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HawkEngineer

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Everything posted by HawkEngineer

  1. I have the following data node in a custom contract. The contract is trying to determine the amount of electric charge capacity the selected vessel has and calculate how much to add. But the RecourceCapacity always returns 0. Is this a known bug in CC or is there something wrong in the data node code? DATA { type = Double requiredValue = true title = #SpaceStationPower_7 tempStorage = @/targetVessel1.ResourceCapacity(ElectricCharge) stationPwrStorage = @/targetVessel1.ResourceCapacity(ElectricCharge) powerStorage = Round(@/stationPwrStorage * Random(1.5, 3.0), 5.0) powerDelta = Round(@/powerStorage - @/stationPwrStorage, 5.0) }
  2. Where can I look to see what tier the different fuel types are unlocked in the tech tree? Some of my tanks such as tanks from the near future mods have the tank switch option for different fuel types, but tanks that are from the base game (Squad) do not have the option to switch fuel types. The fuel type is default to Kerolox. I initially thought there might be a mod conflict but when I enter into sandbox mod, I am able to switch fuel types in all tanks. I do have part upgrades option enabled.
  3. Thanks for the response, just one follow-up. I was reviewing the wiki and for for partModuleType, the only values allowed are Antenna, Battery, Dock, Generator, Grapple, Wheel? For PartModules, the only examples include ModuleReactionWheel and ModuleSAS.
  4. I am working on some custom contracts and wondering where I could get the full available for the PartValidation parameter. In particular, I wanted to see the full list for the partModule and partModuleType options.
  5. Is anyone else getting a B9 PartSwitch Fatal Error for no tank type found: SSS_Food. I have installed the latest v1.1.2 of SSS and running on KSP version 1.12.3. I have doubled checked the dependencies and did a clean install twice, but keep getting the error as soon as I install Kerbalism.
  6. @StarCrusher96 Just wanted to say thank-you for all your efforts. GU is an excellent mod for KSP which people take for granted the amount of work people like you put into these mods for our enjoyment. Just wanted you to know that there are many of us who appreciate the work you do to make KSP a more enjoyable game.
  7. Unfortunately I was never ever able to track down the conflict. I was on KSP 1.10 at the time, but when I did a fresh install to KSP 1.11, the problem went away. I also using it on a GEP install without any problems. I am basically using the same set of mods from KSP 1.10 and 1.11...
  8. Thanks for the response, I definitely think it is a bug right now. I tried multiple ways and expanded to list all the resources on the target vessel, no matter what I try, the amount of resources comes back as 0. At this point, I need to redesign the contracts to avoid calculating the amount of resource quantity and capacity onboard.
  9. Thanks for the tip, I did review the CE Pack but I also noticed that there is an old Issue in the github tracker for Contract Configurator which indicates a problem with the getresource retrieval.
  10. I am working on a contract file that looks at a vessel resources and determines how much to add depending on available space. When testing the contract, the current resource capacity and quantity is 0 for the target vessel. Has anyone used these in contract and able to retrieve the resource values?
  11. After reading your post, I was able to turn-on VERBOSE logging and discovered that the contract was not being offered due to a failed uniqueness check. I since updated the uniqueness check and it is now working.... Thanks for the information about checking the data nodes....
  12. Is there a way to further troubleshoot which contracts are offered? I have a contract which shows all the requirements met in mission control but it isn't being offered. I removed any limits to the number of contracts and warp ahead in time without the contract being offered. Thanks for any help.
  13. @Zelda I was trying to figure out the same thing and asked the same question recently. I tried several ways to get my cascading contracts to work and identify the right contract name using the DATA_EXPAND but failed. I did open a ticket on the github either requesting the feature to be added or see if there is something I missed...
  14. Quick Question: Does anyone know if an error is generated when using an iterator within the parameter node when the iterator list is empty? For example, if the iterator is written: ITERATOR { type = CelestialBody targetMoon = @/targetBody.Children() } If the targetBody does not have any moons, will the parameter node be skipped or will this cause an error in loading the contract?
  15. Thanks for the feedback, I did try that hardcoding the name works so I believe it is something to do with using a variable in the contractType field. I was hoping to use the DATA_EXPAND field so that the contract files could be used for any planet pack...might need to rethink the approach....
  16. Appreciate the help....I have parsed through the ksp.log file and found the following error related to the contract in question:
  17. No, unfortunately the log file does not get created when I insert the complete Contract requirement...when I remove it, it generates and loads properly....
  18. Thanks for the response, the homeMoons is actually a list which is defined elsewhere in the main contract group. The contract works until I try to set a requirement complete complete that references another contract that uses DATA_EXPAND... I define the contract variable using the following data structure which works and the verifyContract variable is assigned the correct contract name which I want to verify complete: DATA { type = string verify1 = MoonRelay verifyContract = @verify1 + @/targetBody requiredValue = true } Then in the requirement section, the contract fails to load but does not give me any errors when I insert the following text into the contract definition file, without the requirement check, the contract loads and expands correctly. The verifyContract variable is the name of the previous contract that should be completed before this one is offered. REQUIREMENT { name = CompleteContract type = CompleteContract contractType = @/verifyContract title = Complete @contractType Contract } For the requirement complete type, can the contractType equal a variable? It seems when a variable is used, the contract fails but when it is hardcoded, it works?
  19. Is there a way to use contract names that have been generated through the DATA_EXPAND in complete contract requirements? I have a contract with the following DATA_EXPAND where homeMoons are moons around the home world: DATA_EXPAND { type = CelestialBody targetBody1 = @KSP_Contracts:homeMoons } I want to use the requirement complete requirement in other contracts to ensure they are complete first but I can't get the requirement to work unless I hardcode the name. I don't want to hardcode the name since I want the contract pack to work with different planet systems. Any ideas would be appreciated...
  20. I'm hoping to get some help.... Is there a way to determine in a list, what index a particular value is located? For example, I have the following list and I want to return the element number of Kerbin within the list? allPlanets = [ Moho (CelestialBody), Eve (CelestialBody), Kerbin (CelestialBody), Duna (CelestialBody), Edna (CelestialBody), Dres (CelestialBody), Jool (CelestialBody), Lindor (CelestialBody), Hamek (CelestialBody), Eeloo (CelestialBody), Nara (CelestialBody) ]
  21. I am using tracking station evolved with JNSQ on KSP 1.9.1...I've noticed that when I use the sort by planets, the only planets that show up are stock planets. When I have probes in orbit around other non-stock planets such as Edna, the planet does not come up in the sort and I need to sort by vessels. Before digging more into potential conflicts, I wanted to see if anyone else has experienced this problem. Thanks in advance for any information.
  22. Hi, I just updated to version 1.5.1 of the mod. When I loaded my previous save game, I get an error at the main menu indicate that some of the probes could not be loaded since it couldn't find phoenix dragon solar part. When I compared my previous mod download file (version 1.3), I noticed that version 1.5.1 is missing several parts file. Was this intended to remove the parts from the latest version?
  23. I've downloaded Kopernicus 1.9.1-9 for use with JNSQ, the game loads and the main menu comes up but none of the menu items can be accessed. I started a fresh install with only a few mods using Kopernicus 1.9.1-9 and JNSQ with the same results. The KSP log file can be retrieved below: https://www.dropbox.com/s/255l8d07zq2ee5m/KSP.log?dl=0 Edit: Forgot to add that when I roll back to Kopernicus 1.9.1-6, I don't have an issue with the main menu working.
  24. Thanks for everyone's one, changing the type from list to just Biome fixed the error as well as fixing the variable reference.
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