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Everything posted by Arsonide
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
You're in luck, it still does! Just have to enable it in the configuration file as before. There are a lot of new options in the configuration file! Even some options for the stock contracts I worked in. They will all be in the change log tomorrow, but for now you can poke around in GameData\Squad\Contracts\Contracts.cfg As for my plans - I can acknowledge that I have some. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Hey guys, just want to let you guys know what a fantastic group of players you have been! Your feedback has helped to shape Fine Print into what it is now, and I definitely appreciate that. Now that Fine Print is stock, and beta has been released, you can go see the extensive polishing that I have been quietly up to these past few months! I will be releasing a full change log tomorrow that details every little change that went in to Fine Print from mod to stock, but I'd like to give people a day to experience them for themselves. I will also be pulling the mod off of KerbalStuff and Curse to ease confusion. I want to keep track of release feedback, so I will be keeping this thread open temporarily, but since most reports should be going to the actual support forums now, I will be shutting this thread down in about a week. Again, thank you for all of the feedback these past six months - I really do appreciate it - and be sure to read the fine print. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
The cool thing about contracts is that there are always new ideas. I have no intentions of ceasing my expansion of those possibilities with the release of the next patch. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
What...what he said! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
There are many limits. Check for MaximumAvailable, MaximumActive, and MaximumExistent settings in the configuration file. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Right, the entire thing has to be new. Also, are you using any modded parts? (Antennae, in particular?) -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
This issue is no longer an issue. I made sure of it. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
The color is just to differentiate between contracts, in the case that there might be two atmospheric surveys right beside each other. The icon denotes the type of survey. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
This seems like a good time to go over how aerial surveys and rover contracts have changed in 0.90! The idea of aerial contracts was simple: to show the player new areas, and to do that, I required the player to visit every waypoint in a cluster. Rover contracts were similar, but instead of visiting every waypoint, you had to find the "correct" waypoint hidden in a larger cluster of them. This added some interactivity to the search, but was somewhat confusing at times. Both of these contracts had some pretty strict restrictions on the player and his vessel. Rovers required wheels to be on the ground, aerial contracts can only appear on planets with atmosphere, and require the player to be in a pretty tight flight envelope. So these were the issues, the contract felt a bit restrictive on the player, rover was somewhat confusing, but aerial didn't have the interactivity I was looking for. So, I combined the strengths of both of them. Instead of rover or aerial survey contracts, you will now find... Survey Contracts In a survey contract, you still have to visit every waypoint, there's no "hunt" ala rovers, however to replace that interactivity, at each waypoint you need to perform an experiment. There can be more than one type of experiment per contract, but they are generally themed, like atmospheric surveys include pressure readings and atmospheric analysis. Each waypoint will also require you to be on the ground within a small area, below a certain altitude, or above a certain altitude. There are no vessel type restrictions anymore. The smaller ranged ground ones might be hard to hit without a rover, but if you have a lander or a VTOL, that will work just as well. The high altitude ones can even be done from orbit, if you pass over accurately enough. Right now there are five types of survey: seismic, temperature, atmospheric, gravimetric, and "visual surveys" which include samples, EVA reports, and crew reports. This gives the player a lot more freedom in how to approach each contract, while keeping the exploration aspect and the interactivity. There's a lot more that has been added to Fine Print, but I figure this should tide you guys over for a while! -
Questions about asteroids.
Arsonide replied to The_Rocketeer's topic in KSP1 Gameplay Questions and Tutorials
Fixed that for you! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
This isn't something that's added with Fine Print. It sounds like it might be one of the science mods. -
Howdy, Fine Print author here. You probably aren't seeing all of my contract types yet, as they unlock as you unlock technology. There are seven contract types in the mod, though even within each type, they can be generated very differently. The reason that "revisit" contracts are not in the mod currently is simple: I haven't had time to add them yet. There is no technical reason other than that. Time is a fickle mistress! If your problem with the mod is incentive, then I don't believe any contract mods will help unfortunately. Right now there are not many currency sinks in the game to drop all of that extra science and funds on. This does look like it will be getting better in the future, with the ability to improve structures and so on. I would like to mention that if you are receiving a constant stream of contracts, then that is a bug, or your configuration file has been modified. You should only be receiving at most two contracts of each type from my mod at any given time. My contracts are hard capped as to how many can generate on the contract board at one time, though that value is configurable. The contract system chooses contracts absolutely randomly, but this added layer of security keeps the board varied.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
It's a known issue that has been fixed, fix will be in the next version. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Well, one thing I learned after making this was to always assume everybody has modded everything. I don't assume where the RTG is on the tree. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Probes require a core, power (not necessarily solar), and an antenna. Rovers require wheels, aerial surveys require mid level plane stuff of any kind, stations and bases require docking ports, antennae, and power. ARM requires the Klaw. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
If you delete the code, Fine Print will assume that your configuration file is corrupted, and recover with default values, meaning they will keep appearing. Don't do that. Instead, just change the MaximumAvailable and MaximumActive in the Satellite section to 0, that will stop them from appearing. If you need to reset your configuration file, just delete it and run the game, Fine Print will whip up a new one for you with default values. I'm sorry they are no fun for you though, what didn't you like about them? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
I believe it does work with KAS. -
My Claw won't attach to the asteroid
Arsonide replied to Mitchz95's topic in KSP1 Technical Support (PC, modded installs)
Yes this was a known issue. It will be fixed. Sorry for the inconvenience. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
The wheels have to be touching the ground, but yes. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
They are available by default. Aerial surveys can appear on any planet with atmosphere, even Jool. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
All kinds of reasons! Unless you touched the asteroid, I doubt any of them involve Fine Print though. What mods are you using? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Dive into the configuration file and tweak it. There's an option for basically everything. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Because I believe in you! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
The difficulty stars are a hard gauge, remember that it means "trivial for a base mission" not trivial in general. Trivial base contracts have lower crew capacities and less chances for extra requests like labs and a mobile base. I do however, agree with the sentiment that you should need to do more than fly by a planet for certain contracts to show up there.