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Everything posted by MatterBeam
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This could be THE next solution to high-part count spaceships. This and that part-welding mod that hasn't updated to 1.0.2 yet. PS: A modder IRC? Interesting.
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+Rep for actually trying
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[WIP] Nert's Dev Thread - Current: various updates
MatterBeam replied to Nertea's topic in KSP1 Mod Development
What about .cfg file? What about things that deal with UI, like Contract configurator? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
- 5,225 replies
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By writing a module, you mean learning C# and writing a dll?
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KSP Interstellar Extended Continued Development Thread
MatterBeam replied to FreeThinker's topic in KSP1 Mod Development
You're supposed to update dependencies whenever you can. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
Sounds awesome. One question though: Is there a way to reward science upon contract failure? I see failurefunds and failurereputation, but no failurescience. If there isn't a way, is it possible to create a 'ghost' contract that completes the moment you accept it and rewards science?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
On that same window, press the plus sign next to the red contract. Scroll down for error messages.- 5,225 replies
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Posts like these inspire me to continue working on my projects.
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Are you mentioning the 'space camping' parts pack from the Multi-Modular Colonization Modules (MCM)? Personally, I cannot make inflatable modules. Also, without the need for living space to increase the productivity of extra-planetary launchpads, the inflatable habitats would be simply aesthetic. Currently, I'm thinking of creating a simple 'stock-alike' loop for ISRU, involving one drill that mines for Ore, one ISRU converter that converts Ore into Liquidfuel and Oxidizer, one ISRU converter that converts Ore into Organics and one Greenhouse module that converts Organics into Supplies. The Kerbals produce mulch, this can be converted into organics by the second ISRU. So, parts list: -Drill (stock)(extracts Ore) -ISRU Converter (stock)(converts Ore into LF/Ox/Mono) -Ore Holding tank (custom)(carries Ore) and -ISRU Converter (custom)(converts Ore or Mulch into Organics)(uses same model as stock ISRU converter, maybe recoloured) -Greenhouse (custom)(converts Organics or Mulch into Supplies)*(uses PPD-10 Hitchhiker model, recoloured) -Life Support tank (carries Mulch or Organics)(Uses Ore Holding tank model, recoloured) *=It has 90% efficiency when converting from Organics into Supplies. Using Mulch instead has lower efficiency (about 50%) so that it gives the player the option to prolong their interplanetary missions with the addition of a Greenhouse and nothing else (saving weight) or by adding an ISRU Converter (heavy) that converts Mulch into organics first. On short missions, a crew cabin and Supplies are enough. For longer missions, where the weight of supplies becomes significant, the Greenhouse can recycle Mulch for 50% extra mission duration. For even longer missions (space stations in orbit, ect), the addition of an ISRU Converter can nearly double mission duration. Advantages: No new models, small textures, simple to understand (add Greenhouse, Converter, no complicated resource loops) and easy to implement. 100% control over their balance. Project-ROCK feeling maintained, no pressure on me to move heavy rockets into early branches... Disadvantages: Some people like the MKS a lot. Some people like complicated resource loops or TAC Life Support. I also have to balance the USI Life Support's consumption rates so that for reasonable mission durations, adding a Greenhouse module is a good choice. Currently, 3 kerbals and a 2.5m Supplies tank lasts long enough to do the Kerbin-Jool transfer twice and then some. One solution I have thought of is creating a Module Manager patch that changes the techtree based on whether the player decides to use ROCK colonization or MKS modules. Right now, I have an 'Offworld' branch the gives the player quick and cheap access to colonization modules necessary for setting up a mining base. With ROCK colonization, the player can create short-term colonies where kerbals can reside for a few years before returning back home. The upgrade allows for permanent stations. What I can do is create a Module Manager patch that, if it detects MKS, can hide my parts and assign MKS modules to the correct nodes.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
I see the error messages now. My resolution was not good enough to fit the window on my screen :/ Now then: Apparently, I get these messages, but I cannot find any way to copy/paste them, so I'm going to type them out on my ipad... [Error] ContractConfigurator.ContractType: CONTRACT_TYPE 'Mission1': Error parsing group [Exception] System.ArgumentException : No contract group with name 'ContractGroup' at ContractConfigurator.CigNodeUtil.ParseSingleValue[ContractGroup](System.Stringkey.System.String stringValue, Boolean allowExpression) [0x0000] in <filename unknown>:0 After testing, it seems I didn't set up a contract group node in the .cfg I have no idea why Mission1 is not a valid name for the ContractType Update: Everything works correctly now! I created a contractgroup and now everything's fine.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
i'll be back shortly.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
I made sure my expiry and deadline times were 1000 instead of zero, just to make sure. CONTRACT_TYPE { name = Mission1 title = The Beginning group = ContractGroup description = The world ended with a violent flash of gamma ray light. It's been 100 years now. We survived in this bunker, but it isn't the only one we built. Others could have pulled through, in other protected facilities... Can we visit the old research center to see if there's anyone left? They built the first bunkers. Government officials would have been the first to be protected. They'd know what to do. synopsis = The first steps. completedMessage = Sadly, it seems that we're on our own now. There's no trace left of the green cities, nor any government. You're the highest authority now. agent = TheSurvivors minExpiry = 1000.0 maxExpiry = 1000.0 deadline = 1000.0 cancellable = False declinable = False autoAccept = False prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 20.0 rewardFunds = 2000.0 failureReputation = 10.0 failureFunds = 0.0 advanceFunds = 0.0 weight = 1.0 PARAMETER { name = All type = All title = Send a Pilot PARAMETER { name = HasCrew type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 5000.0 title = Get close enough to get a good look. } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Ruins targetBody = Kerbin icon = thermometer altitude = 0.0 latitude = 0.0 longitude = 145 } } } I'm using a clean install with nothing but module manager and contract configurator, plus my file in the contractgroup file.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
Thank you thank you, Nightingale.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
Sorry, that wasn't it. I checked my Agencies config, made sure I had the logos right and everything... still doesn't appear.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MatterBeam replied to nightingale's topic in KSP1 Mod Releases
Hello. Contract newb on his first contract. I can't get this to appear in the game: CONTRACT_TYPE { name = Mission1 title = The Beginning group = ContractGroup description = x synopsis = The first steps. completedMessage = x agent = The Survivors minExpiry = 0.0 maxExpiry = 0.0 deadline = 1000.0 cancellable = False declinable = False autoAccept = False prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 20.0 rewardFunds = 2000.0 failureReputation = 10.0 failureFunds = 0.0 advanceFunds = 0.0 weight = 1.0 PARAMETER { name = All type = All title = Send a Pilot PARAMETER { name = HasCrew type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 5000.0 title = Get close enough to get a good look. } } BEHAVIOUR { name = WayPointGenerator type = WayPointGenerator WAYPOINT { name = Ruins targetBody = Kerbin icon = thermometer altitude = 0.0 latitude = 0.0 longitude = 145 } } } I've put it in the ContractGroup folder that comes with this mod. The Agency 'TheSurvivors' is correctly defined in another file.- 5,225 replies
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Hello. Game loads mods, applies patches without error, then hangs up on loading the basic jet engine. I tried deleting the basic jet engine, it hangs up on the turbojet instead. The output log is perfectly normal, except for the ending: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'Squad/Parts/Engine/jetEngineTurbo/jetEngineTurbo/turboFanEngine' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) LiquidFuel not found in resource database. Propellant Setup has failed. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I haven't touched the Resources_default or Resources_Generic configs in any way. - - - Updated - - - Okay, I did some testing... Every single engine causes the game to hang up. If I remove basic jet engine, it hangs on turbojet. If remove turbojet, it hangs on the 48-7S Sparky, and so on... PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngine24-77/liquidEngine24-77/smallRadialEngine' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) LiquidFuel not found in resource database. Propellant Setup has failed. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I don't understand how LiquidFuel can't be found, it wasn't touched by anything!
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I'm currently spending a lot of time writing up contracts. In the meantime, riddle me this: I want players to build bases around the necessary mining operations that handle this project's preferred life support system (USI Life Support). However, the USI Kolonisation Modules are pretty complex, don't fit very well with the ROCK theme and cost a lot in terms of development to fit them in. Look at the Machinery mechanic, the various resources (Polymers, Exotic Minerals...) and their unwieldy size... I'd have to move parts I had intended for high-end use (Large cargo bays, huge rockets ect.) much earlier in the tree to allow the player to lift these Kolonization modules to other worlds. -Should I try to find a way to 'slim down' the USI Kolonisation pack into the parts that fit well with the ROCK theme and require the least rebalancing? Might be the easiest option, but could end up being completely non-functional. -Repurpose 'left-over' parts to as custom ROCK colonization modules. These includes a Greenhouse part, a Life support ISRU and a recycler, and nothing else. Simple to accomplish, easy to balance but might leave the players wanting 'more'. I mean those complicated, laggy inflatable greenhouses are still damn pretty after all. Tell me what you think so that I can mull over it. If it helps to get conversation going, I can set up a poll.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
MatterBeam replied to girka2k's topic in KSP1 Mod Releases
But you can't create any new welded parts, right?