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Everything posted by linuxgurugamer
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Found a problem: Two parts have the same part name: From the ModuleManager.ConfigCache: First one: UrlConfig { parentUrl = Hangar/Parts/AsteroidHangars/AsteroidHatch2.cfg PART { name = AsteroidHatchNew Second one: UrlConfig { parentUrl = Hangar/Parts/AsteroidHangars/AsteroidHatchNew.cfg PART { name = AsteroidHatchNew
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- part count
- storage
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Thanks. I've been looking at it, so far no idea what's happening, there isn't the expected nullref. If you could create that sandbox example you mentioned, zip up the entire sandbox save for me, would be helpful Those messages "Error 2/3" are not really errors, just left over debugging messages, you can ignore them. The other two regarding the scanType may be an issue Edit: I found the error, so will be just a matter of time to fix: 177873 ArgumentException: An item with the same key has already been added. Key: SCANsat
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
So I've just gone through ALL the contract packs listed in CKAN. None of them are doing what I'm trying to do, which is collect science from multiple locations. The only thing that I know does that are some of the stock contracts where you have to fly to a certain location/altitude and get a temp reading and then go to the next one. :-(- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
I'm beginning to think it's a bug in Waypoint Manager, when I removed it, things worked mostly as expected. Not sure if it's just a bug, or an oddity, where the first waypont stays in the dialog even after the second is shown- 5,225 replies
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[1.12.x] Waypoint Manager - New Dependency added
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Look at this post, it has a lot of locations: -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
It seems that if an experiment is run (for example, the thermometer) at a waypoint, it will be considered to have been run when the next waypoint is reached. I'm trying to have a contract which requires an experiment to be run at three different locations, however, even though I have seperate blocks for each location with a block for the experiment, the experiment is considered run at the second and third waypoints. I've included the entire contract below, looking for any suggestions, if it's at all possible:- 5,225 replies
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[1.12.x] Waypoint Manager - New Dependency added
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 2.8.4.4 Updated text in Settings window re. dragging the Nav Window Small optimization regarding initializing styles, eliminating an extra function call during OnGUI Fixed nav window initialization (was not setting background/opacity upon startup) -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
Is it possible to hide a waypoint after reaching it ? The following code hides it after contract completion (according to the docs), but doesn't seem to hide it after reaching the waypoint. PARAMETER { name = Location3Arrival type = VisitWaypoint index = 3 title = Direct rover to the third Interesting Place completeInSequence = true disableOnStateChange = true horizontalDistance = 250.0 hideOnCompletion = true disableOnStateChange = true showMessages = true completeInSequence = true }- 5,225 replies
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[1.12.x] Waypoint Manager - New Dependency added
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 2.8.4.3 Thanks to github user @eminterrupted for finding this bug: displayOpacity was being read incorrectly from the saved config, causing the display background opacity to be reset to 50% every game restart Added text to config window explaining how to drag the nav window Updated version file to use github for version info -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
Yes, but I'm not done testing, and the latest test shows that all 3 waypoints are shown with no indiciation of which one needs to be the first; apparently they need to be completed in order More work :-(- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
I solved this by using the DATA_EXPAND block. This does have the number of locations static, but it's a reasonable solution. Using this method you can't change the name of each individual waypoint, but that's ok for now. You can see the contract below, the DATA_EXPAND block has the name of the field as waypointIndex , and it's referenced in the parameter below- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
I was, and then I tested and see that it's working with spaces. I had a comma in there, I'll have to test to see if that's the issue Edit: Looks like it's the comma which was causing the issue. I put the comma in and found this in the log file: 35899 [INFO] ContractConfigurator.ContractConfigurator: Loading CONTRACT_GROUP: 'RoverScienceMod' 35902 ContractConfigurator.ContractGroup: CONTRACT_GROUP 'RoverScienceMod': Providing the agent field for all CONTRACT_GROUP nodes is highly recommended, as the agent is used to group contracts in Mission Control. And yes, I did update the agent file as well as the contracts.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
Found either a bug or something had changed. The field for the agent name in the agent config used to allow spaces in the agent name. It doesn't anymore, so I'm going to have to update all my contracts to fix this :-(- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
New question, this time regarding Waypoints. Currrently the contract is accessing a single waypoint near the rover. Full contract is in the spoiler below: Not sure if this is possible, but .... I'd like to be able to generate a random number of waypoints within a range (ie: 2-5). It's easy enough to create the 5 random waypoints in the WaypointGenerator block, but I'd like the main contract to be able to iterate over the available waypoints. It's a rather big contract, I don't want to simply copy/paste the sections 5 times. I am guessing it might need to be a list of indexes, and then have the index for the location arrival point to that, but not sure (yet) how to do it. Pointers would be appreciated.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
First, the hardPlanetsTemp was part of my trying to get this to work, I tried to clean up all my unused statements, I guess it got through. Second, the symptoms are shown in the image below: Even this stanza: planet = Prestige() == Trivial ? @/easyPlanets.Random() : Prestige() == Significant ? @/mediumPlanets.Random() : @/hardPlanets.Random() was met (second line, Must bean orbited body), and it relies on the stanza which is unmet to succeed. It seems to me that CC thinks that if any value in a DATA block is empty that it's an unmet condition. even if it's intended for use in a different DATA block. I tried making it hidden, but that only hides the result, but it still affects the outcome. There doesn't seem to be a way to tell CC that the results are intermediate and should not affect the conditions And of course, 5 minutes after typing that, I found this: I just added the requiredValue = false, and it's now working- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
deleted- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
I'm reviewing some old contract packs, and have a problem. The contract in question is in the spoiler below: The problem is with this part of the contract: DATA { type = List<CelestialBody> easyPlanets = HomeWorld().Children() mediumPlanets = OrbitedBodies().Where(b => b.HasSurface()).ExcludeAll(@easyPlanets).Exclude(HomeWorld()) hardPlanetsTemp = AllBodies().Where(b => b.HasSurface()).ExcludeAll(@mediumPlanets) hardPlanets = HomeWorld().Children() title = Planetary body orbited } It seems that if any of the values are null, then the contract is considered as not being ready to be generated; in the Mission Control, it say that Planetary body orbited is unmet). However, the contract is using those in the earler DATA stanza: DATA { type = CelestialBody planet = Prestige() == Trivial ? @/easyPlanets.Random() : Prestige() == Significant ? @/mediumPlanets.Random() : @/hardPlanets.Random() title = Planetary body } The final result is the value for planet. The problem is with the mediumPlanets = OrbitedBodies(). If I change that to AllBodies, it works, but then it selects ANY body, including those which haven't yet been reached. Can anyone suggest a solution?- 5,225 replies
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Techo's (Stock) Planet Revamp V0.10
linuxgurugamer replied to Mrpasta44's topic in KSP1 Mod Development
The mod is very nice, but it appears that Parallax 2 is not doing that much. Not sure why, I don't know that much about how Parallax 2 works. It also seems to prevent KSC++ from working I tried this in my graphics-heavy install, while it looks nice, and is, in many ways more interesting, I'm not sure I'm going to keep using it. Loses too much of what I have.- 126 replies
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- totm nov 2023
- revamp
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