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KSP2 Release Notes
Everything posted by Arsonide
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Alright. I updated the rover contract plugin: https://dl.dropboxusercontent.com/u/1032313/ExtraContracts.zip v0.2a Changelog: Rover contracts will no longer ask you to drive on the sun. If a rover contract was slated to be on Jool, it will choose a random Joolian moon instead. Unmanned rover contracts will not appear unless you have probe technology. For 0.3a I think I'm going to add random requests to have certain parts on the rover, like an antenna, or a sensor. I did not know source code was required. I will get it on GitHub later tonight, have to be at work in half an hour.
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As people have begun to notice, the distance calculations are not exact, which has to do with how they are calculated. I had to do it a certain way to prevent people from being able to complete them with a rocket. Your wheels have to be on the ground each frame to count the distance you travel that frame. They are pretty damn close though, so if it isn't completing, give it another kilometer or two just to make sure. Also, despite there being code to specifically prevent it, Kerbals are giving out contracts to drive rovers on the sun. I will look at that immediately.
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Contract Modding Information for Mod Authors
Arsonide replied to MrHappyFace's topic in KSP1 Mod Development
One orbital parameter could be geostationary, if you get vessel.orbit.period and compare it to the orbital period of the celestial body (it's in there somewhere too) and see how close they are versus an allowance of sorts, you can detect a synchronous orbit pretty easily. My rover missions are done for the most part, if you guys want to help me hunt bugs in the plugin, I started a thread here: http://forum.kerbalspaceprogram.com/threads/87106-0-24-WIP-Extra-Contracts -
THIS POST IS OBSOLETE. CLICK ME.
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Contract Modding Information for Mod Authors
Arsonide replied to MrHappyFace's topic in KSP1 Mod Development
Yeah, you really want to make the parameters as single purposed as possible. Like when I was designing the rover contract, I had some check in there to make sure that the rover was launched after the contract was accepted (so that the player couldn't just accept a contract to drive on the mun and use a rover that was already sitting there), and about half way through it I decided that would actually apply to many different types of contracts, so I split it off into it's own parameter, as you can see in the screenshot. -
Contract Modding Information for Mod Authors
Arsonide replied to MrHappyFace's topic in KSP1 Mod Development
I might have added a new contract type today...I might have also killed some kerbals trying it out... -
Contract Modding Information for Mod Authors
Arsonide replied to MrHappyFace's topic in KSP1 Mod Development
I really appreciate it man, this was my first thought about 0.24 when I realized it only had five templates: "we need to double that number". Your pioneering is a great help to the game and the community. -
Contract Modding Information for Mod Authors
Arsonide replied to MrHappyFace's topic in KSP1 Mod Development
That's all I can really think of for stock, perhaps there are more creative options, like a race contract that has you go between two waypoints as fast as possible, starting a timer when you hit the first waypoint, and failing if you don't make it to the second one in time, with constrictions like "cannot leave the ground" or "cannot touch the ground" or "must be splashed down" for boat racing. There are some mods that lend themselves well to contract types, like Kethane could have "scan this hex" or "drill x kethane out of this hex". One thing I would like to point out if you plan on doing these...I will be working on this too, but my time is limited...if you add them and an agency, make the agency optional, for people who want the extra contract variety, but with the stock agencies. Perhaps release two versions. (Just my two cents.) -
Contract Modding Information for Mod Authors
Arsonide replied to MrHappyFace's topic in KSP1 Mod Development
I approve of this thread! I was looking at the same classes last night, and came to the same conclusions. ContractParameters are fairly straightforward as well. Have you figured out what ContractPredicates are? From what I understand, they are abstract classes that Contracts and Parameters build on, and thus are not something that you really have to worry about, but I might be wrong. EDIT: Contract ideas - satellite deployment, docking, payload deployment and/or docking, base/station building, orbital adjustment (object spawns with incorrect orbit, move to correct inclination/keosynchronous orbit whatev) using docking/claw, debris cleanup, easter egg hunt (gives player vague location and asks them to find something interesting vaguely - one shot mission), sample collection (kind of like the flag placement mission except the sample has to make it back to Kerbin to complete the mission.) ARM, Repair (player goes to spawned object and uses some context sensitive actions in EVA). -
Does anybody know how to apply the ARM patch to this? Does it come with ARM, or do we install 23.5 ARM over it?
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I get this as well. I think it's servese for AWRRRRRRHNGGGGGGGGGGGGGGGGGGGGGGG.
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Not much new information in the FAQ other than the fact that the contracts are really...really moddable. You can add new agencies, new agency mentalities, new objective types, new contract types, agency interactions, all sorts of stuff. I want to take a look at that and hopefully double the contract type count, which is five at release. I hope 0.25 is the kerbonaut patch, that makes that facility that hasn't been used for anything yet usable. They mention in the FAQ training and recruiting kerbonauts with funds, but first they need skills and levelups/progression. That's one of the last important bits of career mode.