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Everything posted by pap1723
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
Thank You!! And NathanKell says hello!- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
1.27.0 works like a charm on 1.4.5 with no warnings or errors in the log- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
Let me test it out and I will let you know!- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
Thanks @nightingale What are your thoughts on us backporting one of your releases to 1.4.5? We are trying to get it listed on CKAN so we can release RP-1 for that version.- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
We are looking to add some "downrange" missions to the setup we have. Essentially, we want to have the player reach a distance AWAY horizontally from the launch site. My thought was that we could use the Waypoint Generator, but since we have many different launch sites, just setting it as a distance from the KSC would not work great. Ideally I could use the current location to then set a waypoint from that. Is that possible? Or is there a better way to accomplish my goal? Thanks!- 5,202 replies
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
pap1723 replied to severedsolo's topic in KSP1 Mod Releases
Yes, exactly. What I would want to do is to change the rate at which money is distributed through the different eras. So early game would be high and there would be very little external funding. As we progress into the Moon Race, I would want to increase the amount. And then as we move forward, decrease the amount and offer more opportunities to deliver payloads you would get paid for. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
pap1723 replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo thank you very much for the response! Would it be possible / easy enough for you to have a feature added that changed the budget rate once a certain tech was researched? -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
pap1723 replied to severedsolo's topic in KSP1 Mod Releases
Hey @severedsolo we are looking at integrating Monthly Budgets into RP-1 and I wanted to get a full understanding of all of the options available to us: Hard Mode means you need to spend all of your budget? If you don't how much is the penalty? For the contract interceptor, do you recommend that we use it, or re-write the contracts to have more control over the overall reputation? I don't understand the cover costs at all -> Deduct costs from budget instead of funds, does the budget not go into your account, is the stuff like maintenance removed from your budget before ever hitting your bank? Decay Reputation - Can we set how much it decays each budget? If I get to a 0 or negative reputation, will I still receive at least some money? There is a base cost for the building maintenance, how much does this go up for each level? For the maintenance on the buildings, does it recognize multiple launch pads capable with KCT? How much is spent per research point and is there somewhere this can be changed? What do you feel is the best amount of time between payments? Sorry for the wall of text. I just like trying to make sure everything is understood before I go messing around with huge changes like this. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
@nightingale This is the typical structure of the contracts we have. Is this setup correctly? // ************ PARAMETERS ************ PARAMETER { name = VesselGroup type = VesselParameterGroup title = Flyby Venus define = FlybyVenus PARAMETER { name = NewVessel type = NewVessel title = Launch a New Vessel hideChildren = true } PARAMETER { name = Crewmembers type = HasCrew minCrew = 0 maxCrew = 0 title = Uncrewed hideChildren = true } PARAMETER { name = FlybyPlanet type = ReachState maxAltitude = 20000000 disableOnStateChange = true title = Flyby Venus within 20,000 km hideChildren = true } PARAMETER { name = CollectSpaceScience type = CollectScience recoveryMethod = Transmit title = Transmit Science Data from Space near @targetBody hideChildren = true } }- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
pap1723 replied to nightingale's topic in KSP1 Mod Releases
Hello CC team and users! I have made quite a few contract packs and feel like I have a good understanding about how it all works, but some of you do some amazing stuff on here! There are two issues that players continually report to us and I am hoping that you might have some clever tips or tricks to get around these (stock I am assuming issues). First Issue: Most of the missions we have require a NewVessel to be launched. However, when one is launched after accepting the contract, the green check mark will show, but then it will go away if you switch off the craft. Second Issue: We have quite a few Duration requirements that work correctly as long as the vessel is in focus, but if you switch away from the vessel, it will stop tracking the duration and reset it. Question / Idea It would be great if in the VAB, or after a launch, we could set a craft as the ONLY craft that can complete a mission. That way it should fix some of the issues with tracking of vessels. The only vessel that a contract would need to track would be the one that is set as the "Mission Vessel". The biggest drawback I would see is how to handle if the craft fails for some reason. Then there would have to be logic to disassociate one vessel and associate another, but that shouldn't be too hard. Anyway, looking forward to some help from you all!- 5,202 replies
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Race Into Space — RP-1 Career Competition
pap1723 replied to soundnfury's topic in KSP1 Mission Reports
I am very happy to report that the Encyclopedia Kerbnautica for the Marshall Space Agency is fully functional! There are a few formatting and design issues that will be cleaned up, but we now have a great resource to share all of our launches with everyone! https://pap1723.github.io/RitS-RP1-MSA/ Since the race has started we have had some ups and downs. We narrowly missed the Karman Line achievement, but then were able to secure getting our Astornauts to Break the Sound Barrier before anyone else. Mismanagement of our R&D department led to us falling behind on the First Satellite milestone. After it was determined that we would not be the first to achieve it, we set it aside as our main goal and continued to work on other missions. Take a look at all of the launches and the site!- 12 replies
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Hi @Shadowmage, I have been looking through the code for SSTUModularEngineCluster to try and determine how you are setting up the clusters. We love your models and the lower part count is great, but we use TestFlight and it treats each cluster as a single engine. In looking at the code, is there a way that we could hook into it and eseentailly see each engine model as it's own engine? We want to allow one engine in a cluster to fail and if it does, it would obviously provide off-centered thrust. Any help you can give us would be great!
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Race Into Space — RP-1 Career Competition
pap1723 replied to soundnfury's topic in KSP1 Mission Reports
I am excited for this one! I will be posting updates of the Marshall Space Agency to my site (and notes / links here), it is currently very barebones using only @soundnfury wonderful Encyclopedia Kerbnautica so far. I have started a re-design and will be linking to some of the major milestones soon. Stay tuned here! Here is the site as it stands now: https://pap1723.github.io/RitS-RP1-MSA/- 12 replies
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I was working with the older stuff for 1.3.1, but then decided that I didn't want to design something for that when we will be moving forward. I just recently updated to the newest version of TU that works for both 1.5 and 1.4.5 for me without conflict.
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Thank you once again Shadow! This makes things very clear! Now when I am setting my _DiffuseNorm, _MetalNorm and _SmoothnessNorm I understand that they represent the RGB values? I noticed that for your SSTU Texture Set, you have all of them essentially set at 0.5. What do smaller and larger numbers represent?
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OK, so I will preface this by saying I should not be messing with textures because apparently, I have no idea what I am doing... That being said as I do not understand the Alpha layer at all. Can anyone give me a little bit of help on how to best setup a DIFF where I want the Color Mask to fully take over (except for some of the details) and a Metallic Mask that doesn't turn my model into a crazy metal object. I looked at the WIki from TU, but apparently was not smart enough to know what you were talking about. Thanks in advance to help out a NEWB.
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Ah, I was testing on 1.4.5 and was using the TU that I thought was for that version. I did not see the new shaders in the config there yet. I will test it out and let you know!
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Hello Shadow, Working on 1.4.4 and having some user errors (PEBKAC for sure) I am getting this error: ERROR: Could not locate texture set for name: procDefault Module KSPTextureSwitch threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at KSPShaderTools.TextureSetContainer.getTextureSetNames () [0x00000] in <filename unknown>:0 at KSPShaderTools.KSPTextureSwitch.initialize () [0x00000] in <filename unknown>:0 at KSPShaderTools.KSPTextureSwitch.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 Here is part of the config, cannot figure out what I am doing wrong. // Add the PartModule for switching textures to all procedural part tanks @PART[proceduralTankLiquid|proceduralTankOre|proceduralTankSRB|proceduralTankXenon|proceduralTanksRealFuels]:FOR[zzzProcUnlimited] { MODULE { name = KSPTextureSwitch sectionName = Procedural Tank currentTextureSet = procDefault // Start with the most basic one // Each textureSet is a specific set of textures that can be selected in the UI textureSet = procDefault textureSet = Stringer-S textureSet = InsulatedPlain textureSet = Metallic } MODULE { name = SSTURecolorGUI } } // This is an individual texture set KSP_TEXTURE_SET { name = procDefault title = Default recolorable = true MATERIAL { //shader = SSTU/PBR/Metallic shader = SSTU/PBR/Masked texture = _MainTex, ProcUnlimited/Textures/Default texture = _BumpMap, ProcUnlimited/Normals/Smooth-NRM texture = _MetallicGlossMap,ProcUnlimited/Metallic/Smooth-M-MET texture = _MaskTex, ProcUnlimited/Masks/Plain-MASK keyword = TU_RECOLOR vector = _DiffuseNorm, 0.5,0.5,0.5 vector = _MetalNorm, 0.5,0.5,0.5 vector = _SmoothnessNorm, 0.5,0.5,0.5 } COLORS { mainColor = white //secondColor = black //detailColor = steel } } As usual, your help is greatly appreciated!