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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I know, you are making a Tardis! Seriously, looks really nice, I'm looking forward to seeing your future work. Now following on Spacedock
  2. I hope to be able to look into these issues sometime this week.
  3. It might help if you posted the complete contract group and the contract types so we can see it all
  4. ummm, I _am_ linuxgurugamer Are you using the latest dll? also, I don't use this mod, I just recompiled it for 1.1.3. Are you running 1.1.3? My understanding is that you need to install the full mod, then replace the dll with the one I supplied
  5. I understand, although they are also acting as requirements; at a minimum, I think you need to update the documentation to reflect that. I wonder if I'm using the DATA groups in ways others aren't; I'm setting lots of variables in a single group. It works, but, in the case of (for example) a list, what happens if there are several lists in the group, and some have values and some don't? I hope I'm not abusing you Figuring out that one was a bear, because when I tried creating a test install and testing, it would work. I don't know how I realized it was related to the root part, but I do remember the light coming on. I was slowly working my way through about 200 mods trying to find the conflicts. Really, I am very impressed by the new release, and hope to help you with these reports. Thank you
  6. Nuts, a file got left out. Add the following to a file "group.cfg" in the directory ContractPacks/Spacetux/RoverMissions: CONTRACT_GROUP { //trace = true agent = Space Penguins, Inc minVersion = 1.15.0 // Name of the contract group name = RoverMissionsGroup displayName = Rover Missions } I'm working on an upate
  7. Thats because you are looking on the wrong page, try this: https://github.com/linuxgurugamer/KerbalSmartParts/releases
  8. Is it possible to develop custom stratagies? I'm thinking of something like a Goverment Funding strategy, where you get a set amount of money each month (maybe increasing over time), but the contract rewards are much less
  9. I've figured out what's happening: It has to do with the root part being in the part of the rocket which is below the decoupler. This test will show the problem: This craft file: https://www.dropbox.com/s/sismussknpcb2bi/goodrootpart.craft?dl=0 works This one shows the problem: https://www.dropbox.com/s/9luidhu8w8zlfbz/badrootpart.craft?dl=0 Test as follows: Install the following mods: Unmanned Missions HyperEdit Contracts+ (makes it easier to see the reqs) Create new save, give yourself lots of science & money, you will need to unlock the first few levels of science Download the craft files, put them into your VAB folder Go into Mission Control, select the Unmanned Mission "Let's get a probe into orbit and return it" Put craft on launch pad Open HyperEdit, then open the Orbit Editor. Make sure the active ship is selected, and that the altitude is >70000 Set throttle to full Quickly launch, wait a second, then kill the throttle When engine has stopped, click the HyperEdit "Apply" button to move the craft into an orbit Close Hyperedit Open the Contracts window See in the contracts window that the Orbit has been achieved In orbit, wait until the craft is pointing retrograde (it doesn't have reaction wheels), then activate the engine, enough to deorbit Shut down the engine Stage For the craft file labeled "goodrootpart", it will be unchanged. For the craft file labeled "badrootpart", the Orbit requirement will become unfilled Umm, refresh CKAN, it has the latest, I have 1.16.2 installed via CKAN
  10. Testing my unmanned contracts: Contract to get probe to orbit and back again It seems to work until I get in orbit, the contract shows the the orbit part is fulfilled, then, I decelerate, and decouple from the rocket, and all of a sudden the orbit parameter is unfilled again. CONTRACT_TYPE { // For debugging //trace = true name = First Return from Orbit group = STGUnmannedMissions title = Let's get a probe into orbit and return it safely home topic = orbit subject = HomeWorld() motivation = Because.... notes = Complete the following: synopsis = Send a probe to space and get it into orbit around our homeworld and then get it back completedMessage = You did it! You've successfully gotten a probe into orbit and returned it home agent = Space Penguins, Inc cancellable = true declinable = true prestige = Exceptional targetBody = HomeWorld() maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 5.0 rewardFunds = Random(18000.0, 22000.0) advanceFunds = Random(9000.0, 11000.0) PARAMETER { name = VesselParameterGroup_1 type = VesselParameterGroup completeInSequence = true PARAMETER { name = Orbit type = Orbit situation = ORBITING minInclination = 0 minEccentricity = 0.0 disableOnStateChange = true completeInSequence = true } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } Here is a link to all relevent files: https://www.dropbox.com/s/gp90ohwpto7b06v/ContractConfigurError.zip?dl=0 I'm thinking there might be a conflict with something, but have no idea what.
  11. The Rover missions have been updated for the new version of Contract Configurator. There may still be problems, please make sure you are using the latest version of Contract Configurator and the latest version of this contract pack before reporting problems.
  12. Ok. So, even if the data node is in the Contract Group and not the contract, it is still required (if the flag isn't set)? That kind of doesn't make sense. I have a number of data nodes in the contract group, not all of which apply to each contract. For now, i've made them all not-required, will see how it goes
  13. Ok, but if the data node isn't a requirement, why it it acting as if it was a requirement?
  14. I just found this in the log: [VERBOSE] ContractConfigurator.ContractType: Didn't generate contract of type First Orbit: 'STGUnmannedMissions:innerMoons' had zero count. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [VERBOSE] ContractConfigurator.ContractPreLoader: First Orbit was not generated: requirement not met. Which is strange, because the contract has NO requirements
  15. redoing test @nightingale Ok, this test is clean, meaning only one contract in the cfgs: https://www.dropbox.com/s/gp90ohwpto7b06v/ContractConfigurError.zip?dl=0 I included the complete directories needed (ContractPacks and spacetux) so you can replicate it. No errors in the log file
  16. later, as I'm going through the log I see some errors, will post later either with the successful results or with the requested data Thanks
  17. I'm finally able to look at my contract packs, and having problems with the most basic. The following contract has all Pre-Requisites met, but is not being offered. In fact, te only prerequisites listed on the contract screen are variables being set in the contract group in DATA segments. Being set, but not being used here: CONTRACT_TYPE { // For debugging //trace = true name = First Orbit group = STGUnmannedMissions title = Let's get a probe into orbit topic = orbit subject = HomeWorld() motivation = Because.... notes = Complete the following: synopsis = Send a probe to space and get it into orbit around our homeworld completedMessage = You did it! You've successfully gotten a probe into orbit agent = Space Penguins, Inc cancellable = true declinable = true prestige = Exceptional targetBody = HomeWorld() maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 5.0 rewardFunds = Random(18000.0, 22000.0) advanceFunds = Random(9000.0, 11000.0) PARAMETER { name = Orbit type = Orbit situation = ORBITING minInclination = 0 minEccentricity = 0.0 } } Log file is here, also the save file: https://www.dropbox.com/s/gp90ohwpto7b06v/ContractConfigurError.zip?dl=0 This was a brand new install, with only CC, MM & my contracts installed. I see some messages in the log, are those preventing the contract from being offered?
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