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Keniamin

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Posts posted by Keniamin

  1. On 7/5/2019 at 8:15 AM, yobeeb said:

    I've only tried a couple of missions, but I'm struggling. I took a two-passenger contract starting at KSC. One passenger spawns at the building near the runway, the other... in the middle of the ocean on the other side of the planet... Any thoughts? I've never used Kerbin-Side before so I could be missing some obvious step.

    Well, KSGAP does not spawn kerbals by itself, it uses ContractConfigurator's functional. May be it is a rare bug, cause I've never heard about such problem before. You can try to decline the mission and then accept it again (or load earlier save and accept the mission there) and check if the problem reproduces. You can also make a savegame with the problem and show it to me, although I don't have KSP installed now, so it may took some time to set it up and check your save.

  2. On 9/16/2018 at 10:26 PM, Atlessa said:

    Moving at ANY speed across the runway 'seams' will break the plane. Sometimes only a single part, sometimes everything, mostly something inbetween, always catastrophic.

    1. First of all — this is definitely not a Kerbin Side GAP's bug, because KSGAP contains only contracts, neither bases themselves, nor meshes. But it may be a bug of the Kerbin Side mod, that adds all these bases to KSP.
    2. I've launched from RR runway a few times and didn't experience such problems. So make sure the problem with engine is not a leak of your own aircraft design. Sometimes plane's engine explodes shortly after launch due to improper connection with main parts. Try to launch your vessel from the other good or not-so-good runways, such as KSC or an Island.
    3. If the problem really reproduces only at Round Range base, try to check or change "Terrain Detail" option in game Settings. As far as I remember, Kerbin Side designed for "High" value of this setting (not sure, better try different variants) and may have some unpredictable behavior in other cases.
    4. And of course, you can always report your bug in the Kerbin Side's forum thread. But I'm not sure, if anyone still supports this mod. Anyway, the thread:

     

  3. On 6/8/2018 at 3:02 PM, AdmiralTigerclaw said:

    And to show it's not just a pipe dream...

    Nothing to say more than I've already said — absolutely awesome.

    But I feel I have to explain a bit how my mod works. Technically, it contains some code that generates contracts, but all this code works at "compilation" time, i.e. I change some parameters or behavior and then launch a special script, saying "make a couple of contracts for me, please". It makes contracts and then I just put them all to a folder inside GameData/ContractPacks.

    So from the "game point of view" there is no executable modules in my mod, it only consists of config-files for the Contract Configurator system. Every file describes one contract, i.e. one route with all of its attributes, and can be changed only at the next "compilation" time, not in the game. So my possibilities and options are limited by used system.

    On 6/8/2018 at 3:02 PM, AdmiralTigerclaw said:

    If I were the one setting up the planning, I'd be creating ... I'm looking at a minimum of 70 individual airports across the planet.

    This sounds like a perfect plan, but a bit depressing when I think about fitting all these positions and defining all these routes manually.

    On 6/8/2018 at 3:02 PM, AdmiralTigerclaw said:

    Something else to consider so long as I'm thinking about it, is creating contracts that involve chains of flights.

    As far as I know, Contract Configurator allows to load bulk of tourists at once only on the aircraft spawn. Loading kerbals one-by-one at intermediate airport will be VERY ANNOYING to the player, I suppose.

    I was dreaming about fully-reusable vessels too, but I found no possibilities for effective "chaining" of contracts.

    On 6/8/2018 at 3:02 PM, AdmiralTigerclaw said:

    Also, with all these airports, it might also be fun to have another category of flight contract, 'rush' flights.

    You can even use this to create contracts with restrictions, such as 'Passenger is afraid of going supersonic. Do not exceed mach 1'.

     

    And again, my possibilities in the current architecture are limited to what Contract Configurator suggests. I'm not sure if there are something like "fail timer" and I bet there is no "mach-number restrictions". CC is quite extendable, so it must not be too difficult to make such check based on currently available checks, but only by mean of coding, not configuring.

     

    So, after all, I think the only perspective way to realize your ideas is a code-based mod (not config-based) that will find routes and suggest contracts to the player dynamically, like original KSP missions do (such as "rescue a Kerbal" or "perform measurements"), instead of hardcoding all possible flights at the "compilation" time. Such mod can use CC and delegate it all the work regarding contract visualization and completeness checks, but also can implement some features for more interesting contracts (such as mach-number check) and some interface extensions, for example, proper "boarding panel" that allows player to manage on-board passengers when the aircraft is staying at the specified areas of the airport (analogue of the real-life parkings and gates).

    This is an interesting project and I'd like to try some things in this direction, but it is a big work and at the moment I have absolutely no time for this :( May be someday my life will change and then I'll return to this idea, but sorry, no any promises, only "may be".

    Sincerely wish good luck to your airports project, it looks like really great thing.

  4. On 8/18/2018 at 11:01 PM, Xenophon Muravyov said:

    Will this mod still work if i used a scaled up kerbin?

    I did not test this, but if Kerbin Side itself works I suppose it must be enough for my mod. Although, all positions of the bases are hardcoded into my mod, so when you scales Kerbin up, any inaccuracies in positioning scales up too. So some reference points (launch positions, helipads) may turn out to bee too coarse (will not fit real borders of helipad, for example).

  5. On 5/2/2018 at 5:57 AM, theonegalen said:

    Also, @Eskandare has just released the magnificent KerbinSide Remastered!

    On 5/31/2018 at 6:56 PM, Rallyman03 said:

    Any update to this mod? Just downloaded kerbinside remastered and would love to do these contracts.

    I've tried KS remastered and it is absolutely awesome. Seriously, love this mod.

    But the problem is, like @Bottle Rocketeer 500 said, that remastered mod contain other bases, not related to original Kerbin Side (except main KSC and the old one). Moreover, there are only a few of bases. I don't see interesting net of routes between only these bases (routes between new and old bases will not work without old Kerbin Side). And, honestly, I don't have a time to add all them to KerbinSide GAP (because it is comparable with creating routes list from the beginning again).

    On 5/3/2018 at 12:06 AM, Bottle Rocketeer 500 said:

    Sadly, all the launch sites for this mod don't exist for that mod. Still, I might try to use this mod's config generator, along with custom configs using KS Remastered's statics.

    I don't have a time to add them by myself, but my mod is still open-source and open for contributions. You are welcome with your pull-requests, I'll check them and rebuild the mod to include them in the "official" release (and thus CKAN). And you're welcome with your questions, if any, either in the private messages here on the forum, or at the GitHub.

  6. On 31.03.2018 at 2:11 PM, Bottle Rocketeer 500 said:

    @Keniamin Which game version is 2.3 for?

    Mod itself contains only config files, so does not require compilation for some specified version of KSP. Thought, it depends on Contract Configuratior and Kerbin Side. So, the answer is: any game version, for which Contract Configuratior and Kerbin Side can be installed.

    Not sure if Kerbin Side already released for 1.4.x.

  7. On 18.01.2018 at 8:02 PM, Controllerless said:

    Hey man I love your mod it gives great purpose for my transport and early tech designs and yhe whole kerbin side mod! Honestly wouldnt be having fun without it. I do have one issue tho, when I take contracts for KSC for example the KSC>Jebs Island business or tourist mission I can not get it to complete. I launch from the runway because my VAB is level 1 so no helipad, my launch from starting point will not check. I have all passengers and all crew I need but i cant get the checkmark to go when i launch from KSC runway, and when I go to select the runway from the list of launch places it will say "KSC runway" and be opened but when i click on that it takes me to "Dull spot" so ive just been using the default launch button to spawn on runway but it still wont check off the starting point. Even if i spawn with no passengers I still get the message to pop up asking if i would like to load them but can not get the starting point objective completed?? Im using lvl 2 runway is that the issue? 

    Sorry for a long waiting, it took some time to check your report. Yes, it's a bug. I calculated launch site using runway level 3, and (what a mess) other levels have other launch points indeed.
    Thank you for finding this issue! Tried to fix it, see Kerbin Side GAP v2.3 release.

     

    On 05.02.2018 at 6:34 PM, slaintemaith said:

    Okay, I'll be the idiot who asks it:
    Will this work with a Real Solar System-based install?  I figure the easy answer is 'no,' but there might be config files somewhere that allow it.

    Well... I'll be the idiot who asks it: will Kerbin Side itself work with Real Solar System? :)
    Joking apart, as far as i know RSS reconfiguring the planet's surface, so the original locations of the Kerbin Side bases might become very useless, in the middle of the ocean, for example.
    If there is a config for Kerbin Side, that corresponds the RSS surface, Kerbin Side GAP may be adapted for it. Though it is a bulk of work (actually, this approximately means re-select all positions for all bases again, comparable with creating Kerbin Side GAP from the beginning).

  8. 17 hours ago, CaoCao said:

    me and a buddy trying to play these missions with DMP multiplayer mod...

    :/  multiplayer doesnt let you switch vessels i guess?? . i try to control passengers from tracking station and it never lets me select fly or recover, theyre grayed out.. i can terminate them though...

    dunno how to put them into the plane

    maybe make mission variants where the tourists are like vanilla game in the hangar crew list??

    .. or oh well i guess...

    1. You cannot get a control on these kerbals using the Tracking Station in an original (unmodded) game too. To do this you have to have your real vessel (started as usual from VAB or SPH) quite close to the kerbal (less that approx. 2 km, as I remember) and then use "select previous/next vehicle" buttons ([ and ] by default). Don't know anything about disabling these buttons by DMP mod, but the Tracking Station is not an option anyway.

    2. There ARE some missions with the tourists in the hangar crew list, namely tourist, charter and business flights. Kerbals that you need to pick up somewhere in the world are spawned only for business and service flights.

  9. On ‎14‎.‎09‎.‎2017 at 7:40 PM, Aspira said:

    Hi, I am having trouble to complete contracts with this mod.

     

    I have the contract - Flight: Kerbin's Bottom -->The Shelf.

    I can't check the paramater "Has All Passengers Aboard", even though I have an aircraft commander aboard. Gus and Virmund Kerman are green checked, but I can't load then into the aircraft, even though I have crew spots available. They wont show on  the IVA windows at the bottom.

     

    I am guessing they cant use crew spots, but I can't find what kind of cockipt they use. I do use Unmanned Before Manned, so that may be changing my parts available on tech tree. Anyway I can't figure out how, or to find a tutorial for this mod.

    Thank you for any help.

    Hello! Honestly, I didn't understand you problem completely, but I'll try to clarify some points about playing with my mod.
     
    1. "Has All Passengers Aboard" and "Has an Aircraft Commander Aboard" are two different goals that must be completed separately at one moment. That is, you have to have an aircraft commander AND all other requested crew members AND all passengers in your aircraft at the same time.
    2. Names for kerbals are randomly generated, so I don't know who Gus and Virmund are :) But supposing they are your passengers, "are green checked" (while not actually boarded) really may be a bug. I reported something like this in Contract Configurator issues, don't know if it is already resolved or not.
    3. I didn't checked my mod with Unmanned Before Manned, but I think it's obvious that to make a flight you have to use some manned module :) Exact type of module (and it's position in the Tech Tree) has no matter.
    4. "wont show on the IVA windows" - I think THIS is actually a problem. You really have to load specified kerbals into your aircraft physically. To do this first get a control on the kerbal: you need to be close enough to him (it is definitely so if you launched your aircraft at the departure base, Kerbin's Bottom in your case) and press one of the "select previous/next vehicle" buttons ([ and ] by default). Then walk with him to your aircraft, get closer to boarding hatch of your manned module and when text "Board" appears press "board" button (B by default). Note that module must have an empty slot (not whole aircraft, exactly this module; if it has no places you can transfer any kerbal from it to other module). If all is ok your kerbal would disappear from environment, aircraft would become an active vessel and kerbal would be among IVA portraits. Repeat this with all other kerbals and your target "Has All Passengers Aboard" would be marked as done.
     
    I hope it would be enough. If you're still having a problems please give me more information (ideally with screenshots or you can send me your save file), I'll try to help you.
  10. On ‎02‎.‎09‎.‎2017 at 0:53 PM, the_machemer said:

    Pardon the noob question but how exactly do you add the runways in the included file to NavUtilites? dropping it straight in the runways folder does nothing for me. 

    Sounds strange because it is really worked in a such manner. I just put the file into <GameData>\KerbalScienceFoundation\NavInstruments\Runways and all became ok.

    Make sure your file does not consist duplicating names (not only within your file, but also with other runways defined in all other files in this folder) and runway definition is correct. For example my definitions look like this (all fields are required, except "identOfOpposite"):

    Runway
    {
    	body = Kerbin
    	ident = Black Krags 01
    	shortID = BK01
    	hdg = 7.18
    	altMSL = 326
    	gsLatitude = 11.258509
    	gsLongitude = 272.304277
    	locLatitude = 11.32039
    	locLongitude = 272.312225
    	outerMarkerDist = 10000
    	middleMarkerDist = 2200
    	innerMarkerDist = 200
    	identOfOpposite = Black Krags 19
    }

     

  11. On ‎18‎.‎07‎.‎2017 at 9:28 PM, Wild_Rover said:

    accept the "Barnstorm Jebs toolshed" contract

     

    On ‎20‎.‎07‎.‎2017 at 11:12 PM, Wild_Rover said:

    the contract for Island airfield preparation

    Are you sure it is for me? This topic is about Kerbin Side GAP mode, a set of contracts around Kerbin Side bases. It provides no contract about Island airfield and absolutely doesn't know what is "Barnstorm Jebs toolshed" :)

    May be you need the original GAP topic?

     

  12. On ‎17‎.‎06‎.‎2017 at 9:59 PM, theonegalen said:

    Are you at all familiar with the beacons included in the ASET Avionics package? If your beacons differ from those on the chart, I can add them to ASET to allow for simulated radio navigation, if you have the latitude, longitude, altitude, name, code, etc.

    Auuu... No, unfortunately, I didn't know about this pack when I tried to make a flight plans :( So I just used all Kerbin Side locations radars (to be more precise, selected all static objects with FacilityType equals to TrackingStation or RadarStation and then throw away all but one for those bases, which have more than one). Interestingly, it is already a quite good approximation: for example, straight airway from Coaler Crater to Lake Dermal goes above the pass exactly between two tall mountains, with no need for any manual corrections :) Then I added beacons for approaching difficult mountain runways (Round Range and The Old KSC) and some beacons for too long routes (aiming to have maximal distance between neighbor beacons not more than 425 km for every route).

    Here is the list of all my beacons. Coordinates are exact, altitudes is more or less higher than the surface to guarantee safe passes above terrain obstacles and static objects for the autopilot. Of course, you are free to add any of them to any kind of information system. Names are given (though I have quite poor fantasy, so if you have ideas about naming – you're welcome), code and radio frequency are up to you.

    But, honestly, I think it would be better if I reviewed my routes and replaced beacons (at least manually added ones) with some already created before me. Just to not reinvent the wheel :)

  13. On ‎21‎.‎05‎.‎2017 at 2:55 PM, Spran said:

    Fantastic! I can't wait! 

    Just released v2.2 with Kramax Autopilot integration in two variants: landing patterns for every Kerbin Side runway (4-point routes with IAF, FAF, Flare and Stop points to make smooth and safe approach to the specified runway) and full routes for every contract, that simulates real-world scheme (airways between the beacons), including takeoff, cruise flight at appropriate altitude, approach and touchdown. These types are stored in the different files, so you can remove one that you don't need to save space in Kramax AutoPilot routes list. Files are located in <main game folder>\GameData\ContractPacks\KerbinSideGAP\Patches

    Will appear in the CKAN after a few hours, or you can download it directly from GitHub releases.

    Small video teaser.

  14. 19 hours ago, nightingale said:

    You should be able to enable/disable specific contract groups in the difficulty settings (it should be available in an existing save, and not just on start of a new game).

    Yes, for groups. But seems like it doesn't work for subgroups after all.

    Config:

    CONTRACT_GROUP
    {
    	minVersion = 1.21.0
    	name = KerbinSideGapContract
    	displayName = Kerbin Side GAP
    	agent = Kerbin Side GAP
    	maxSimultaneous = 8
    	CONTRACT_GROUP
    	{
    		minVersion = 1.21.0
    		name = KerbinSideGapCommercialFlightContract
    		displayName = Perform commercial flight
    		agent = BlueSky Airways
    		maxSimultaneous = 4
    	}
    	CONTRACT_GROUP
    	{
    		minVersion = 1.21.0
    		name = KerbinSideGapTouristGroupFlightContract
    		displayName = Perform tourist group flight
    		agent = Kerbal Aircraft Rent
    		maxSimultaneous = 1
    	}
    	CONTRACT_GROUP
    	{
    		minVersion = 1.21.0
    		name = KerbinSideGapCharterFlightContract
    		displayName = Perform charter flight
    		agent = Kerbin Charter Jet
    		maxSimultaneous = 3
    	}
    	CONTRACT_GROUP
    	{
    		minVersion = 1.21.0
    		name = KerbinSideGapBusinessFlightContract
    		displayName = Perform business flight
    		agent = Kerbal Aircraft Rent
    		maxSimultaneous = 2
    	}
    	CONTRACT_GROUP
    	{
    		minVersion = 1.21.0
    		name = KerbinSideGapServiceFlightContract
    		displayName = Perform service flight
    		agent = Kerbin Side GAP
    		maxSimultaneous = 4
    	}
    }

    Result:

     

  15. On ‎07‎.‎03‎.‎2017 at 0:05 PM, Nixod321 said:

    Would it be feasible (and not too much of a hassle) to tweak the contracts such that no loading/unloading of Kerbals need take place? Putting lots of Kerbals on EVA/loading in lots of EVA Kerbals tends to crash my modded saves and kill my performance to unplayable levels. It is also a bit tedious on larger aircraft.

    Sorry for extremely long time before my answer.

    No, such tweak isn't very difficult, but actually I don't want to do it. In business flights picking up the kerbal and transferring him to the plane is a significant part of the contract. In service flights it is not a necessary part, but it makes my contracts various. Without EVA all Kerbin Side GAP contracts would be very similar and so would not be very interesting. It is a curious challenge to make loading easier, isn't it? Drive your plane closer to the kerbals, or make a separate vessel to transport them to the plane all together, or invent another solution, be creative!

    It's very sad if you can't do it because of unplayable performance. But it also sounds strange for me, because maximal number of EVA kerbals in one contract is four (and for business flights it is always exactly one). Your hardware really can not process 4 kerbals? My apologies if so, but it is something extremely unexpected.

    What about crashed saves: you can send me one and I'll try to look what the reason is and what can be done here. Though there are bad chances for success, I suppose it depends strongly on the installed mods, so the crash may be not reproducible for me.

    After all, if you don't like contracts with EVA kerbals for any reason, you can simply ignore them and accept only other types of flights. May be you even can exclude these types to release some slots for the flights of the other types (not sure if Contract Configurator allows you to turn off specified subgroup, I think @nightingale can clarify this point).

    On ‎31‎.‎03‎.‎2017 at 0:25 PM, the_machemer said:

    I was wondering this too. Like if it where made similar to the KerbinSide contracts where you get a menu to load everyone in with one button.

    I'm not sure I understand what button do you mean, but anyway Kerbin Side GAP does not provide any interfaces (i.e. GUI). All buttons and other such things are from Contract Configurator. If they work for the KerbinSide contract they must, I think, work for my mod too. But, of course, may be I'm wrong. If you give any further information about this button (screenshot with example?) I can take a look.

     

    On ‎02‎.‎04‎.‎2017 at 1:41 PM, Spran said:

    It would be cool if you could make flightplans for Kramax's Autopilot mod! :)

    I tried it out and it looks interesting. I am thinking about what can be done here. I suppose I'll have some results after a couple of weeks.

    Stay tuned :wink:

  16. On ‎26‎.‎02‎.‎2017 at 8:52 PM, Daniel Prates said:

    @Keniamin sorry for prolonging this issue.... indeed I checked and now I am running current GAP. However... the actual "konstructs: kerbin side" available in CKAN is unappealably 1.1.3. 

    I am guessing this doesn't do any harm though. Or the current GAP demands higher (if there is one)?

    Yes, at the moment Kerbin Side is not available from CKAN. There you can get Kerbal Konstruct (0.9.8.9 latest), Contract Configurator (1.22.2 latest) and Kerbin Side GAP itself. To get latest version of Kerbin Side please see http://spacedock.info/mod/150/Kerbin-Side Complete (or http://spacedock.info/mod/374/Kerbin-Side Skyways for Skyways pack). Other useful links are listed in README file of the Kerbin Side GAP archive (if you downloaded it via CKAN you'll find this archive in <GameRoot>\CKAN\downloads).

  17. 54 minutes ago, Daniel Prates said:

    However clearly I am using a troublesome version of the mod. Sorry my asking, its just that apparently some mods stopped being updated since 1.1.3 as apparently it remains current.

    Well, actually my mod depends strongly on ContractConfigurator only, all other dependencies are optional. So if you use CC v1.16 or more you can install latest release of Kerbin Side GAP (2.1 at the moment) from here and it is expected to work fine.

    54 minutes ago, Daniel Prates said:

    The other bug is not normal then? The charter mission was to carry 39 nameless tourists. There were 38 at the SPH, making it impossible to fullfill it. Yes.

    Yes, not normal. But I've never seen something like this before, so no ideas. If you'll reproduce it with latest version of mod – please, make a save game and send it to me. I'll try to find out what is going on.

    55 minutes ago, Daniel Prates said:

    Finally, a tip of my own: can't there be a configurable slider somewhere so that the contracts rewards are tweaked a bit?

    It is not a tip for me, actually, because all basic features (particularly, whole GUI) are from ContractConfigurator. My mod provides only contracts themselves. But if you want to make some rewards more acceptable, again, look at the latest version of my mod. I've revised some aspects of reward calculations there to make them more stable. And also added an integration with Strategia (see discussion higher in this forum thread).

  18. 8 hours ago, Daniel Prates said:

    CKAN exibiths only a 1.1.3 version of this mod as the most current.

    What version of CKAN do you have and what version of KSP is installed? Are the CKAN bases fresh?
    I use CKAN v1.22.1 with KSP v1.2.2 and immediately after "Refresh" I can see Kerbin Side GAP of version 2.1 in my mod list.

    What about a kerbal from the sky. It's okay that kerbal is not available in SPH, because business and service flights implies actually picking up kerbals in place (somewhere in the world). After accepting a contract, you can see location of specified kerbals in Tracking Center (though can not get control of them until one of your vessels became close enough to their position, absolutely like in "Rescue kerbal from the surface" stock contracts). For service flight this position are close to runway, for business flights it may be somewhere more or less far from departure base.
    And, of course, they must no fall from the sky. But it is a common bug, rather than yours. I tried to make them staying on the surface, and it was so in older KSP. With 1.2 release there appeared a bug (or a feature?), that makes kerbals spawn high above the surface and fall. I tried to fix it via selecting another starting altitude, but suffered a crushing defeat :) Well, actually, I know a way to avoid falling, but then some other bugs appear, that are more annoying from my point of view. So I selected less badness and decided to let this falling be.

  19. 22 hours ago, BureauJaeger said:

    With the big amount of mods I have installed I doubt craft files will be of much use, but here's a picture of a pair of my go-to island hoppers for the early game tourist flights. These aren't super complex builds but I do use more parts than functionally needed of course. Then again players who enjoy these contracts probably like to stitch together more part-heavy aircraft in general. :)

    OH! It's absolutely awesome, I think :) And yes, I see that you have some mods. I can determine KAX, of course, but not only. For example, these interesting blue parts is not from KAX, am I right? And the cabin of the first plane, apparently.
    I would be glad to see your list of mods, at least approximate. To setup some of them for me, firstly :wink: And to assess launch cost better, as an addition.
    And if you have screenshot of your helicopter I would be glad to see it too, not to improve my mod, just for me. Helicopters is my weak side, I tried to build some, but most of them were quite... let say "unusable".

  20. 11 hours ago, Thetaobera said:

    The mod isn't working for me. Have landed at the waypoint. It says the passenger is on board, but won't recognize being at the waypoint and not sure how to disembark any passengers as the kerbal for the mission is listed as on board by CC but not physically there .

    http://imgur.com/jzJUhGz

     

    When the passengers are really aboard the whole block "Have all passengers aboard" must be green and collapsed (with no list of passengers under it). So CC really does not recognize passengers aboard, but highlighting as if it was true. Looks strange indeed. May be a bug in CC or in my contracts. Do you have a save game at this moment? May be you can send me .sfs file somehow, I'll try to load it and check the situation in all details?

    UPD:
    Checked it by myself, really looks like a bug in CC. @nightingale, can you take a look on this, please? http://imgur.com/a/sM2wE

  21. On ‎10‎.‎01‎.‎2017 at 3:05 AM, BureauJaeger said:

    I've had this installed for a while and I did fly a couple of missions without any issues. Still, I'd like to see this properly updated. It's so nice to have more reasonable stuff to do with lower tech planes.

    I feel the rewards could use some tweaking, well, increasing mainly. If I have understood correctly the Kerbin Side bases have a recovery value associated with them, so you often get only half or so of the price of the plane back. I haven't really looked closely at the numbers but it seems the profits are quite low if you run the missions with more complex builds.

    I also have Strategia installed with pilot focus currently active and it boosts the rewards of the regular GAP but doesn't seem to touch the rewards on this mod. Having these be compatible would be great but I think it would have to be done on the contract side of things rather than Strategia itself. Perhaps something you could look into as well?

    Thank you for your feedback and sorry that I'm answering after too much time. I tried to upgrade mod for new CC as soon as possible, so didn't want to be distracted by other things.

    I know about problem with recovering. Actually, there is some correction for this, I added "R * C" to reward of every contract. The problem is that both this values are constants now.

    Variable R is for recovering coefficient. Ideally it must be (1 - <launch base refund percent> - <target base recovery percent>). When I introduced this correction, I looked through the bases and put R = 0,2. But really there is a large scatter. When launch refund is 0,2 and recovery factor is 0,75 formula gives 0,05 (you'll get back 95% of aircraft cost for such contract, so I have to return you in reward only the last 5%). But then launch refund is 0,05 and recovery factor is 0,6 formula gives 0,35 (I must return 35%). Average is really 0.2, but in money 5% and 35% is a huge difference. Fix for this is obvious: I may take not single average value, but real refund and recovery factors from Kerbin Side config. Simple idea, but requires a bit of routine work to grab all this values and put them to my code. I'm planning to include this in the next release.

    Variable C is for launch cost, and this one is more complex. The problem is that reward must be known when contract is offered, so I have no chance to know real cost of your launch from the future. I just built some vehicles for every type of contract, which must be enough to complete contracts of this type, and use their average cost as approximate launch cost for all contracts from this type. So it's a kind of expert assessment, that may be wrong. It's better to use some real statistics. If you have such statistics (for example, .craft files of vehicles that you actually used to complete Kerbin Side GAP contracts), please share it with me and I'll try to correct my suppositions about launch cost.

    And what about Strategia: I've never heard about this mod before your post, so I don't know how to integrate with it. But I also think it must be done on my side (if possible). I'll try to take a look what can be done here. However, I don't think I have enough time to do this right now. May be I'll have some after a couple of weeks.

  22. On ‎09‎.‎01‎.‎2017 at 11:17 PM, theonegalen said:

    @Keniamin, Kerbal Konstructs and Contract Configurator are both updated for 1.2.2. Do you expect you will update KerbinSide GAP to match the new CC?

     

    4 hours ago, Ger_space said:

    the module from Kerbin Side Jobs has been integrated into ContractConfigurator some releases ago, so Kerbin Side GAP should be able to run without Kerbin Side Jobs.

     

    Yes, that's true. Great thanks, @nightingale!


    I've just released v2.0, natively supporting new ContractConfigurator and KSP v1.2.2. Version will appear in CKAN in a few hours. Unfortunately, there is no actual version of Kerbin Side in CKAN, so anyone have to download and install it manually. But KerbalKonstructs will be a dependency, so need only for Kerbin Side. And also this allows you to select any Kerbin Side package you want, since CC provides bases checks now.

  23. 23 minutes ago, theonegalen said:

    @Keniamin, Kerbal Konstructs and Contract Configurator are both updated for 1.2.2. Do you expect you will update KerbinSide GAP to match the new CC?

    Unfortunately, Kerbin Side GAP requires not only KK and CC, but also Kerbin Side Jobs (namely, a module from it that checks if certain base exists). When I looked for it last time, it was not available for 1.2.*. May be I better remove dependency on Kerbin Side Jobs and return to old scheme (that does not work with Kerbin Side Skyways, but with complete Kerbin Side must be ok). I'll try to found some time in the coming days to recheck what is the current state.

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