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Everything posted by Caerfinon
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
@siimav I'll try release v2.10.0.0 before those features were merged and see it makes a difference. Being able to set a waypoint near a vessel is a good feature, but I make heavy use of randomly chaining waypoints together based on other waypoints in the index. Thanks for the pointers.- 5,229 replies
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#82 Seems like the erratic behaviour is a Contract Configurator thing. When I use CC version 2.11.1.0 then the waypoints defined by the RANDOM_WAYPOINT_NEAR behaviour moves around as if it gets recalculated. Whereas If I use CC version 1.30.5 then the RANDOM_WAYPOINT_NEAR behaviour waypoint remains at the position it was first generated at. This has implications accross the entire KSRGAP mod
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
So strange thing. When I use Contract Configurator version 2.11.1.0 and create Random Waypoints within a minimum and maximum distance of a non random waypoint with fixed coordinates, it seems the random waypoint recalculates is position after being created and "moves around". Conversly if I use the exact same contract with Contract Configurator version 1.30.5 the random waypoint generates and stays fixed to the point it was created for. Is this an intentional change in the way contract configurator's Waypointgenerator behavior handles RANDOM_WAYPOINT_NEAR waypoints? (I've been away for awhile)- 5,229 replies
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P -16
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P -16
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#82 I have redesigned the patrol and rescue areas to be based on minimum and maximum distances from the Naval Air Station bases. This should increase the variety of locations a great deal. Navy missions have been modified from individual contracts for each Naval Air Station to contracts that can be for any Naval Air Station. This reduces the configs from 11 files to 5. The new mission files are; Navy-Certification1.cfg Navy-Certification2.cfg Navy-Patrol-Operations.cfg Navy-Rescure-Operations.cfg Navy-Transport.cfg Will be playtesting and debugging this weekend. On a sad note, this change removes the last pieces of the original "GAP" code written by @inigma from my mod.
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P -14
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p -16
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#82 Migrating rescue and patrol location data to Groups.cfg data Need to create 5 waypoints for Kola Island rather than the original PQS offsets of the original code. Need to replace existing rescue and patrol contracts with single contracts that will randomly select recovery bases and locations
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p -15
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Issue #82 - The navy rescue missions are some of the oldest code in the contract pack and it is behaving erratically - missing parameter completion, very odd waypoint creation, etc. It makes some of the missions unplayable, so time for a revamp of them from top to bottom.
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P -14
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Making Dish Arrays in new sites available for use with Stock CommNet or CommNetConstelations. No MM patch or config file required. Chage difficulty settings for Kerbal Konstructs to enable this for open bases/facilities.
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