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pap1723

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Everything posted by pap1723

  1. And after looking a little more into it. It has some weird bugs in my game where I can accept it, but there is no mission text.... I will dig a little deeper.
  2. @Moiety, can you tell me what your debug screen alt-10 says about the mission. There is something in your save that it doesn't like. I just loaded up my test version and am not seeing it as red. Alternatively, you can post the STS-41B debug file created by Contract configurator.
  3. Can you confirm that STS-41B is not listed anywhere? I just looked at the code and it should be. It followed STS-9 and was the first time there was an untethered space walk.
  4. This was done because historically, it was much easier to throw a spacecraft at the Moon than it was to learn how to bring something back from orbit. I don't think most people understand the actual difficulty in bringing things back safely to Earth from orbit. The US failed 12 times with their Corona program before they were successful, then there were many others that failed. There was the tragedy of Soyuz and Columbia. The temperatures that build up outside of a reentry vehicle are hotter than the sun. That is what I was trying to recreate.
  5. @Sandworm thanks for the updates! Does this include the most recent of the Tantares updates?
  6. I am assuming this might happen when only the new Tantares is included? @NISSKEPCSIM can you post the error? @notJebKerman they will show up in relatively normal areas. I used the old nodes from the Stock tech tree and put them in order of how they are on the stock tree, but they will not necessarily be exactly where they would be placed otherwise. Yep, that won't break anything. That is part of the reason I decided to break out the individual config files for the different mods.
  7. Hi @DC, The early engines you are missing are from the Taerobee mod (i think) as I have them installed and have both the Aerobee engines as well as the V2 engines.
  8. For my Historical Progression Tech Tree, I created all of the CFG files by hand using Module Manager patches. The Yonge Tech Tree Editor allows the player to use different Tech Trees without having to delete and install others. There is an interface that lets you choose at the beginning of the game. I know the Engineering Tech Tree and Cold War Progression Tech Tree use that. I am planning on using that for my next project that I am working on.
  9. @NoobtonThis is an issue that was identified earlier where the contract was attaching the parameters to teh rover. I have fixed this and will post and update on Monday. @Moiety Yes, there are some quirks with the Contract System using Contract Configurator. Actually, reading the Dev Notes this week makes it sound like one of the big problems will be fixed. Each craft will have a persistent ID that follows them for the entirety of the game. Contract Configurator tries to do the same, but it seems to be buggy at times.
  10. I am going to have to do some testing. I won't be able to get to that until later on.
  11. @Sigma88 So, what the contract does is it looks for the data of the planet and returns it as a parameter. In this particular contract, it is pulling the data for the altitude where the upper atmosphere starts. HomeWorld.AtmopshereAltitude - 20000 (Get the altitude in meters of Space and subtract 20,000 meters) This is taking the value of the RSS data and missing out on the fact that the planet's atmosphere has been resized. It could be a different issue, but I believe that it has to be caused by Contract Configurator missing some value from Sigma Dim.
  12. @Daniel Prates Damn, you are right!!! It is one of the optional Moon landing missions! There is absolutely no reason that it is not working. It is the same exact mission as Luna 9 and the other Surveyor missions as well (like the code has been re-used and only the names have changed). You should be able to transmit the science back. This one I would chalk up to a Kraken issue. @metalpoetza That is an interesting situation. It used to work with the previous version of SSRSS before they started over. It is obviously an issue with Sigma Dimensions, but I don't know why this would just show up now. @Sigma88 any ideas? Is it a Module Manager order of operations issue possibly?
  13. I am not positive, so take this with a grain of salt, but I believe by using Custom Barn Kit and Contract Configurator you could create some magic that would allow that to happen.
  14. For those that might be having issues with the Tech Tree, I have compiled the most recent Tech Tree with all of the updates from these great modders. https://www.dropbox.com/s/zbabq4wmeqtt7ox/Tree.cfg?dl=0
  15. I only removed a small amount of missions. But one of the missions currently in the pack that is unnecessary is the Kosmos mission that requires docking. It is unnecessary after the Gemini 8 mission so I will probably remove that one as well. I will add some of the more futuristic missions at some point down the road, but will probably not be adding any missions in the current timeline.
  16. It was originally setup as 2 missions, but then the contract did not find the proper vehicle that needed to be docked to. I know a little more about how the contract system works now than when I originally tried that approach, so if my new approach doesn't work, that will probably go back to being my fallback. What you may have noticed is that if the 2 seperate missions were both available at the same time and you launched a craft with 2 Kerbals in it, they would both flag as being completed. That is the challenge if I tried to have 2 separate contracts.
  17. I understand now. Taerobee is nice as all the parts are unlocked in the start node that lets you launch sounding rockets and even the X1. The Nuclear Engine in the start node is an error. I am looking at my file now. I must have been confused by the name as Ven decided to name the part PoodleM. I will provide a fix for that shortly.
  18. Hi @Daniel Prates and thank you for the kind words about the contracts! Gemini 6A / 7 have been the bane of my existence. Due to the way the contracts are read by the system, there is an issue with asking the user to launch what amounts to 2 identical (or very similar) craft and completing the mission. I have tried various ways to get the contract to work and sometimes it reads them correctly, and sometimes it does not. I have one more way I am going to try to re-write the mission and see if I can get it to work once and for all.
  19. I agree with pretty much everything that you have written! I am working on a conversion of the career system, but it will be more historical based. Using the information learned from there, I will hopefully use it to improve the stock career system as well. I will go through your post in more detail later. I really appreciate the detailed information!
  20. @nobodyhasthis2 Are you asking for some Mod support to be added to the tree?
  21. I have run into this bug as well. I haven't had enough time to really poke around and try to see what is causing it though.
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