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Everything posted by linuxgurugamer
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I was looking at your RT pack. You seem to have covered those bases pretty well. So I'm now looking into incorporating the RT into my contracts. If I'm reading the docs properly, the following parameter: PARAMETER:NEEDS[RemoteTech] { means that the parameter is only active IF the NEEDS is satisfied. If the NEEDS is not satisfied, then that parameter will be inactive, but the rest of the contract will still work. Is this correct?
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When you say part unlock, you mean as to when specific part(s) are available? Regarding RemoteTech support, I'm going to definitely look at your RT pack, among other things to be sure I don't duplicate what you've already done. Also, I'm looking for some people to test my rover contracts. I don't want to release them until someone else besides myself has looked at them and tried them out. Any volunteers?
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Sorry about the 99 points, they should be normal in the recent update. I've been away, so haven't been able to see this thread until now. - - - Updated - - - The ship has to be unmanned, from launch. Also, there were some bugs which I squashed a few days ago. Please try the latest. Unfortunately, it means that the current contract will have to be canceled. Note that when you download an update, you may need to let a few game-days pass before they will properly show up - - - Updated - - - PM'ing you - - - Updated - - - This error is also in all the other files. I'm updating it today with the fix, watch for an update. The update will be 0.3.5, unless I make a mistake in the upload, in which case it will be higher :-) @SpacedInvader, thanks for finding that. - - - Updated - - - Thanks for the input. Re. the SpaceTuxGroup, another post described the problem. I hope to fix this so that you don't need to do it manually in a day or so. regarding the weighting, right now the only weighted contract should be the mun_impact. I'm going to be publishing an update which removes the weighting from the other planets. Now, re. the explore Mun, Minmus first, I'm curious as to how much of exploration you would expect to do. My intention was that the Mun Impact should be the only required one, but am willing to improve them based on your comments. Thanks - - - Updated - - - Ok, I'm looking for some responses, please: Each planetary body currently has the following missions: FirstUnmanned<PLANETARYBODY>Flyby First<PLANETARYBODY>Impact Targeted<PLANETARYBODY>Impact First<PLANETARYBODY>OrbitalSat FirstUnmanned<PLANETARYBODY>Landing TargetedUnmanned<PLANETARYBODY>Landing The requirements for each of these are as follows: All of them require that space be reached first, so I'm not going to list that below: FirstUnmanned<PLANETARYBODY>Flyby none First<PLANETARYBODY>Impact No landing has been made on that planet yet Targeted<PLANETARYBODY>Impact No landing has been made on that planet yet, and First<PLANETARYBODY>Impact has been accomplished First<PLANETARYBODY>OrbitalSat none FirstUnmanned<PLANETARYBODY>Landing No landing has been made on that planet yet, and First<PLANETARYBODY>Impact has been accomplished TargetedUnmanned<PLANETARYBODY>Landing First<PLANETARYBODY>Impact has been accomplished I intend to add some additional orbital missions soon, with polar and inclined orbits. So, my question to all of you is, what additional restrictions would you add to each of these missions. The Mun and Minmus missions are a bit more custom since they are closer, but assume that the same requirements are on each of those. and for those who are curious, I am generating these additional missions from a template and a Unix shell script. I'll be putting this up on github soon so you can see how I did it. Edit: It might be useful to limit some of the contracts by the amount of science that has been researched. So I'd be interested in knowing the minimum amount of science that you think would be needed to get to the various bodies (ie: more science = better rockets, etc)
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This post was requested by the Reddit moderators to confirm that I am linuxgurugamer on reddit as well as here. LGG
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Ok. So how can I test this? Also, it was suggested to me that I do this instead: @STORY_DEF [*] { @Facts [*] { IkeSrf = we can find out about the composition of Ike IkeSrf = we can test theories about the composition of Ike IkeSrf = Duna looks pretty in Ike’s sky IkeSrf = Ike’s dark colour makes it warmer IkeSrf = we like Ike } } If both work, which should I use? I dumped the database using Alt-F11 to look at it, but can't find the facts listed in the original file (from CoherentContracts), so I don't know. thanks
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I am trying to modify the CoherentContracts mod with some additional lines. here is the example code. Please note that STORY_DEF does NOT have a name, and neither does the Facts node STORY_DEF { Facts { } } Would this work: @STORY_DEF { @Facts { IkeSrf = we can find out about the composition of Ike IkeSrf = we can test theories about the composition of Ike IkeSrf = Duna looks pretty in Ike’s sky IkeSrf = Ike’s dark colour makes it warmer IkeSrf = we like Ike } } Thanks in advance
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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 can deal with the removal of EnterOrbit and LandOnBody, since there is a specific replacement for each. However, the EnterSOI does not have a specific replacement. I may be missing something, but the ReachState doesn't have anything specific related to SOI (unless the docs aren't updated). This is a problem for my contracts. For now I'm using a specific altitude, but am not too happy with it.- 5,206 replies
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Looks nice, but personally, I try to avoid clipping as much as possible. Do you think you can redo this without clipping? Also, could you make the craft file available?
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If you don't want to launch him (ie: keep him available) put him in a rover and drive it a short ways away - - - Updated - - - Jeb was lost for a long time (160 days). He was finally found in an orbiting space station around Kerbin. He was daydreaming about Valentia and was waiting for her to show up