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pap1723

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Everything posted by pap1723

  1. That is due to the fact that I cannot dynamically name the full set of Missions. It is designed to be used with Real Solar System as well so I went with Moon Exploration because even the Mun is a moon.
  2. NEW VERSION IS UP! Version 0.3 BETA https://github.com/pap1723/IntelligentProgression/releases/tag/0.3 DELETE the previous version of this. However, your contracts should still work with your current career save and it should remember what has been completed. Just to be sure, make a quick backup of your save file. Changed missions to Mun and Minmus that required New Vessels. Only the original flyby and the rover missions require New Vessels to be launched. Fixed the Landing & Stay Missions for the Mun and Minmus not tracking the accomplishments despite the player visiting the waypoints. Corrected a typo on the Space Station contracts. Reorganized the folder structure to allow for proper and easier installation I have not had time (and won't for a while) to test the mission changes, but I have tested to make sure that KSP is not throwing any errors and it looks clean. Thank you all for the continued support and feedback! Hopefully this will be the last Beta version before a true release. Well that might not be true, I need some graphics work done to make a logo for a company that offers these contracts, and that is something that I am NOT good at.
  3. @TawynT This is a slight limitation in the contract system, but more in the way the contract was constructed. I have changed the layout and order of the contract and going forward, this should not be an issue. There is a mission that is almost exactly the same for Minmus and I have fixed that one as well. @tater Sot he way that the contracts are tracked can sometimes cause funny issues where contracts are considered complete, even when they did not actually happen. To overcome this, I had required New Vessels to be launched. However, in practice it is not working out the way it should be. I have removed the requirement for a New Vessel to be launched for the unmanned missions on the Mun and Minmus. @linuxgurugamer I believe that the error is caused by the field being listed as requiredValue = true I have changed it to false, I believe it will fix the error, but I don't like that the contract is looking for those parameters every couple of minutes anyway.I know that @nightingale has been pretty much away for a while, but I think the contract should look at the REQUIREMENTS first. If they are not met, no need to look at the DATA fields. Now, the issue with that is that some REQUIREMENTS require some of the information pulled from the DATA fields. I do not know if there is a good way to fix that problem. New version should be up shortly.
  4. Ahhhhhhhh, @/stations does not exist. I worked with some other code and used a different name to declare the stations. I will fix that as well.
  5. @linuxgurugamer That is precisely the error!! Thank you for pointing it out. I will get a fix out quickly.
  6. @tater I like this idea!!! This is something that dMagic has done with some of his contracts. It makes for a fun design. I will look into some implementation of this! I don't understand this idea completely. Can you please try to explain it a little differently? @linuxgurugamer I will provide an alternate file in the download to require more crew. Yeah, that is how I have my other Contracts setup. This one will be moved into that structure as well. Thanks!
  7. You should look into the Cold War Progression Tech Tree and Bluedog Design Bureau. The cold war tree has a similar design to this. Also, Bluedog Design Bureau includes the FASA Launch Clamps
  8. That is how my initial thinking was. But to me, I'm not going to force the player. I prefer to play semi realistic, but I know the way everyone plays is very different. If someone wants to send their single seat SSTO to go flyby Duna, who am I to tell them otherwise?
  9. VERSION UPDATE to 0.2 Drastically modified all contract payout values Changed most crewed missions to only require a minimum of 1 crew Changed how the Space Station contracts chose the vessel to target Fixed type errors for some of the contracts Removed the need to launch a new vessel for all of the uncrewed flyby and landing missions https://github.com/pap1723/IntelligentProgression/releases/tag/0.2 Thank you for the continued play-testing and keep reporting in!
  10. @ValynEritai It is stable enough, it won't break anything, but there are some things that are still getting worked out. So the way that it pulls the planetary data is definitely causing some issues with Sigma Binary. Essentially what the pack does is to find Jupiter / Jool, it searches for the first gas giant that is further away from the Sun than Kerbin / Earth. With Sigma Binary installed, it cannot find what it is looking for. I have been looking into different ways to try and get a listing of the planets, but I haven't found a good strategy yet. Unfortunately, this will not work with Sigma Binary for the time being. For all the crewed missions, I will probably change the requirement to only one crew. To me it is not realistic to send one person to Duna or even the Mun alone, but I am not the one playing the game. I can play it how I want to, I will not force the player. I will make the change to only require at least 1 crew. That way the player can have the option of fulfilling the contract how they prefer. Thank you all for your continued testing and feedback!
  11. Don't focus too much on reading the documentation. Use the Contract Packs that have already been made and find the ones that accomplish what you are trying to accomplish. Then, use Contract Configurator documentation (the best documentation of any mod in KSP, well maybe kOS as well) to extend or change what you want.
  12. That was going to be my plan, but I wasn't planning on too many ESA missions (basically only what is in the pack now). I had the idea of creating an ETS Timeline as well. I haven't had enough time to go throught all of ETS to determine exactly what the missions would be.
  13. No, this is the correct place to post! I am glad you are enjoying the missions! I had never considered the Root Part not being returned. What the contract does is it checks to see if the craft safely returns to the planet. I have slightly modified the code so that it should check off the parameter and leave it checcked off once you accomplish it. @Jasseji, it would not require a TON of work, but there would be major gaps in the progression. The idea of the pack was to progress through the different "accomplishments" of the human race in space. If you notice, there is not any Mercury missions, this is because once Vostok 1 happened, it doesn't really make sense for the player to be tasked with sending someone up in a Suborbital flight. Which side of the Iron Curtain were you planning on playing with? I have been working on a separate US only Contract Pack as well.
  14. I am messing around with implementing some Test Flight information and am wondering how exactly the following work in TestFlightCore: techTransfer techTransferMax techTransferGenerationPenalty I understand that techTransfer brings in data from a different Test Flight part. Can it use multiple parts? For example, if I want to have a small amount of data transfer from every rocket launched, can I set a list in the techTransfer? Is it a one time transfer? Does it only happen when the part is unlocked, or, can I have it that every time a different engine is used, this engine gets some of the data? THANKS!
  15. Thank you, hopefully they won't expire, but if they do, it sounds like it might be a Contract Configurator bug.
  16. There is not much to check, sounds like you did it correctly. That being said, there is nothing written in the contracts that has them expire. They should be available until you choose them.
  17. Yes, I will include that in the OP. Can you check your install. The contracts are not setup that way. For example, the Polar Satellite that you mention has no expiration and no specific time table to finish.
  18. I understand what you are saying. The mission just says that you have to have at least 3 people on the initial launch. You can land as few as you want. I will change it so that you require two people. I never liked that people would send missions with the Kerbals all alone.
  19. Hey Captain, When you say that you don't like when I require at least three for a mission to the Mun, do you mean that I shouldn't force the player to have that many?
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