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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I'm having a problem with the following code: CONTRACT_TYPE { name = FirstImpact_@/STGUnmannedMissions:UnmannedMissionPlanet group = STGUnmannedMissions .... } CONTRACT_TYPE { name = Targeted @STGUnmannedMissions:UnmannedMissionPlanet Impact group = STGUnmannedMissions .... REQUIREMENT { name = CompleteContract_3 type = CompleteContract contractType = FirstImpact_@/STGUnmannedMissions:UnmannedMissionPlanet } } I'm getting the following error: [ERR 10:52:36.328] ContractConfigurator.CompleteContractRequirement: contractType 'FirstImpact_' must either be a Contract sub-class or ContractConfigurator contract type I have tried variations without the "/" in the "@/"; ie: "@STDUnmannedMissions", but still get the same error. I'm wondering if the contractType can't parse variables? Thanks in advance
  2. Ok. don't hold your breath, but I'll keep it in the back of my mind. LGG
  3. It does ( the AcceptContract and CompleteContract), but ModuleManager has no idea about contract packs. This is why I'm now bundling a dummy DLL with my UnmannedMissions (and will soon add to others) so that MM can be used to modify contracts based on whether other contract packs are installed or not Maybe we should make it part of the requirement that a dummy DLL be bundled for this reason. Very easy to do, and I'd be happy to create a dummy dll for anyone who asks.
  4. I saw that, and it won't do what I want. That's ok, I'll figure something else out. If I decide to take a crack at it, would you be willing to accept a patch? Thanks for all you do
  5. Duh! You are absolutely correct, sorry. I am thinking about both AntennaRange and RT. I'm not sure yet if I want to go this route, but was wondering if there was a way to find out the antenna range. I was thinking of making some contracts dependent on if the player has an antenna with the available range (or some fraction thereof) before creating a contract
  6. Are you saying that when you edit the motion of the part (ie: throw range, etc (not sure if I'm saying it right)) that it just doesn't work?
  7. @nightingale I was looking at the AvailableParts class, and don't see any way to find the maximum range of an antenna. Is this something difficult to add?
  8. Well, the player should check all controls for proper movement, and if backwards it is easy to change.
  9. This is rather a nebulous report. I would need some more information: System specs Version of KSP OS List of other mods KSP_Data/output_log.txt file Until I can see this, it's simple a matter of "someone said that something happened" In answer to your question, this is the first time I've heard of this.
  10. Ok. I just tested this with the latest dll, as of about 8 am this morning. I see the issue, no idea what the problem is. I did a little playing around, but no idea. It's about as simple as you can make it, so I think it is in @nightingale's court now
  11. First, you can remove the lines targetBody = Kerbin I think it would be better to have that as a requirement rather than a target body. Targetbody will default to the location of the contract, and you already specify that at the top. If I get sometime this evening, I'll load it up and see what else I can find. Other than the above comment, I don't see anything wrong. Are you using the latest dev dll?
  12. My Jeb is sitting in a place of honor at my home (I have the 3D printed figure).
  13. Just send me what you have so I can look at it. It might be something obvious (to me) since I've recently been working with it
  14. Not yet. The stuff I've been working on is not yet in github. contact me if you want a copy of the latest version, only works with the dev version of CC Are you sure you don't have a hidden parameter? If you want, shoot me a copy of the contract and I'll take a look. What version of CC are you using for this?
  15. Is there any place I can see what the stock contracts do? ie: see what they do for the "rescue a kerbal" so that it can be replicated? Almost sounds too easy, at least in the beginning
  16. No Kerbal dies Life support (USI-LS) All tech at a single level must be unlocked before moving to the next level. I allow a single exception (ie: one in the next level) FAR and DRE Ships in atmosphere must be streamlined Always do career AntennaRange (RemoteTech, while good, is just too complicated for me) No reverts in a mission, however, doing test launches and reverting is fine I'm sure I have others, just can't think of them yet.
  17. I realize that. Basicly, this mod saves video memory, not necessarily RAM. It probably is very helpful for people who aren't quite as modded as I am
  18. I'm trying to have a clickable image in my posts. This was fairly easy to do in the old forum, but I can't figure out how to do it. This is the html code which I'm trying to replicate: <a href="https://www.patreon.com/linuxgurugamer"> <img src="http://bayerfamily.net/Patreon.png"> </>
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