Jump to content

Arsonide

Members
  • Posts

    801
  • Joined

  • Last visited

Everything posted by Arsonide

  1. Yes, satellites unlock when you get antennae and power generation. Any part requests on a satellite contract require that part to be unlocked. You are correct, aerial missions unlock later than when you can technically first build a plane, however, this is by design. In the initial versions, aerial surveys unlocked the moment you had any sort of wing or control surface, which was basically when you got canards. However, without jet engines or any form of control surfaces, many users were finding them very difficult, as at that time, there were no low altitude contracts, so I bumped them up just a tad before they were unlocked in the tech tree. Now that low altitude contracts are available, I will take this under advisement. A newly discovered asteroid is one that has not been klawed before. The mere act of tracking it does not affect this status.
  2. I'm not sure what indicator you are referring to, but the only visual indicator that refers to inclination is relative inclination difference, and that is how different your inclination is from the target orbit. That is shown as a tooltip on the target orbit in the map. Either way, a difference of 0.2 degrees will not result in a non-match even on the highest difficulty. On the highest difficulty you would have to be about 2.7 degrees off to not count as matched, which is pretty visible. Your problem does not lie with the inclination here, I think you may have misunderstood the tooltip. If ten seconds doesn't work, something is wrong. Going to the grocery store will not help. You accidentally (or purposefully) hit a trim button and need to cancel your trim. The default key combination for this is Alt-X. Some functions of MechJeb can also interfere with this because they exert force on your vessel. Thank you for your feedback. I hope these tips help you enjoy your time with the mod.
  3. The satellite contracts were designed to actually be somewhat educational without holding your hand too much. They are fairly forgiving. The general idea is to get your apoapsis and periapsis at the right distances, then you will see the AN and DN nodes pop up on the target orbit. Wherever these nodes cross your orbit, burn normal or anti-normal, which are the purple handles on maneuver nodes. This will adjust your relative inclination to match the target orbit. (It also might adjust your apoapsis and periapsis, so keep an eye on that.) It's very similar to rendezvousing with something. With this method you should be able to eyeball any orbit, even the trickiest Molniya orbit, without using any other tools. Happy to see that you're enjoying the mod!
  4. PM me your log and perhaps some screenshots, might be able to deduce the issue for you. Also, a description of the vessel and all of the contracts you had at the time might help.
  5. The satellite contracts have several things that can be different even if you are overlaid right on top of them. First things first: Are you going in the same direction the spinners are? Secondly: are you in a satellite that was launched after the contract was accepted? Thirdly: Did you turn off SAS, RCS, and kill your trim, then take your hands off the keyboard and mouse for ten seconds? Lastly: If you have more than one satellite contract in your contract window, ensure that you are looking at the right one. I did this more times than I care to admit in my testing.
  6. You will get aerial contracts when you unlock mid level aeronautics parts. Rover contracts appear when you get wheels. ARM will show up when you get the klaw, station and base require you to have antennae, power, and docking ports researched. Satellites just require antennae and power. ISRU will require the tech associated with your resource mod if you have properly configured it.
  7. I felt like it would be too punishing to players to take the ship that they completed missions with and delete it, or otherwise render it inoperable. I did consider this at one point, but decided against it. Kerbal Space Program is a fun game, and that felt a bit too punishing. A side effect of this is that yes, you can do multiple contracts with one ship. I did at one point make this a little more difficult however. In the early versions, base and station contracts could target the same planet, now they cannot. This prevents "stacking" a bunch of contracts to the same location and completing them all at once, making this a bit less of an issue for me. Satellite contracts are handled in the same way. They cannot be stacked.
  8. No details yet! Right now, I can say that cool things are coming, and I'm excited about the possibilities that this will bring to the stock game.
  9. Not just any wheels, they must have powered wheels that are touching the ground. It's a rover contract, not an aerial survey. This causes a lot of confusion though, and I have a solution in mind.
  10. It does already show as a note in the contract window. You have to expand the note.
  11. I will get it on Curse tonight, my apologies. Been kind of busy this week with real life stuff. I do not recommend using GitHub for actually updating the mod. I keep GitHub up to date between updates sometimes, so you might get some things that are not quite ready for consumption. Thanks!
  12. Not yet. I took a short break after getting up to 0.58b to wait for 0.25 to come out. Now that it's out I'm slowly getting back into the swing of things. Because it is dependent on having a resource mod, the ISRU contract is disabled by default. In the configuration file, scroll down to the ISRU section, and change MaximumExistent to something other than zero. I recommend 2. The ISRU contract can be configured for Kethane, or any other resource - it is not specific to Karbonite, but by default it is set up for Karbonite. Apparently someone has even set it up to behave as a "snack growing" mission with the Snacks mod.
  13. I would need your output log to see if Fine Print is spitting out any messages. I found some quirky issues with the navigation indicator today. I think I'm going to overhaul the whole thing for the next patch. I noticed that it has never worked on Jool missions, for instance, as it ceases to function on gas giants.
  14. Sounds like a patch reset. Are you 64 bit, and where is your log?
  15. Well a few things. First of all I was sleeping, not avoiding anybody. I apologize for the delayed response. Second of all, looking at my 0.25 installation it appears that the RTG still exists in the part configurations under the same name as it did in 0.24. Lastly, when you say "spam", how spammy are we talking here? That is an important distinction. Generally, Fine Print only checks for technology when a mission is generated, which doesn't happen all too often. You shouldn't see more than a handful of these each time you fire up the game, unless you are forcibly regenerating missions, in which case you should expect to see a log for each generation. It's trying to alert you that your installation might be busted. My intention was to make the power generator/antennae/etc all configurable things. The first step to that is actually in the ISRU configuration options. You can see the options for research there, separated by delimiters. The log is there with this future change in mind, to alert people when they are misconfigured. For now, it's alerting you that your stock nuclear reactor is missing for some reason.
  16. Alright I recompiled against 0.25 with the stable version of the mod. Curse does not have 0.25 available as an option yet, so for now, get it on KerbalStuff. There are no new features in this version. I apologize but there are a lot of moving parts for me to consider, so this is a simple version update to keep it compatible. Your version checker is alerting you because I just finished and put 0.59 on GitHub but hadn't uploaded it to KerbalStuff yet.
  17. This is checked already, though occasionally I've noticed that the collision of the terrain does not quite match up with the actual terrain, which throws it off a bit. There's not too much I can do about this, but it seems to be rare. Let me know if it happens again. I'd also like to know of people's experiences with 0.58 in 0.25, if there are any brave souls attempting that. I'm checking into that as we speak.
  18. I'm not sure I understand the question, this isn't something you do using Fine Print. The custom companies are made by using stock resources. Fine Print's contracts will use any custom companies that you've specified. This would moreso be a problem with EL then. All I do is check the launch time of the vessel, if launching from orbital workshops doesn't set the launch time properly, then that'd be on their end.
  19. Yes, you'll need to reconfigure the resource name and the tech unlock entries to refer to Kethane and Kethane parts. I don't use Kethane ever since the Modstatistics debacle, so I don't know what these are. They are in your part definitions though.
  20. Guys I want to apologize in advance, compatibility with 0.25 is probably not going to be very fast. I started making Fine Print after 0.24 came out, so I have never modded through a patch before. Please be patient after 0.25 comes out, while I go through everything and make sure it's working properly. Since not all of the changes are announced yet, some of them might require balance changes, and I'll need to play a bit to figure out where those are necessary. I'd asked for experimental access, as I know some of the more popular mods get a head start on this sort of thing, but didn't get a response, so it may be a bit before I get properly integrated after the patch comes out.
  21. You're going to want to go through Kethane's part definitions and figure out what the resource is called (probably Kethane), change any mention of Karbonite in the configuration file to the name of the resource. Then you want to go through each part and make a list of parts for Kethane to put in the tech unlocks section. This will control when the mission appears (if you research any of the technology there, it'll unlock ISRU missions). When I say "part name", you're actually looking for what it is referred to in the code, not what you read in game. You'll see two names in the part configuration file one says "name =" and one says "title =", you want the name.
  22. Sounds like it's doing the patch reset every time. Check a few things: Check that when this happens, you see a patch reset in your debug log. Just hit alt F12 after you load up your game and look for any orange text with the words Fine Print in it. Check to make sure that for whatever reason your Fine Print configuration file is not read only. When the patch reset happens, it modifies the configuration file. If it can't do that, it'll keep happening. Check that no mods are modifying your save data in odd ways. Check that you are running the latest version of Fine Print.
  23. trimPitch = 0.024 This line is in your save, on an asteroid. I assume you tapped you trim key on accident, which causes the vessel to constantly exert a force, you have to kill your trim with I think shift X. The trimmed vessel is probably the one you undocked. If you leave it trimmed, it will spin slowly on it's own.
  24. The reason they rotate quickly is so that it's obvious that it isn't an object in orbit. Regarding easter eggs, me and my friend discussed this, and we don't think leading players to easter eggs is really something we want to do. Easter eggs should be something you find on your own incidentally. Leading players to it is against the spirit of them. That doesn't mean we don't have plans to spawn our own points of interest though: We were working on this when I implemented satellites. Unfortunately, all the issues surrounding satellites, and the configuration, and now an extensive refactoring session have kind of placed this feature on the backburner for a bit.
  25. There are already options for this in the configuration file. Change MaxAvailable or MaxExistent to zero for each contract type you would like to disable.
×
×
  • Create New...