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KSP2 Release Notes
Everything posted by Caerfinon
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Version v2.0.0 Released on 2021-01-22 - Now on Spacedock Includes changes from the Beta pre-release version and fixes to contracts from Beta play-testing Issue 25 - restructuring of Airline-Flight missions issue 24 - support for KSC Extended mod specifically the new TSC base This version will reset your flight progress. Look in the read-me file for instructions on restoring your flight progress after you fly the first "Lets Start an Airline" mission. The Wiki has been updated
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Current Status: Modifying UK VIK transport and Cargo flight missions for Version 2 release These flights are now configured so that the pick up and drop off locations can be between any two existing bases [more flight possibilities]. Flights are standardized on the V2 airline-flight model with ATC dialogs and terminal drop off and pick up UK flights will require a "UK Transponder" part to identify the aircraft as authorized for the missions.
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Caerfinon replied to Damon's topic in KSP1 Mod Releases
Is your cursor hovering over the launch pad? They highlight in green if they are open and launch capable or slightly red if they are closed. If not likely a Kerbal-Konstructs bug of some kind- 403 replies
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Caerfinon replied to Damon's topic in KSP1 Mod Releases
I've released the beta version of the Kerbin Side Remastered GAP code that includes support for flights to and from the TSC Launch Facility in KSC Extended. Details in this post- 403 replies
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There will be a marker with an icon This mod only adds base to base flights. It does not reproduce the original GAP missions so as to be compatible with other flight milestone contract packs.
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I think they can too. My "KIA" missions are still in the early concept phase so If there is to be a name change then I think that it will need to be on my side. This would have no impact to the rest of my Kerbin Side Remastered contracts and would let people use both without any confusion. I'm looking forward to trying yours out in my career game.
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And they are good ones. When you land at the KSC, the runway is a Biome so you can detect a landing anywhere on it. with all the other bases you need to span a specific way-point. You can visually detect if you are near a way-point as it shows a message in the upper center of the screen and it will start blinking. when the parameter is met the way-point will disappear. If it hasn't you usually need to get closer to it. The default distance is 500 meters I increased it to 690 to add a little wiggle room. The way-points emanate from the middle of all the base runways. I will look to add better notes to the requirements in future updates. The upcoming Version 2.0.0 release requires passenger drop off at a terminal in the airports and you need to taxi your aircraft within 50 meters of those.
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Current Status: VERSION 2 BETA This version will reset your flight progress to the beginning again. See the README.md file for instructions on how to set your progress back to your current base level. This implements a complete restructuring of the Airline-Flight mission by reducing the 125 current contract files to 8 contract files while increasing the possible number of unique airline-flights to 230 The flights use more of the Kerbin Side Remastered airports as there is now an Airport Terminal way-point where the passengers exchanges take place. You will need to taxi to and from the runways to perform this. a taxiway has been added to the Baikerbanur base to facilitate smoother access to the airport terminal from the runway. Support for KSC Extended mod is now built in. If you have it installed the contracts will direct flights to the TSC Launch facility when your flight progress reaches that base. The Code: The code is available only on GitHub: KerbinSideRemasteredGAP v2.0.0-beta.1 You should back up your current install before installing this code.
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The way-point parameter is set to a trigger of 690 meters (see below). Do you have the latest version of contract configurator and waypoint manager? The full requirement is to be within the 690 meters and be at a full stop. PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 7 distance = 690 hideOnCompletion = true completeInSequence = true disableOnStateChange = false hideChildren = true hidden = true } The recovery action for the mission has to take place at the Naval Air Station for either just the navy observer on EVA or the entire aircraft. The parameter for being on the runway must also be active (ie within 690 meters and stopped). If you are moving or beyond the 690 meters the parameter deactivates until the conditions are met again. The dialog box triggers when the parameter is met but it can be delayed if there are other processes that are interrupting it. For this I'd need to look at your ksp.log and player.log file for the game session I've raised Issue 27 to track this request. There some examples of this in a forked version of the original GAP code by TranceaddicT ( GAP/tree/master/Coast Guard ) where craft are spawned as part of the rescue. I could take a look at that. I'd want to fire it off as a random chance encounter during a patrol mission that the player then has to react to for additional rewards.
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3/10 I myself am no one of consequence
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[1.9.x] Contract Pack: Bases and Stations Reborn
Caerfinon replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm aware of the limitations. Contract Configurator only offers the available contracts based on conditions met and sometimes the conditions are a maximum number of simultaneous missions within a group. You can always modify the max simultaneous settings in the contract or group files in your current game to suit your preferences, but that may well affect the balance that the author was trying to achieve with the contract pack. -
@vardicd I get that. You always have to play the game you like. Fly safe.
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What are your terrain detail graphics set to? Sometimes setting them to default fixes some KK clipping issues. I had this happen with the South Lake airfield. A large hill covered it.
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Yikes! that is a bit of a mess.
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Current Status: V2 Changes are coming Issue 25 Restructuring Airline-Flights for Version 2.0.0 release I've completed the work on the new code and have reduced the original 88 flight contracts down to 5 contracts that will generate 93 flights and support the KSC Extended mod's TSC base if you have that installed This also provides the ability to expand easily to "other" Kerbal-Konstructs sites that may be desirable. Still working on the multi site code but I imagine it will require 3 additional contract files that will produce and additional 138 flight combinations The new code is much easier to support, but this also results in some "generic" dialog messages and less local flavour in the descriptions. Flight Progress is now tracked using the Persistent Data Store method rather than the contract complete method so current progress form the version 1 code will be lost at first, but you can edit the persistent data store to set you back to the number of bases you have flown to currently. (unfortunately you will have to complete the Navy Certification missions again). Details of how to do this will be provided in the README.md file I will release the 2.0 code as a pre-release beta for people who want to test before putting it on CKAN/Spacedock after I finish the multi site missions The current v1 code with recent commits has been frozen in a GitHub pre-release v1.2.1 which will not be released to CKAN/Spacedock but is available for those that don't want to go to v2 in their current games The new V2 code in the Contract window after 4 base opening missions;
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The current code for that mission appears corrected; description = Trans Kerbin Airlines wants to open routes to the . The site is of great historical significance to the history of kerbaled space exploration, and the fishing is really good too.&br;&br;Fly out @/numPassengers company executives to Cape Kerman to negotiate, wait 30 seconds for the deal to be finalized, take off and return back to KSC. genericDescription = Trans Kerbin Airlines wants to open routes to the Cape Kerman Space Center. The site is of great historical significance to the history of kerbaled space exploration, and the fishing is really good too.&br;&br;Fly out 2-4 company executives to Cape Kerman to negotiate, wait 30 seconds for the deal to be finalized, take off and return back to KSC. synopsis = This is an inital service round trip flight to establish the KSC to Cape Kerman Space Center route. Once completed regular flight service contracts will begin.
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The spelling mistakes are still there but Dan should be OK None of the mission names or requirements have changed so progress should be maintained in your current game.
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@vardicdAre you running the latest version from spacedock/ckan? The upsidedown Lt. Dan was corrected in v1.1.4 and we are currently at v1.2.0. I'll verify the spelling on the messages and the Lt. Dan issue - Issue 26 has be raised to track (and yes my spelling is atrocious) Any missions from the Navy, the United Knations, Trans Kerbin Airlines, or Hinterland Tours are mine...
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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
You could just go into settings of Contract Configurator and disable them from GUI (along with any other stock contracts as well). Otherwise you need to make a contract group... but the GUI is the way to go on this. CONTRACT_GROUP { name = somename displayName = sometext minVersion = 1.30.3 agent = Field Research Team // Disable the stock science contracts disabledContractType = thingstodisable } Contract Configurator > wiki > Contract-Group More details in the wiki- 5,225 replies
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So I modified some things; Not enough air intakes so engines flamed out on launch causing issues replaced you wheels with versions that didn't have the spring and damper settings added control surfaces and canards and modifies the pitch roll and yaw settings of them moved your front wheel forward a little Flew it round my test system and landed at KSC on the brakes settings you see in the pic. was a little rough. needs more tweaking, but it didn't crash.