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Arsonide

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Everything posted by Arsonide

  1. These parameters are set up to work with landing gears, as evidenced by using the larger gears, but for some reason the small gear bay is not triggering it. I will look into this.
  2. Yes, this issue has been fixed. There is a workaround for you if you are comfortable modifying your save file, go down to the ProgressTracking section and remove Pol from it. Then don't science the flagpole again. Enjoy.
  3. This is a thrill seeker. He isn't asking to die, he's asking you to get into a sub-orbital trajectory momentarily. Also, the partial fares are not representative of their respective bodies. You'll notice they are the same per itinerary. The sun factors into the full fare, which is 234,000 funds.
  4. Howdy, I've been playing with this in 1.0, and I'm quite impressed. It looks like the contractual issues have dissipated, but I did want to let you guys know about one thing. ISRU contracts need to forbid planets where the resource request cannot be fulfilled, to prevent contracts to drill ore from appearing on say, a gas giant. It's a part of each individual resource request, since some resource requests could possibly be siphoned from the atmosphere of gas giants - just not Ore. It's a fairly easy thing to modify, and could be worked into a ModuleManager configuration. In GameData/Squad/Contracts/Contracts.cfg, head down to the ISRU section, where you will find a RESOURCE_REQUEST for Ore. By default it forbids the Sun and Jool. You want to add these lines in there to make OPM fully compatible: Forbidden = Sarnus Forbidden = Urlum Forbidden = Neidon Other than that and the somewhat harmless warnings thrown by the resource system, I'm not seeing any issues so far. This is so great CaptRobau!
  5. The tourism contracts are capped at three, if you are seeing more than three at a time, this is a bug. They were designed to be folded in with other missions as a fairly casual early game source of funds. Each tourist does not need to go on the same vessel, and more than one pod can fit on a vessel. The tourism contracts are one of the highest paying contracts, but this comes with a few caveats. The funds of tourism contracts scales dramatically with what the tourist is requesting and how many tourists there are in the tour. You get partial credit at each destination, but indeed, this is not meant to be a large amount. The bulk of the reward is given when you complete the tourist's itinerary by recovering him back on Kerbin. The tours are intentionally designed this way to heavily encourage keeping the tourists safe.
  6. The progression looks pretty normal, actually. You're doing good. I think Gene just rolled up a bunch of rescues for you! If you decline them, other things should appear in their place.
  7. These settings were set to 9999 in 0.90 as well. They are intentionally uncapped because if everything is capped, the board might not have anything to choose from. This was made configurable, however. To answer the original post, this can happen rarely if you get "lucky", and happen to roll six rescues. However, most of the time, it happens when you have a weird progression of some kind - such as fully upgrading your base with cheated funds, or HyperEditing to various planets. This can confuse the contract system, as it assumes you did these things over time.
  8. Surveys were not designed to be "plane contracts", as planes are only really relevant on four planets. They can be completed with all manner of craft, including orbiting vessels, and sounding rockets. The idea is that the player approaches each survey individually and designs a craft around it specifically.
  9. The cause of this is known, and being fixed. You did a science experiment at the flag pole. For now, there is a workaround: open up your save, scroll to the ProgressTracking section, and remove the Pol segment from it, then save.
  10. Patents Licensing gives a sizable amount of funds for science now. Combine this with a decent rover or VTOL, and the biomes added in 0.90, and you have an alternate revenue stream.
  11. In general, the income of funds has been increased, and the facility costs decreased, and the focus of science has shifted from contracts towards experimentation. The strategies were given a significant overhaul as well.
  12. Great stuff! Whenever I get a chance to sit down and play a career game, I wanted to do so with Outer Planets. Once this new version is integrated with OPM, if anybody has any further issues with stock contracts on custom bodies, feel free to PM me. I might be able to address them.
  13. This would not help with the issue. The contract system is not failing because it's making missions to Sarnus or making missions to Jool. It could be making missions to anywhere, but it still has to loop over the CelestialBodies the game has loaded to find a destination. That means all of them, even if it's putting together a contract to go to Kerbin. Right now there are either duplicate body indices, or more bodies in memory than are actually in the list of celestials, which is causing an error. Besides, you typically want to address the actual problem, not the symptoms.
  14. Yes, I wish I had time to assist further, but I'm pretty busy these days. If I had to choose where to proceed with nailing this down, it would be to isolate one of these multi-templated planets by removing two of the others temporarily, and see if the problem continues. At least then you could rule it out as a possibility. Best of luck!
  15. This would explain things, if it was trying to access these planets before their indices were set up, but they should set up at the same time as the other planets. I still put my money here. With three planets in OPM templated off of Jool, this line can't be good. Of those three planets, I imagine only the last one is getting a proper flightGlobalsIndex. Is there any way to spawn these planets without a template? If you look down below, Kopernicus does seem to support this.
  16. I was asked about this by another user a while back, I forget the name, but she was making a mod with multiple star systems that was having a similar issue. I don't know much about how custom celestials work, but in my brief time looking into this, this is what I noticed. Contracts can handle CelestialBodies with custom properties, as NathanKell of RSS can attest, but each body needs to be unique. To be more specific, I think the issue lies in how Kopernicus uses template PSystemBodies. In the Outer Planets mod, Neidon, Sarnus, and Urlum are all templated off of Jool. Plock is templated off of Vall. Once the template is loaded, it has many values and maps overwritten with custom ones, but the fact that it is being loaded off of a stock planet remains, and it even looks like it might have been assigned by reference, which means things are being overwritten on the template planet. I can see how stock code might get disoriented.
  17. Anybody that is having contractual issues with these planets, would you mind being more specific about what is happening? Accept a contract, switch scenes so it disappears. When it disappears, check your debug log with Alt-F12 -> Debug. Near the bottom there will almost assuredly be an error of some sort. Post that error, or an actual copy of your output_log.txt here. That would be much more helpful in terms of diagnosing the issue.
  18. I'll have to try the pre-release when I get some time. Really liked the idea of this addon, because there's a lot of music in SimCity 2013 that I think would fit in with Kerbal Space Program perfectly, but the "all songs in memory all the time" thing was preventing me from giving it a go. Edit: This is fantastic work. I do have a small request. In the configuration options, do you think it'd be possible to add some kind of "time of day" to the playWhen options? That way the space center could play different ambience at night.
  19. The dots that are spinning around the edge of the orbit indicate the direction of the orbit. Are you going with them, or against them?
  20. I understand this sentiment, and I agree and disagree to an extent. One theme I see is that people allow the contract system to define their space program for them, and that is really not how the system is supposed to work. A contract should be something you can accept or decline. A contract is not a mandate being handed down by your boss, it is an opportunity for you to have some fun. When I design a contract, I try to think of things that I have never done in Kerbal Space Program, and how I would encourage myself to do those things. They are random to encourage the player to leave his comfort zone, and try new things. As an example, as a Kerbal Space Program player, I never did do any stationary orbits. As I was designing the satellite contracts, obviously I had to do a couple. It was something I'd never done before, and the target orbit line showed me how to do it, without me needing to crunch any numbers myself. The first time I tested it, I hit the time acceleration button and watched the planet hover in front of me, and I sat there, amazed. The game just basically showed me how to do something that I had never done. I was given an opportunity by the contract system to have fun and learn something new. The opposite end of the spectrum is absolute control, and something I think you'd enjoy: being able to craft your own contracts as you need them. However, consider the implications of that: humans are creatures of habit. If anything, I think that would encourage repetition, and possibly make things feel more "grindy". Players would rarely, if ever, leave their comfort zones. This is definitely something I have considered, but I think the solution lies somewhere in the middle of the spectrum.
  21. "Launch a new vessel" is not trying to get around this particular "stacking" strategy. It is meant to prevent players from leaving a satellite in orbit, taking contracts, and fulfilling them with minor course corrections. It's a subtle difference. At the very least, the new vessel parameter makes absolutely sure that the player needs to launch a new vessel every time he grabs a satellite contract. Even if he grabs eight of them. Removing the object from the game is an option that I'd considered, but it is not a very fun mechanic in general. Back when facility contracts were conceived, there was a similar contract "stacking" issue with base and station contracts. That was solved by making them not ever target the same planets if more than one appears on the board.
  22. I quickly went through nightingale's code, and can safely say that changing that setting to zero will not affect his mod in any way. All it will do is kill survey contracts before they can generate.
  23. If you can recreate the issue, a log will appear with the NullReferenceError in .\KSP_Data\output_log.txt - if you put that on Pastebin/Hastebin/etc, I should be able to diagnose exactly what is causing this for you. Short of that, you could try selectively disabling mods and seeing what sticks, but that's the "shotgun" solution, whereas the log is the "scalpel".
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