silverfox8124
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Dev Update! I'm just finishing working on the convective heat flow. I just through about some somewhat real-ish numbers and then threw some fake numbers at them to calm them down and I have a system I think is good enough. Still more tweaking overall to do though. -
@Tontow, I'm not saying it's hard, I'm just saying that you already select how you want it to sort, and it will sort from there, if you want to see it's craziness in action, go to the Mission Control building and watch it there. And as for watching what it's doing, all you see as the user is it declining contracts and new ones popping up. It's nothing special really.
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
@Quiana, ModuleFlightIntegrator is what you're talking about, and I have talked to ferram4 about it. When the time comes, I'll get my hands on it and use it. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
silverfox8124 replied to silverfox8124's topic in KSP1 Mod Development
Dev Update: Yes, even information and updates can be unpredictable! However, I've started to get back into it, slowly removing problematic numbers, still doing tons of tweaking, and hoping that things turn out. When they do turn out reliably, I will move onto the next step, which is making the temps move with the wind and then from there I'll be working on stock drag and applying that with the wind. After that, it'll be release time! -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
silverfox8124 replied to nightingale's topic in KSP1 Mod Releases
I too have been having the issue of tourists not having a pilot when there is a pilot in another command pod. I also don't seem to know how to get the "Load Passengers" prompt up... Edit: It seems as though reverting flight to launch causes the passenger condition for the contract to sometimes trigger, so if the passenger condition isn't being met, just revert to launch I guess?- 697 replies
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@Eleven, if it's not declining the contracts, then what's happening is that you are getting large numbers of that contract, and after you tell it to stop sorting, the empty spaces from all the declined contracts come up as those types you were trying to block. I don't stop contract types from spawning, I just filter them out when they come. - - - Updated - - - @Eleven, if it's not declining the contracts, then what's happening is that you are getting large numbers of that contract, and after you tell it to stop sorting, the empty spaces from all the declined contracts come up as those types you were trying to block. I don't stop contract types from spawning, I just filter them out when they come. @ExavierMacbeth, the reason why I have a set cap is so that my mod has something to go off of to compare. And it's looking difficult to me to try and create a new max amount each time a contract higher than the current max comes up because then I have a conflict of interest where my mod won't know whether to keep the max or change it. There's a limit for a reason, I'll just set it considerably higher this time.
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@Eleven, my mod is a filter for the contracts you get. It sorts out the contracts you want from the ones you don't want, and then declines the ones you dont want for you, and has the option to auto-accept contracts you want too. It sorts until you tell it to stop sorting. It doesn't stop contract types from spawning, and doesn't change any contract definitions. It just filters.
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@Eleven, it goes until you tell it to stop sorting. @ExavierMacbeth, there's nothing I can do about the "Configured Contract" because that's the type name that the contract system gives me. I don't name the contract types, KSP does. One question for the "Build a station" does it ever not offer funds/science/rep upon advance completion or failure? (science is not for failure or advance, same with rep) Because I think that it might be screwing with the contract system, I've been having inklings, but I'm not too entirely sure.
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@Tontow, yes, it'll just reject the contracts as they come up. @ExavierMacbeth, I'm curious as to whether those are a new contract type, if they are, they'd be either an explicit obvious type, or a "Configured Contract" type. As for the Plant Flag missions, are you sure you have those set to be rejected? I'd like your settings.cfg(Contract Filter's) and the output log if it happens again. I'd also love to see the contract if possible. or at least the info to it, if you can remember. I've been having some feelings about the system not being able to handle parameters that aren't existing.
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@Shadriss, I'm having a funny feeling you aren't starting the sorting process. I suggest updating first, seeing if the problem persists, then if it's still there, come back with more info on what's going on - - - Updated - - - @Badsector, I have the code put in for the switching of the icons. I'm going to wait a bit and see if any bugs or such come up before putting this out to release.
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@Catullus, Yes, that is what I'm working on, but the way I have the GUIs working doesn't make it too easy to do, I actually have to re-write the editing GUIs so that they can handle more than 1 contract type at a time, which means having to add new GUIs so I don't end up destroying the ones I have. Don't worry, after this feature is added, the new Icon(thanks to BadSector) will go up with the update as well!
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@Luca/Badsector, WOW, thank you for these icons, I really like them, and they are quite a few steps above what I could do,as I'm not a graphical artist whatsoever. @Catullus, I may look into that being a feature, one of the prides and joys of Contract Filter is the per type basis. @quatch, yes, this is because I renamed the mod from Contract Controller to Contract Filter. Contract Controller is to be removed.