Jump to content

thedmbarlow

Members
  • Posts

    15
  • Joined

  • Last visited

Everything posted by thedmbarlow

  1. Please try and remember I'm not a programmer. A big part of why I'm doing this entire project is to expand my skillset, so I don't have knowledge that may to you simply be basic stuff. Most of my specific in-context knowledge actually comes from your excellent CC wiki (which I originally didn't like much, fill disclosure), Nightingale. So now that I'm getting a useful output (I don't know how what I changed fixed that!) in the debug window, I've found and fixed the root issue. Many thanks, nightingale. When you initially gave the suggestion, I assumed that the name of the CFG file would work, and that's part of why it seemed to continue. Now that I've fixed that and the contract is loading, however, I have another question. How can I make sure that a contract appears when it's prerequisites are satisfied?
  2. I've fixed the part references. I appreciate that detail, I suspected that it wouldn't be right but I had no idea where I'd find the proper names. I tested it and it didn't fix the contract not loading bit.
  3. I didn't mean to imply that was useful by itself, just confirm that it's a possible cause. However, I've cut nothing out of the line itself. Here's it and all following lines until the next heading. UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1) ContractConfigurator.PartValidationFactory:Load(ConfigNode) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractConfig>d__1e:MoveNext() ContractConfigurator.ContractConfigurator:Update()
  4. Would something like this cause it? UnityEngine.Debug:LogException(Exception)
  5. Indeed. That sort of thing is on my list, you're quite right. I just wanted to deal with the missions actually working before I worried too much about things like grammar, accuracy & balancing. Edit: Might make more sense if I said the orbit was supposed to be MUCH higher in concept, in my head. 300K-500K
  6. More info! Whee! (It's payday today, sorry for the long wait) Edit: Context: This is the mission in question. It's #2 on a "story" tree I'm trying to build out. It's supposed to be unlocked immediately on completing the prior mission. AGENT { name = Kerbal Space Agency (KSA) description = We are the organization you're running. We built KSC. You run us. logoURL = logoScaledURL = } CONTRACT_TYPE { name = ExodusFirstStation title = Exodus Plan -- Your First Space Station group = ExodusStory description = [KSA Tracking Station Dept.] Administrator - We have a plan. We're calling it "The Exodus Plan." Unfortunately that space rock we had you confirm for us is too large and too dense for us to redirect or destroy. So we had to start thinking out of the box. All of us are going to live in space. First, we need a space station & colony in orbit of Kerbin. This station will act as both a proof of concept and a mission setup point, so that we can send up the individual assemblies for later missions individually. We'll start with a basic station but we'll be sending you missions over time both to resupply it and to improve it's self-sufficicency. synopsis = Put a space station into high orbit (100,000km) of Kerbin. It needs to be sef-sustaining and to have at least 3 unused docking ports, and a permanent crew of 1 pilot, 1 scientist, and 1 engineer. It also needs a sufficient electrical system for it's chosen orbit, and a Nom-O-Matic, with at least 100 days worth of supplies. completedMessage = Thank you, Administrator. The people's hope lies in you from this point on. agent = Kerbal Space Agency (KSA) cancellable = false declinable = false deadline = 0 autoAccept = false targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50.0 rewardReputation = 50.0 rewardFunds = 100000.0 failureReputation = 30.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = All type = A11 PARAMETER { name = Param1 type = Orbit targetBody = Kerbin situation = ORBITING minAltitude = 100000 } PARAMETER { name = Nom-O-Matic type = PartValidation part = Nom-O-Matic 5000 Greenhouse part = Nom-O-Matic 25000 Greenhouse minCount = 1 } PARAMETER { name = DockingPorts type = PartValidation part = Clamp-O-Tron Jr. part = Clamp-O-Tron Docking Port part = Clamp-O-Tron Shielded Docking Port part = Clamp-O-Tron Sr. Docking Port part = Inline Clamp-O-Tron part = Mk2 Clamp-O-Tron minCount = 3 } PARAMETER { name = ElectricalGen type = PartValidation part = Gigantor XL Solar Array part = OX-4W 2x3 Photovoltaic Panels part = OX-4L 1x6 Photovoltaic Panels part = SP-W 2x3 Photovoltaic Panels part = SP-L 1x6 Photovoltaic Panels part = OX-STAT Photovoltaic Panels part = PB-NUK Radioisotope Thermoelectric Generator part = Fuel Cell part = Fuel Cell Array minCount = 2 } PARAMETER { name = InitialStationResource type = HasResource RESOURCE { resource = Supplies minQuantity = 2000 maxQuantity = 6000 } RESOURCE { resource = Mulch minQuantity = 2000 maxQuantity = 6000 } RESOURCE { resource = ElectricCharge minQuantity = 400 maxQuantity = 600 } } PARAMETER { name = PilotParam type = HasCrew trait = Pilot } PARAMETER { name = EngiParam type = HasCrew trait = Engineer } PARAMETER { name = ScienParam type = HasCrew trait = Scientist } PARAMETER { name = FullCrew type = HasCrew minCrew = 3 } REQUIREMENT { name = InitialOrbitComplete type = CompleteContract contractType = ExodusOrbitalContract minCount = 1 maxCount = 1 } } }
  7. A bit of an oddity. So I'm trying to build out the Exodus Contract Pack (github), This is very early days yet, but I'm hoping for a playable release by the 1st of the month. However, I've run into a wall with Contract Configurator. My second "story mission" contract fails to load and I can find nothing whatsoever in eithr of the debug windows. The only place I find a reference to this otherwise silent failure is in the CC debug window, where up in the top left corner it says: "Successfully loaded one out of two contracts." What could cause this?
  8. Cheating in science and money for testing on Exodus. I'm awful. 

  9. +1 in agreement here. It would certainly be useful to players of Exodus once Exodus is playable.
  10. Hey, I'm in the US and Google Play won't show me the app, wtf's with that?
  11. Alright! So I've made some little progress on the Exodus Contract Pack: 0.0.1 has been pushed to Github. So has 0.0.1.5 because I forget an important progression clause in the Kerbin Station mission. It's entirely untested, but I've rewritten the initial Kerbin Station mission to be a more reasonable open-loop system at first. I believe that both the original mission and the initial mission should be completeable at this time. I will be attempting to test this for the next little while. We'll see what happens.
  12. Fair enough! I say "modpack" because that's how I intend it to be played. The contract pack and/or any mods I write for this will make little sense without the modlist, assuming that it won't just crash KSP by referencing stuff that isn't there. You can't think of any way of doing this?
  13. I'd prefer if you read the whole thing before guessing that I'm going to do something, that I did talk about. And I plan to ( assuming it doesn't go belly up in the meantime ) suggest that the player uses CKAN. It's simplest for everyone involved in such a project.
  14. Hullo! My name is Dash. Yes, really. Well, not completely, but if I put the full first here, you'll not be able to pronounce it, so let's stick with 'Dash'. I'd like to say it's nice to meet you all, as it's my first time on the KSP forums. I hope it's true, too. By occupation I'm a writer, and I've never coded any mods for anything in the past, so it's a touch beyond passing strange that my first post to the KSP forums is here, in the "help & support" section of the "Add-on Development" subforum. But I do think it's appropriate. I come to you today to ask for your assistance with something I call "Exodus." Now, before I get into it, I'd like to describe what Exodus is and why I need some assistance, but also to make some notes regarding parts of it that aren't mine. This is because Exodus isn't a mod, though the part I'm writing most certainly is. Exodus is a modpack. Now, this means I'm expecting the player to be using mods that I didn't write and don't own. Because of the variety of mods and specifically the various licenses used, I cannot make Exodus available as a single download. I can't host download links. That's ok. Now, this is a long shot (and not why I'm writing this post), but if you are an author of a mod on my list, feel free to talk to me about your feelings on your mod being used in Exodus. If you're cool with it, and so is everyone else, I may at some point be able to use one service or another to put together a modpack download for ease of access by the player. That'd be nice. However, if you don't want your mod being used, while I would hope that would never happen, I'll respect that, remove your mod from the list. and try to find, or create, an alternative. Currently, as I'm simply providing a list of mod titles to the player, all of which are publicly available, I don't think I'm going against any licenses, but your feelings as a mod author are more important to me than what license you chose. I will ask you to please read the full description of, and understand, Exodus as an idea before you make that call. I think that's reasonable. You can find the readme (that includes the full modpack description) at the github repo for the modpack: Exodus Contract Pack GitHub Repo Which brings me nicely around to the "help & support" I'm hoping for, on the Exodus Contract Pack itself. As I mentioned, I am not a developer or coder by any means, but I believe that challenging oneself is very important, arguably vital. In other words, I am very, very new at this. Please don't assume I know anything. My current challenge to myself is to get Exodus up and running. Right now, I have the very beginnings of the contract pack put together. Getting this far has presented a few questions to me. I'm afraid I simply don't have the knowledge to answer them myself, though I've been trying. P First, and most importantly, as I'm trying to make everything run on a progression, am I using Contract Configurator's Persistent Data Storage correctly? How can I make having certain science (e.g. crew report, EVA report, gravioli experiment report) goals for a contract mission? I haven't found anything regarding to science in CC's wiki. How can I make sure that experiment-adding mods play nice with CC when I add one of their experiments to the question immediately above? Does OuterSystemPlanets play nicely with CC? Some more general questions: Where & how would I go about learning to create a small mod that would do things like require launch clamps, implement a custom tech tree? Is there a mod that allows one to move the KSC? In Exodus' late game I'll want to give the player to make it part of the KSS, due to the (light) story I've put together. If not, refer to first question? Would anyone be willing to donate some artwork? I'm no artist, and I think one self-push project at a time is probably enough. I really only need a few logo pieces. If anyone wants to assist on the project more generally, that's fine too. Just talk to me. Lastly I'd like to mention that everything I'm doing on this project is MIT licensed. This is because I don't want any monetary profit from this. This project is about pushing myself, it's about giving back to the community that's supported one of my favorite games of all time (truth!), it's about offering a challenge. It's not about profit or money. I would go copyleft, but I'm a touch selfish about keeping my handle attached to the idea.
×
×
  • Create New...