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KSP2 Release Notes
Everything posted by Caerfinon
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I've reviewed the persistent.sfs file and it shows you as having not completed the landing fully by being less than 690 meters from the KSC runway way-point that the mission sets. PARAM { name = VisitWaypoint id = VisitWaypoint state = Incomplete // <-----------------------------------Here disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KSRGAP.KSRGAP02-LandingRights title = notes = completedMessage = hidden = True allowStateReset = True distance = 690 horizontalDistance = 690 waypointIndex = 0 hideOnCompletion = True showMessages = True } I believe you can see and activate the way-points in map view (activated ones will show up in your flight view and blink when you are near them. It's not required but I recommend using Waypoint Manager to better control which way-points can be seen in flight mode and can give you a read out of the distance your aircraft is from the way-points at a glance. Let me know if getting closer to the marker works.
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Have a look at Kerbal Weather Project. It adds some very nice winds that have impact on flights. The effects can be turned off and on. I find it very hard to launch planes during a strong cross wind event.
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The image needs to be on a site like imgur.com or similar. Then use the insert image from url button when adding a reply and make sure the url you are adding ends in a .jpg or .png If you are going to collect logs, I need to see the ksp.log, the player.log and the persistent.sfs from the game a save this occured in. These can be zipped and put on dropbox or google drive. Also are you using the latest version of the contract pack?
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Huzzah! Well done you!
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Here they come The boys in the bright white sports car Waving their arms in the air Who do they think they are And where did they get that car
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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
I recently converted my flight contracts rather than look for completed contracts as requirements to use the Persistent Data Store to record progress counters and then use requirement expressions to evaluate those variables to see whether a mission could be called or not. I reduced my files for airline flights from 139 separate contract files down to just 8 files and they generate well over 200 combinations of flight scenarios. This method might prove useful to you.- 5,225 replies
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You could put something like this together with Contract Configurator. While it is mostly used to make simple contracts, it has been used before as a story telling method. Such as the K-Files contract pack linked below.
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Bill begins the ascent on K2's northern face.
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Too soon [sniff]
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Version v2.0.1 for Kerbal Space Program 1.11.1 Released on 2021-02-01 updates: Issue 23 KSIS missions added see wiki Issue 29 Terminal Marker appears below terrain - removed from Landing Rights flights. Fixed in all other airline flight missions Issue 30 Fixed KSC landing parameters in "Lets Start an Airline" mission Issue 31 Navy Mission Tourist SPAM corrected. Exceptions for rescued pilots noted in wiki Minor issues: fixed hinterland missions that had dependency on KSC Extended mods Support for mods that change the ModuleControlSurface has been added to the Let's Start an Airline mission to allow it to begin correctly with those mods.
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There are Contract Configurator hooks to make BD armory based contracts. There is a TargetDestroyed Parameter that lets you specify a list of vessels that need to be eliminated to complete objectives. Presumably that would be done with the weaponry BD Armory provides. There is an example mission on a GitHub fork of the Original GAP mod that has the player fighting with rebels who have seized the Island Airport! It spawns aircraft and AA guns and the objective is to land and plant a flag presumably after you fight it out with the enemy assets. BDArmory Missions KSP-IslandLandingBD.cfg I've read through it and it's interesting. Might be something "optional" put together much later. I've never used BD Armory so I've have to spend some time figuring all that out.
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Like every thing else it's an abstraction. If you get too close to a specific spot at a specific altitude you are given 10 seconds to change your flight to get out of that position otherwise you complete a parameter that triggers a destroy vessel behaviour. The locations are randomly set and become visible at 8kms so with a bit of flying you should be able to avoid them and get the agent to the drop zone.
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Current Status (KAY-sis) Knational Security Intelligence Service missions being tested Agent Extraction - Agent needs to be picked up from remote corners of the globe and returned to Top Secret Area 15. Play strategy The agent can be recovered by any means necessary Once recovered take the agent to the nearest airport, put them on a plane and take them home. Civil Unrest - Transport a SpecialOps agent to the area of the Civil unrest and Para Drop them on the objective. It's much like the deploy agent mission, except this time ground based kerbals are are shooting back There will be three random KERPADS (Kerbal Portable Air Defense Systems) deployed around the objective. They will engage at 5kms range. You can evade them by flying outside their range either higher or farther away horizontally flying below their effective engagement altitude. You have 10 seconds to get clear. A missile strike will destroy your aircraft. You will be able to detect their location when you are within 8kms of them. So scouting the drop site is a good idea. A fix for Hinterland tours that prevented it from launching unless you had KSC Extended mod installed A final fix to the Terminal Altitude problem. (because Top Secret Are 15 is so far above the real terrain.) all regular airline flights, UK VIK transports, and UK cargo flights will use the new terminal altitude settings. The range to marker has been returned to 50 meters The Landing Rights flights have had the terminal requirements removed because the way flight progress is calculated in this set of flights is the bug that caused the altitude issue in the first place. They will just need to stop on the runways within 690 meters of the marker like the version 1 flights all did. Support for mods that change the ModuleControlSurface has been added to the Let's Start an Airline mission to allow it to begin correctly. These changes will be on GitHub later today and will be included in the next release.
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Anything airplane related.... (Helicopters too)
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@KSPStar Hiya! Welcome to the community. Fly safe.
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Current Status: Test Flights ( 4 new planes added to the KerbalX hanger : Kerbin Side Remastered Gap ) Grillus - - Nice little passenger prop plane. Seats 8 SA-Mule - Cargo plane good for those UK Cargo missions SandCat - a VTOL alternative to helicopters - takes a bit of getting used to flying it but it's fun Dodo - another cargo plane for UK missions
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@vardicd that happens to a lot of my career games. I need to make a stable play instance, and then not muck about in it. but I'm always trying out new mods and breaking things.
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Have you changes to a tech tree mod that changes the stock part in any way? The requirement is that you have parts with the "ModuleControlSurface" ; REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked title = Aileron or Elevon partModule = ModuleControlSurface } In the Stock parts the Elevon1 has this module MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.25 deflectionLiftCoeff = 0.25 ctrlSurfaceRange = 20 ctrlSurfaceArea = 1.0 actuatorSpeed = 30 transformName = Elevon1 } It appears from your log that Atmosphere Autopilot is replacing that module on your parts. [AtmosphereAutopilot]: part 'hlfSrf' config node contains ModuleControlSurface, replacing it So I've added support for this mod and others that change the ModuleControlSurface. You can replace your copy of the file with this one; 01 - LetsStartAnAirline.zip The update is on GitHub and will be included in the next release.
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Engineer Bill Kerman took a KIS CB1 concrete block and crossed it with a Pegasus I Mobility Enhancer and made some Climbing Pitons. He is now climbing the walls... literally. Next step... Lets do some adventure high altitude rock wall climbing!
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Then you are in the right place. Welcome. Fly safe!
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If the agent misses the drop zone... They can hike to it on foot and still complete the mission Never tested that, but the mission requires that the descending agent be of the vessel type EVA so as long as that parameter is maintained you can drop with just about anything.
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Current Status (KAY-sis) Knational Security Intelligence Service missions being tested Agent Deployment - Agent needs to be flown to remote area of Kerbin and has to execute a ParaDrop and land 500 meters from target objective. Play strategy Launch from the KSC so the aircraft will need to have some range capability as the drop zone could be anywhere on Kerbin Player will need to flip back and forth between agent and aircraft during the descent, or the aircraft will eventually crash. When agent lands the aircraft should fly to a nearby base and land, then switch back to agent for recovery and contract completion. Test code available on GitHub now, (requires Top Secret Area 15 landing rights acquired). Will be available in next release.