised [#281] and I'll see if I can fix it. In the meantime, try this instead: targetBody = @/targetPlanet DATA { type = bool homeIsPlanet = HomeWorld().Parent() == Sun } DATA { type = CelestialBody targetPlanet = @homeIsPlanet ? HomeWorld().Children().Random() : HomeWorld().Parent().Children().Random() }
  20. Okay, last release today! Download now! Contract Configurator 1.6.2 Fixed issue with saving contract settings (thanks rasta013).
  21. Well, we haven't had a two-hotfix day in a while... I guess it was due. I haven't been able to reproduce the problem, but I have a possible fix. Can you grab this dll and let me know if that resolves the issue?
  22. Ugh, looks like it's due to a bad bug that slipped through in Contract Configurator 1.6.0. Releasing a fix ASAP... - - - Updated - - - Update: fix is up, CKAN will be updated within the hour.
  23. CRITICAL FIX This fixes a bug (possibly the same one reported by run1235) that can cause some contract parameters from completing at all. Download now! Contract Configurator 1.6.1 Fixed a major bug that prevented VesselParameterGroup parameters from completing in some circumstances (thanks ola).
  24. You should be able to use + to add two quoted strings together: [COLOR=#333333]title = "Reach the edge: @/altkm" + "km"[/COLOR] Let me know if that doesn't work in this instance.
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