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Everything posted by Arsonide
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Rescue missions Sending me to Probe cores?
Arsonide replied to Admac's topic in KSP1 Technical Support (PC, modded installs)
The original file is here. -
Losing contracts from save on crash
Arsonide replied to SSMI's topic in KSP1 Gameplay Questions and Tutorials
If you could, please provide a listing of every mod you are using currently. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Arsonide replied to nightingale's topic in KSP1 Mod Releases
The Asteroid Day mod just adds a new contract definition, so I doubt this is causing your issues. I'd be interested in seeing your full mod list, and a log would also be helpful. Even a log where the issue is not occurring would show a few things. I've seen a few people with this issue recently, but I can't track down the source without more information. From what I can tell so far, the underlying issue is disappearing ConfigNodes, and so far the only common mod I've found amongst sufferers is KAC, but everybody uses KAC.- 5,219 replies
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There's really nothing in the Asteroid Day mod that would affect any other contracts. It adds a new definition for the system to choose from, and that's all. It does not affect the system itself, or any serialization processes, at all. The sudden disappearance of the ConfigNodes is causing the contracts to disappear, according to the log. I'm attempting to narrow down what might be causing this, but getting complete mod lists from people experiencing the issue would help a great deal. So far the only common thread I've found among the few reports I have is KAC, but everybody uses KAC.
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Rescue missions Sending me to Probe cores?
Arsonide replied to Admac's topic in KSP1 Technical Support (PC, modded installs)
If there are other problems with the config other than the immediate issue of unmanned parts being given internals, it would be best to bring them up in the MKS thread. -
Rescue missions Sending me to Probe cores?
Arsonide replied to Admac's topic in KSP1 Technical Support (PC, modded installs)
I left the format of the file as it was, because I'm not familiar with the mod or how that MM config hooks into it. All I did was add a >0 in there so it would not match unmanned parts. -
active contracts disappeared
Arsonide replied to xtoro's topic in KSP1 Technical Support (PC, modded installs)
I've heard one report of this happening prior to yours. I have a few theories as to what might be causing this, but first, could you post a full listing of the mods you are using? Also, any time anything like this happens, copy your log file somewhere. By now I'm guessing the log file has been overwritten with a new one. They have to be fresh, and they tend to be very helpful in these situations. -
rescue contract- non crew part
Arsonide replied to Tabris's topic in KSP1 Technical Support (PC, modded installs)
I've tracked this down to a particular ModuleManager config in USI MKS. The config adds seats to every part, including probe cores, which causes the rescue contracts to think they are crewable. I've alerted RoverDude to the issue, but for now, you can fix it by extracting this config I whipped up into your GameData/UmbraSpaceIndustries/Kolonization folder, overwriting the one that is there. Enjoy! -
Rescue missions Sending me to Probe cores?
Arsonide replied to Admac's topic in KSP1 Technical Support (PC, modded installs)
I've tracked this down to a particular ModuleManager config in USI MKS. The config adds seats to every part, including probe cores, which causes the rescue contracts to think they are crewable. I've alerted RoverDude to the issue, but for now, you can fix it by extracting this config I whipped up into your GameData/UmbraSpaceIndustries/Kolonization folder, overwriting the one that is there. Enjoy! -
It can create highly eccentric and inclined orbits. As long as the asteroid is passing through the view of the telescope, you will see it. Where it goes after that varies greatly.
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KSP Twitter- "We've got something planned later today"
Arsonide replied to Jodo42's topic in KSP1 Discussion
It was a joint effort between me, RoverDude, and Kasper. -
You have to align your orbit with the outer planet. This means matching inclination and eccentricity, the tolerances are roughly similar to a mid level satellite contract. Your semi-major axis/apoapsis/periapsis do not need to match, however. They can be anywhere between the inside planet and the outside planet. The telescope will inform you on the right click menu whether you are aligned or not. Once you are aligned, it will begin mapping. The angle it maps at is 200 degrees, directly away from the sun. The "range" it maps at is not as concrete - it maps the orbit of the outside planet, regardless of how far away that is.
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You place the sentinel between any two planets you want and it will map asteroids along the orbit of the outer planet.
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KSP Twitter- "We've got something planned later today"
Arsonide replied to Jodo42's topic in KSP1 Discussion
Glad you guys are enjoying it, the telescope finding asteroids around some of the outer bodies, combined with ISRU asteroid harvesting and some good maneuvering can really open up some new options. The contract differs from the existing ones in that it's more focused on a more long-term, ongoing style of play focused on passive income, where you build infrastructure over time. The first two objectives are optional, the only mandatory one is the scan, and that happens gradually over time when your Sentinel is deployed. Since a new one isn't required for each contract, deploying one allows you to repeatedly take these contracts for that body. All you have to do is accept them and wait for the scan to finish. That might take a while, but expanding your infrastructure with more Sentinels will speed up the scan. The parts are also super useful in sandbox play, so everybody gets a bit of gameplay out of the addon. -
Missing Explore Minmus Contract
Arsonide replied to arkie87's topic in KSP1 Technical Support (PC, unmodded installs)
Think of it as an incentive to be ambitious, rather than a penalty for being ambitious. If you go to the Mun, there's always Duna, and if you go to Duna, there's always Jool. The contract system pushes you to do things you haven't done, and that is very intentional. There are billions of contract possibilities, so halting your game progress to wait for a particular one to appear is going to slow you down considerably. The auto-accept mechanic would not help here, as the contract has to generate to be accepted, automatically or otherwise. -
Missing Explore Minmus Contract
Arsonide replied to arkie87's topic in KSP1 Technical Support (PC, unmodded installs)
The appearance of various types of contracts is not based on your reputation. Any type of contract that you qualify for can appear with zero or even negative reputation. -
The original strategy increased recovery rate, allowing you to be less accurate with your recoveries, but it increased launch costs by a percentage. This had two problems: The launch cost increased the cost of every part on the ship, despite a very low percentage of these parts actually being recovered. This meant that the profits from the better recovery almost never outweighed the launch cost increase. If you launched, it would take the increased launch cost, but if you immediately recovered on the pad, you would not receive this increase back. You'd lose funds. So instead of increasing the launch cost, we simulate this increased cost by decreasing the maximum recovery rate. This way the penalty doesn't hit until the actual recovery, and does not affect any parts other than the ones recovered. It doesn't affect KSC itself, but the moment you cross out of KSC, you are subject to this penalty. It does allow you to recover further away, but only up to a certain point. By increasing the minimum and decreasing the maximum, you are essentially "watering down" your recovery rate over the whole planet.
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landing gear is not wheeled?
Arsonide replied to SanderB's topic in KSP1 Gameplay Questions and Tutorials
No, landing gears are acceptable and the contract does detect them, just not the small gear bay. It currently has some collider issues that stop it from properly triggering ground collisions. It's detecting the wheel, just not that it is on the ground. -
If you look carefully at each contract, they will say the deviation required, but the deviation will not be in numerical form. They will give you a vague deviation window. If they ask it to be within reasonable deviation, you can have the apoapsis and periapsis within 7%, and the angle within 6.3 degrees (7% of 90). If they ask you to be within marginal deviation, they want 5%, and if they ask for minimal deviation, it will need to be 3%. Unfortunately for Molniya orbits, this means that the periapsis has a very small deviation window, as 3% of a small number is an even smaller number, so in 1.0 I clamped the minimum deviation window to 750 meters. It can never be any smaller than that. All of these values are configurable in Contracts.cfg in the Satellite section.
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Contracts reseting
Arsonide replied to crazyewok's topic in KSP1 Technical Support (PC, modded installs)
I couldn't answer that, but CaptRobau might be able to. EDIT: Looks like the new version is out. -
Contracts reseting
Arsonide replied to crazyewok's topic in KSP1 Technical Support (PC, modded installs)
Ah, this is a known issue with an older version of Kopernicus, which Outer Planets uses. The next version of Outer Planets should use the new version of Kopernicus, which fixes the contract issue. The estimated release is "soon". There is more information in the Outer Planets thread. -
Contracts reseting
Arsonide replied to crazyewok's topic in KSP1 Technical Support (PC, modded installs)
How far into career are you? What are your last few notable achievements? Where are you sending your missions currently? Are you doing aero stuff around Kerbin, or sending rockets to Minmus? -
Just wanted to chime in that the satellite margins are configurable in Contracts.cfg. I know it isn't a slider, but it might help you guys out for now. Just search for the word "deviation". There are several settings, four in total I believe.