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TheReadPanda

KSP-TV Broadcaster
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Everything posted by TheReadPanda

  1. @RoverDude For the record you may absolutely use any of the code you find useful from my hiring mod. Be aware there is a small glitch with 1.2.2 when you hire more than one kerbal at once that causes a small graphics flicker in the top left corner and the XP in some configs of games may not start right. But typically works fine after you load another screen or something like that. I need to update it but the core code is not horrible. Anyway, formal permission granted! I look forward to seeing what you do with it if you do use it.
  2. I also noted this fix in the Galileo thread as it seemed over there they were unsure of the fix and were just suggesting removing contract configurator... which would be a sad solution indeed!!!
  3. Just a heads up, but when using the Galileo Planetary Pack you will get a nulref with Contract configurator that spams due to the body 'Sun' not being found. My fix for this was to go into the science folder under the contractconfigurator folder in gamedata and modify the solarscience.cfg file to change 'sun' to Ciro and poof, worked fine. But without that change the nulref will just spam indefinitely. Not sure of the fix but thought I should note the issue here in case anyone else runs into this or if there is a way to 'fix' this. This fix removes the need to play without contract configurator by the way. And also suddenly makes things like strategia work fine too!
  4. Just a heads up, not sure if this was covered before but when using the Galileo Planetary Pack you will get a nulref with Contract configurator that spams due to the body 'Sun' not being found. My fix for this was to go into the science folder and modify the solarscience.cfg file to change 'sun' to Ciro and poof, worked fine. But without that change the nulref will just spam indefinitely. Not sure of the fix but thought I should note the issue here in case anyone else runs into this or if there is a way to 'fix' this.
  5. Unsure if this was addressed in the update in 2.3.2 but I love this mod, tried using it on KSPTV on Thursday. But I was seeing some rather large (huge) drag arrows for parts that should have been 'protected' like the fuel tanks etc. Now I was told that the weight is part of the math and this might be why. Still, I love the look/feel of these parts and the fact it can be used to launch a 3.75 part. And the issue might be due to the 1.2.1 drag aero stuff too, giving false readings or something. Either way, great work and just kinda wondering if there is a drag issue or if the arrows are wrong or if they are right and it should be that draggy? I mean the parts /are/ huge after all. Anyway, @Nertea I love your mods as always, and only recently found this one! So thanks!
  6. That version is actually the old version. I never took the steps to make the newest version on CKAN. I would like to fix a few more bugs then fix the AVC documentation/files. I am unsure if I will ever put it back on CKAN. Was a lot simpler to do so when I was using kerbalstuff if I recall. Also just got stable internet back (I hope) so maybe I can start making the tweaks to this mod this week and then once done we can see about AVC and potentially CKAN. But the simple answer to your question is: The version on CKAN is the old version under the old name and is not compatible with anything newer than that ksp version. Sorry. But you can find the 'up to date' version through the link on the front of this thread on spacedock.info (I believe it is mod number 777!): http://spacedock.info/mod/777/TRP-Hire For the record I have tested it with 1.2.1 and while it works there are some graphics glitches I want to fix which is in part what I was saying above in this thread. So works but there are some graphical artifacts when you hire. (but it works) Okay, babbling now, hope this answers your questions.
  7. So if we do a random career the cost modifier based on the missing or dead kerbals of that career type can change the price, as can the traits which directly change the price. So... career, random and suddenly you have no idea how much the kerbal will cost? This is the issue. If I made a 'generate a kerbal and let you hire or not' function you could just keep doing that until you got the kerbal you liked so that is pretty much the same as picking the stats. The one option would be to give a set cost if it was 'random' giving you a chance to get a 'bargain' but that kind of defeats the whole purpose of this mod in some ways. You could just use stock and deal with the random kerbals provided as possible hires in that case? Not sure. In any case the UI is a big kluggie at this point anyway, and if I were to change that I'd probably have to go in and gut the system and rebuild it to be more efficient! If you have ideas you can at least look at the source code, free on git hub. I probably should make Veteran a possible flag. I also would like to do a test for other mods and add the ability to hire things if other mods add them, but not sure how to do that yet. I hear at least one mod adds colonists after all!
  8. Very handy for attaching a chassis part to a decoupler without adding a cubic part. Yay! I look forward to trying out the Bison! Would it be too hard to put retractable (flush internal then extending out) legs to hold the rover up off its wheels? Handy to make it stable as a 'temp base' and to avoid wheel slide on some planets as well as use to land. Plus could help you change the wheels (fix them with an engineer) without causing the rover to 'pop' upwards due to collision mesh? Just a thought!
  9. Wow, great response time on this @TriggerAu You have no idea how much these little graphical things effect me. I know many don't see them as anything more than minor irritations but I don't think I'm alone in the flickering potentially causing migraines or other issues. I just want to thank you for acting so quickly on this one and personally say that even if it doesn't actually cause pain to others I know that at least my viewers on twitch appreciate it too! Thank you!
  10. @TriggerAu Just a quick note on the flickering. It seems totally gone with one exception. If you have a scroll bar appear because of the number of parts in a category and you have a large number of parts the scroll bar itself starts flickering like crazy just having the part under control of the mouse in the vab (you pick it up). The rest of the flicker is gone but this one part still flickers. Not as urgent a fix as the other flicker was but something to note! PS: I am testing an extreme number of parts just to see if I could break the flicker issue so it is likely magnified in my build.
  11. I sure appreciate it was fixed. I literally got heavy migraines from it and either had to deal with the pain after or play stock only. So thank you!! VERY MUCH!
  12. I am SOOOO Happy! The UI flicker was just enough to trigger massive migraines for me, and so I could not play with large numbers of mod parts. Now I should be able to! Here I come long term KSP Career mode! YAYAYAYAAY!!!!
  13. So appears there was a glitch in the dll that got uploaded. I believe I have fixed this on spacedock with version 0.6.1. It should say the version number in the first line of the read me. I am trying to check on github now.
  14. I didn't realize the 'kerbal xp' thing was two way. I shall have to look into this. If that is how it works I can probably make this work but... I'd have to think on how to best update the interface for it. Also I will explore if/how I can add other career types, if there is a way to add them dynamically based on what people have enabled for example or if I have to build a variant that internally tests for each one.
  15. I still would like to add a few more features but... for now I wanted to get this fixed version up asap. Glad you guys like it. The biggest request I've gotten is to be able to name your own kerbals in creation, which I can do, just need to work it up in to the UI etc. But any other big requests? (And random career/random stats is kinda a no go cause random stats mess with the cost too much in career etc)
  16. Updated for 1.2! Now on http://spacedock.info/mod/777/TRP-Hire
  17. Happy Panda eager for news on this mod, anything I can do to help @benjee10 ? Glad to do any testing or anything else that might help. This mod was great when I was building the ISS on KSPTV! Please note this is not a request to 'update now!' but more an 'Can I do anything to help' offer.
  18. My mod is more an immersion mod now that the F12 lets you do much of the mechanics of it, plus it allows you to add up to 10 kerbals at a time. Remember that F12 does not cost money, while my mod actually scales cost based on attribute and level and so on. That said, if you only need one at a time and you are using sandbox mode you probably don't need my mod anymore. As for updates, I will update this mod after 1.2 leaves pre-release. So give it until then and about a week I'm imagining after that to get it up to speed.I know it does not work in 1.2 pre-release so will need work. Thanks for being patient!
  19. Okay did events 1, 2 and 6 on KSPTV today! Here are the results! 1. High Jump - Discovered the key is to use a fairing instead of a nose cone for the cap, turns out that more than doubles your potential height for those looking for a trick or two! http://imgur.com/k1Kt2Pc 2. Long Jump - Ended up launching from the runway, turns out the glide is the important part. The landing happened totally uncontrolled due to lack of battery but my trick was I used the trim function (hold alt and then the direction and it changes the default pointing) http://imgur.com/vbC77cX 3. Air Event - Trick here is to get the highest speed you can. I actually hit 165+ but that required using multiple decouplers at full thrust so this launch actually used only one decoupler set to below 5% disconnect. http://imgur.com/IOtOVBF Note that I used terminal velocity to make reentry better/easier. Hit 1400k+ on departure. Trick is to figure out how to mitigate heat. I actually had several parts blow up on the way! But success anyway!
  20. Kerbin Decathlon Summer Event! The following 10 events are designed as tests and stretches of what kerbals can do! The following rules apply to all the events: You may not use any of the hacks or cheats. You must use stock KSP (No mods, not Kerbal engineer, not FAR nothing!) Sub note you may use a custom flag for your crafts Max ship size is 255 parts for all events And here are the events! High Jump – Using just one flea for propulsion, reach the highest height you can, while returning intact to the surface of kerbin. No ejection stages allowed – F3 on landing to determine max height. Parachutes are allowed, you may use any probe core. Long Jump – Using just one flea again, and just the stayputnik probe core (no sas/rcs control) reach the furthest ground distance covered from the launch and land intact. You may land in water, and parachutes are definitely allowed. Again, no ejection stages allowed and F3 on landing to determine max ground distance covered. Aerodynamic parts are allowed but realize without SAS that might be tricky! Runway Dash – Reach the end of the runway (starting on the runway) without going airborne in the fastest time. You must stop before the end of the runway, ending between the number 27 and the end of the runway at the stop. Any combination of parts are allowed here, just no leaving the ground and no going over 255 parts. Shot Put – Using only decouplers and a probe core (launch platform must be stuck to the ground with launch clamps and be static – no moving parts) reach the furthest distance you can in ground distance covered. The probe core must land intact. Heavy Lifting – Put the largest mass object you can into valid kerbin orbit. Orbit must be at least 70 km and be a stable orbit. You may not leave kerbin's SoI or enter Minmus or Mun SoI. Mass is determined by the total mass of the ship once it is in stable orbit. Air Height Event – Using only air breathing engines reach the max height you can, max 255 parts and must land intact. You may jettison parts along the way but no rcs or any thing other than pure air breathing engines (No rockets, solid boosters or rapiers) Javilin – Using only 5 liquid fuel (use a mk 0 liquid fuel tank and reduce it to 5 liquid fuel) and no other fuel reach the furthest distance from the KCS as you can, landing intact. Landing in water is fine. No using decouplers to push the distance or leave craft behind. Parachutes are allowed. You'll be surprised how far you can go on 5 liquid fuel!!! Marathon – Using only a single Z-400 battery and carrying 3 kerbals make as many laps as possible around the KSC. You must start on the runway and leave the runway going west. Once you are off the sloped area you may go either direction around the KSC. A lap is considered complete once you pass the west end of the runway again. You may not go up any of the slopes around the KSC. No using any other fuel, no using RTGs, solar panels or fuel cells. Any probe cores or craft parts used must be emptied of electrical current. Total starting current must be 400, from the battery alone. Speed Swimming – Reach the runway island – you do not have to actually get on to the runway, just touch land. You may not go airborne and must start from the runway. You may use up to 255 parts in any way you want as long as you do not go airborne and go into the water to get there. Archery – Launching from the launch pad land as close as you can to the black monolith near the KSC. Note you can see this thing from the main KSC screen it is just to the north of the runway. You may only use solid rocket boosters and may only use the stayputnik, no SAS/RCS control allowed. You must land the probe intact. You may use decouplers and parachutes. Closest to the monolith for victory! (I expect to see someone who landed on the monolith to be honest!) And that is the 10 events! Feel free to post your results! Screen shots encouraged with the F3 results. As a side contest try to come up with your own flags for the event! Get creative and have fun! Good luck in your kerbal events this summer! Hope to see some great results! I will start on these events myself on KSPTV on Thursday morning at 11 AM EST! Hope to see you there and hope to see some great entries!
  21. Much promo of this mod set on Boosters and Spacetape! Yay @Yemo http://boostersandspacetap.libsyn.com Or look for it on itunes! Episode 21 (recorded tonight) is the hype for Unmanned before manned!
  22. Sorry if it seemed painful. But I kind of feel forced into that situation as either I use CKAN, and leave out a bunch of mods I want/need. Or I do it all manually, or I mix the two and hope for the best. The worst part is when multiple mods have the same dependencies but one mod is using the right version and one is using an older version and you can't tell easily at first. I would love it if something like CKAN was universally supported or the like, and I feel like it /was/ more supported not long ago. However I have noticed a division in the mod community about this issue. I do not want to add to that drama here but something needs to be done, especially if there is any hope of including mods in a package form usable by the console versions that are due out. That said, and more to the point for @Yemo is I love his mod. It really is nice. I feel like things are 'right' in that I send probes to places long before kerbals. While in stock (slightly modded) ksp I send kerbals to Minmus often before I send a probe! (Depending... on other mods such as life support, remote tech etc). Only issue I am really having is how it integrates with some other mods. I am getting through tech tree nodes even in CTT faster than I expected. Perhaps I need to remove some science mods (although I do love them) or down the percentages default for science gain. Also, I love how the thermometer and barometer are far before things like the Science JR, which... well, yeah, we learned to tell what the temperature was LONG before some fancy goo experiment, right? Anwyay, just a nice thumbs up to all of @Yemo's hard work.
  23. @Yemo One thing I'd like to see and I guess this falls under pathfinder rather than MOLE but is from the same mod author, is the buffalo rover parts moved around a bit, in particular the rover wheels. I do like the idea of having a 'wheel' before interplanetary travel! Right now the buffalo rover parts are rather deep in some places and not so much in others. I realize that unmanned before manned means we should have unmanned rovers before manned rovers, or so I kind of extrapolated to, but wheels are key. And the starting wheels are kinda sad as I found out, now with some kind of lip around the KSC at least in my early game... it makes it hard to science gather around the space center.
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