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Everything posted by Ooglak Kerman
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[KSP 1.8+] Kerbal Konstructs (Continued)
Ooglak Kerman replied to NathanKell's topic in KSP1 Mod Releases
It appears this is the case. Bummer, but things change. -
[KSP 1.8+] Kerbal Konstructs (Continued)
Ooglak Kerman replied to NathanKell's topic in KSP1 Mod Releases
Hopefully someone is still around here. Does KK work for setting a map decal in places like the area of the KSC with Parallax 2 installed? When I set a decal to suppress the scatters, all it does is raise the height of the scatters. I've read the primer that @Caerfinon did but KK is not behaving as expected with the Parallax 2 scatters. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
I apologize for being unclear about what I was requesting in the previous exchange. Absent the behaviour in CC, I was not asking for any feature. I'll head on back to the drawing board though. Thanks for this great mod, though- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
The other possibility I can think of would be a MM filter that would detect successful completion of a given contract and enable the MM patch to load. Is that a node visible to MM?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
@siimav A feature recommendation if you please Behaviour to rename a .txt file to a .cfg (RenameTextFile) Example use case: enable a MM patch to add a resource or module to a part upon successful completion of a contract or parameter. It is understood that a game restart would be necessary.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
I'm looking to trigger a Module Manager patch based on CONTRACT_COMPLETED status of a contract. Can anyone help me with how I access that property? Thanks- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Can a CompleteContract REQUIREMENT be based on completion of THIS OR THAT contract? Context: A contract that is centric to OPM vs one that is centric to !OPM- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Anyone know if it is possible to access the state of a contract - I.E. contract complete - from ModuleManager? What I'm looking to do is to change the true | false of a PQSCities property if a specific contract has been completed. I understand that I need to be able to access that PQSCities property. I'm approaching this from both ends at this point.- 5,225 replies
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@Jason Kerman If you have not seen it yet - have a look at the latest version of Kopernicus - particularly the lethalRadius bit. I had a bit of a hand in this and am very familiar with it. DM me on Discord if you would like to discuss.
- 601 replies
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- totm april 2023
- kopernicus
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
It looks like you can nest vessel parameter groups. But the PARAMETER ReachState with a situation = ORBITING comes up true for all bodies. I can work with it I think- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Reviewing the doc, it looks like what I want is the type = ALL since I'm wanting all the child parameters/groups to have completed. Thanks for getting me moving again.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Can a VesselParameterGroup be nested in another VesselParameterGroup?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
@siimav In the Kopernicus City and City2 nodes, there is an option to make the object to be a commnetStation. Do you think it would be possible for CC to do a BEHAVIOUR to set a persistent MM patch to turn that attribute on? Or possibly a attribute on the VisitWaypoint PARAMETER?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Looks like 2.1.3 actually. Thanks- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Awesome! Thanks much. Well thought out. At what point was that attribute added? I'll need to make that version the minimum.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
I've run into a behavior that seems counter intuitive. Given a 1st contract that you accept. That causes a 2nd contract to drop that has a Requirement of AcceptContract of the 1st contract. If the 1st contract is completed before the 2nd, then the 2nd contract will fail. I see where - since the state of the 1st contract has changed from Accepted to Completed, but shouldn't AcceptContract track on IF a contract has been accepted and not on the state of the contract? Is there a workaround?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
I found the Tourism Plus pack and the Space Camp contract is just what I was looking for. I'm slowly working my way through CC and wow - what a well thought out mod. Very rich. Very complex - but I guess that is part of it.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Thanks for looking into this. I think that what I want would require a change to the City node in Kopernicus. When using the SpawnPassengers BEHAVIOR, and then subsequently use the ChangeKerbalType BEHAVIOR, how do you reference the individual Kerbals if they are randomly generated? Index? Can you point me to an example?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Thanks for the info. This is quite the rabbit hole to go down. There are 2 things I'm super struggling with though - both in regard to pqsCities. I'd like to create a contract to go to an existing pqsCity on a body and once that has been completed, set the comnetStation property to True. Any knowledge of if this is possible?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
My current plan is to add the contracts into the interstellar mod, so it would be something like GameData/modname/ContractPack/ would this be appropriate? CONTRACT_TYPE:NEEDS[ContractConfigurator] Additionally, is there a more up-to-date wiki? Looking through other ContractPacks, I keep finding stuff that is not in the wiki.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ooglak Kerman replied to nightingale's topic in KSP1 Mod Releases
Is a MM AFTER statement for various contract bits advised if the contracts are part of a mod? In this case an interstellar mod.- 5,225 replies
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 Pro | CPU: I9-11900K | GPU: RTX 3090 | RAM: 64GB After launch of a craft, toggling the lights button for all lights or just the individual illuminator results in the illuminator blinking on briefly then off and and then ceasing to work. This is the case for all lights in the Light group of Utility. A simple craft to test was a MK1-3 capsule, Z-4K battery, and anything from the Light group from Utility. Severity: medium. Rovering in the dark is problematic Frequency: high. Always occurs. Even after quick save and revert and game reload.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Ooglak Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Ooglak Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey @Angelo Kerman Glad you've come and rejoined. @JadeOfMaar got me sorted out on taking out the most problematic (for me) waterfall effects for the warp drive. Heh... I've grabbed and warped both asteroids and tetrahedrons around and about. The afterburner bit you added to blueshift is oh so helpful there. Have you had any opportunity to have a look at the resource utilization issue for the warp drive when in interstellar space? (goes to zero) -
By now, you should be getting the idea for building up Buffalo2 rovers. You will need a rover to go and collect the graviolium that is harvested - and very importantly - you will need a place to store it until you load out a ship with graviolium and fusion pellets. This is my solution These are DSEV tanks that have configurable omnistorage. Configure for fusion pellets and graviolium. Don't forget to add a way to get the resources into and out of the tanks. The FLP-1 Deluge fuel pump provided by WildBlueCore (required) is your friend. It's got a 100m range. Also, the KAS bits for moving resources is very useful. The FLP-1 has some quirks.
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- blueshift
- colonization of space
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