-
Posts
801 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Arsonide
-
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
No worries at all, feedback is always welcome. I did see and note your request, and mod compatibility is a high priority for me. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Wanderfound is practically as familiar with Fine Print as I am. Every time I show up to answer questions, he's beat me to the punch. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Do you still have the full log throwing the error as well? That would help me narrow down the possibilities. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
I don't do anything with vessel recovery, science data, or protovessels in any of my contracts right now. If you provide a list of mods, I might be able to throw out some suggestions as to what might be causing this. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Bright pink is Unity's color for missing textures. (It's actually magenta.) Are you sure this is related to Fine Print? Does your plane turn any colors other than pink or pink like colors? (Green, blue, orange, or any other color at all?) If so, I'd like to see your log. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Most of my checks look for modules. Modules are broader than a specific part. It's like a part "capability". The lab is a module that is on multiple parts. I also look for popular wheel modules, it seems like anybody who makes a wheel part comes up with their own custom module for it, resulting in a lot of issues detecting them. If everybody used the stock ModuleWheel, there'd be no problems. Of course, they probably need extra capabilities for their mods to work as well, so it's a double edged sword. Like I said, I think there is another way to go about it than by using module or part checks...but I'll need time to look at it. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
The wheel check does not recognize some modded wheels on those objectives. I have an idea of a new way to do this that might recognize all wheels, but we'll see if I can squeeze it in. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
This is no longer an issue. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
It definitely won't break anything, but it might spit out a few errors and possibly make your save a minuscule amount larger, so small that I'm not sure why I'm mentioning it. There's also a chance that won't even happen. I wouldn't worry. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
I learn from the best! The fact that orbital waypoints can not be targeted is quite intentional. It was a design decision to differentiate them. They do not represent a specific point in space, they represent a path through space. If they were able to be targeted, then satellite contracts would basically become rescue contracts. Satellite contracts are moreso about manipulating your orbit on your own and matching that path than rendezvousing with a point in space. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
I can confirm that the next version of Fine Print will be integrated with 0.90, and that I am working very hard to make it as good as I can make it for you guys. There are a some cool additions, but I want to keep a few surprises. That is all I have for now. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
https://github.com/Arsonide/FinePrint/issues/18 -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
This is kind of an issue with how contracts are set up in general right now. Strategies really throw a lot of cash at you. The thing about the contracts is that as you move away from Kerbin, they still have to be worth the time and effort, and nerfing their Kerbin side of the scale would shift the scale such that doing missions to put satellites on Moho or fly aerial surveys on Jool would no longer be worth the effort involved. Fortunately for you, every single aspect of the rewards is configurable. If you pop open FinePrint.cfg you can tweak these values as low as you'd like to. If you do find a better balance, let me know! The icon is an abstract representation of a point you need to be situated over. Not an actual dish. There are theoretical purposes to having a satellite in stationary orbit over the sun, and I can't really think of any abstract icon that would better represent a stationary orbit than a dish. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
The rover contract is a search mission. You got lucky and found the right point on your first try. This is intended behavior. Initially the rover contract only gave you credit for waypoints you explored up until you found the correct point. This resulted in people feeling kind of cheated if they got lucky and found the first point quickly but the mission was on another planet like Eve. They'd fly all the way out there, and only get credit for one point. As a result, people requested credit for all of the points once they found the right one, and I implemented it. However, this is also not ideal, as it results in player confusion. I tend to get bug reports from people that got the right point on their first try. Fortunately I do have a solution for this in mind. Unfortunately you will have to wait and see what it is. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Contracts are self contained systems, so you can use multiple contract addons alongside each other, they should not interfere with each other. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
The issue isn't a lack of possibilities, I assure you that most of these ideas were brought up and discussed from a design perspective with my team while I was creating Fine Print - that is, me and my artist buddy. The issue is moreso a need for "coverage", if that makes sense. Any time I add something, I want it to be something that covers the broadest range of gameplay possible. A "hole" in the design if you will that needs to be plugged. Every time I added a contract, I look for the biggest opportunity. For instance, the first contracts created were rover contracts, then base and station contracts, because these things needed purpose. This opens up a lot of gameplay, but yes I might miss a few minute details or variations along the way, and that is mostly a matter of time. TLDR: "Why not both" - because these things take time to develop, and I try to allocate that time to the most efficient things. I do have a giant list of ideas saved on my hard drive that I add to whenever a great post like yours pops up, and I dive into it whenever I get time to implement new things. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
I try to avoid "functional overlap" where the player is doing the same thing with different objects. That's the primary reason satellite contracts give you an orbit to match rather than a specific position to rendezvous with. Rescue contracts already function as a rendezvous contract, so turning the satellite contract into another rendezvous contract would not have been fun. Lots of people know how to use the UI features to rendezvous with something, and it's surprising how many of them don't know how burns actually affect their orbital trajectory. Satellite contracts give those people an opportunity to learn, and everybody else an opportunity to do something new and different. This issue is why I had to write my own orbit generator for satellite contracts. It's a great idea, but I am not sure what can be done about it at this time. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Try to rotate your root part by 90 degrees. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
I know exactly what is occurring in that image with the asteroid! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
RSS and Fine Print play nice except for one known quirk with Aerial Surveys. That doesn't mean they will not work - just that they might generate in inappropriate locations. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
When it comes to code, "null" means the absence of things. It isn't a default state, or a "zero" state, it means the absence of anything at all. When KSP complains about a "null reference" it means that the game tried to manipulate or read something that does not actually exist. That isn't really possible, so once the game realizes this thing does not exist, it aborts whatever it was doing at the time, so that it doesn't try to use the thing again. These aborts can cause jumps in logic that do all sorts of fun and exciting things. The logs for null references are actually Unity (the underlying engine of KSP) complaining, not usually the game itself. Though sometimes, if an addon is coded well, it might intercept null references before they happen and deal with them in some way, to prevent Unity from freaking out. Fine Print does this, and if it does "deal with" a null reference, it throws a warning with a signature that I made easy to find so I could skim logs quickly. I didn't see any of these warnings here. Hopefully that little peek into the underworkings of the game helps you understand logs a bit better! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
According to your log, the game started to freak out when Interstellar failed to add it's radiation modules to your parts. It went downhill from there. Control-F for "NullRef". There were also errors for some addon that adds clouds, "KSPScienceLibrary", and RealChutes. Null reference errors are bad news and can cause the game to behave in extremely unpredictable ways. You have dozens of them here, so it's no wonder your game eventually slogged down. I would report them to the mods that generated them. As for Fine Print, it didn't make a peep. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
There are many side objectives to my contracts that many people would consider highly irregular. That's the point - to keep you thinking and doing things that are different. In the latest balance pass most of my feedback pushed me to raise the bonus rewards on these objectives pretty high. Wait until you get a mission to eject a class E asteroid out of the solar system. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Arsonide replied to Arsonide's topic in KSP1 Mod Releases
Yes it's tricky deciding when to introduce aerial surveys. If they only spawned on planets with oxygen rich atmospheres, I'd introduce them with jet engines for sure. Unfortunately there are many planets that do have atmospheres where jet engines are useless.