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thedmbarlow

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Posts 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 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()

     

  3. 1 hour ago, Spheniscine said:

    Just to let you know, you might want to fix your mission synopsis "high orbit (100,000km)" to "100,000m" or "100km".

    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

  4. 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
    			}
    	}
    }

     

  5. 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?  

  6. 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.

  7. On 3/15/2016 at 8:33 PM, wasml said:

    Excuse me - comprehension problem. I think I think of a modpack a little different than what (I think) you're tying to do and that threw me off track.

    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. 

    On 3/15/2016 at 3:44 AM, RA3236 said:

    Hmm... Moving the KSC probably won't  be as the game progresses. But KSC Switcher does different KSCs around the planet when the game starts.

    You can't think of any way of doing this? 

  8. 18 hours ago, wasml said:

    Making mod packs of others mods can be a sensitive subject and has set off some heated discussions previously as they can create problems for the original mod author. One way to avoid this is to provide convenient links to the needed mods and let the user download the required mods from the source.

     

    On 3/12/2016 at 5:26 AM, thedmbarlow said:

    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.

    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. 

  9. 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. :cool:

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