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Nori

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Everything posted by Nori

  1. So are you thinking like this? Because this is how my contracts are looking. CONTRACT_TYPE { name = OrbitalDuration1 group = AdvancedProgression title = Orbit Kerbin for two days description = We need to demonstrate, before we go any further, that we can keep a crew alife in space for more than a few hours. Launch a Kerbal into orbit and keep him up there for at least two days. Make sure the pilot is loyal enough to hold his breath if the air supply runs out! notes = Complete the following: synopsis = Put a Kerbal into orbit and return him alive after two days in space. completedMessage = This is great, the data will help planning for future missions. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 20.0 rewardFunds = 40000.0 advanceFunds = 5000.0 REQUIREMENT { name = CompleteContract28001 type = CompleteContract contractType = FirstOrbitalKerbal } PARAMETER { name = VesselParameterGroup28001 type = VesselParameterGroup PARAMETER { name = HasCrew28001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState28001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } PARAMETER { name = Duration type = Duration duration = 2d preWaitText = Orbit for 2 days waitingText = One more day should do. completionText = Excellent, this will be very helpful. } } PARAMETER { name = VesselParameterGroup28003 type = VesselParameterGroup PARAMETER { name = ReturnHome28001 type = ReturnHome completeInSequence = true } } } ~dangerous ninja edit! Are you saying we can do this now? CONTRACT_TYPE { name = OrbitalDuration1 group = AdvancedProgression title = Orbit Kerbin for two days description = We need to demonstrate, before we go any further, that we can keep a crew alife in space for more than a few hours. Launch a Kerbal into orbit and keep him up there for at least two days. Make sure the pilot is loyal enough to hold his breath if the air supply runs out! notes = Complete the following: synopsis = Put a Kerbal into orbit and return him alive after two days in space. completedMessage = This is great, the data will help planning for future missions. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 20.0 rewardFunds = 40000.0 advanceFunds = 5000.0 REQUIREMENT { name = CompleteContract28001 type = CompleteContract contractType = FirstOrbitalKerbal } PARAMETER { name = VesselParameterGroup28001 type = VesselParameterGroup PARAMETER { name = HasCrew28001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState28001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } PARAMETER { name = Duration type = Duration duration = 2d preWaitText = Orbit for 2 days waitingText = One more day should do. completionText = Excellent, this will be very helpful. } PARAMETER { name = ReturnHome28001 type = ReturnHome completeInSequence = true } } }
  2. I have a GTX 970. Switched from a AMD card specifically so I could use OpenGL with KSP. Before that I had another AMD. But I will probably stick to Nvidia now...
  3. Cool. More or less what I thought, but wanted to be sure it wasn't too bad.
  4. Is it bad to remove a contract that was already in a save?
  5. Yah! All my wishes are coming true! Take that duration, you will no longer be autonomous (well sometimes)! Edit: FYI, this is pretty much the best thing that has happened all day. Since the rest of the day has been extremely frustrating (I hate Office 365 deployment tool...).
  6. So duration doesn't respect the complete in sequence option? Huh, ok I'll just add extra time. Thanks for looking into it. Yeah, you've sold me. New or early saves it is. Technically it won't start breaking till you've at least orbited both the Mun Minmus. So that gives a bit of a window.
  7. Hmm, well the crux of the expression is that it acts as a sort of requirement which I'm really liking. I can't think of a simple way to check if they have done say a flyby without duplicating the DATA nodes across contracts. Below is the DATA nodes I'm using for a set of contracts. These contracts are supposed to be completed before the next set. Haven't thought of anyway to easily check if the planets this applies to have been reached, but the contract hasn't been completed. Might just be easier to say use on new saves.. DATA { type = bool homeIsPlanet = HomeWorld().Parent() == Sun } DATA { type = double sma = @homeIsPlanet ? HomeWorld().SemiMajorAxis() : HomeWorld().Parent().SemiMajorAxis() smamin = @/sma * 0.5 smamax = @/sma * 1.6 } DATA { type = CelestialBody activeUniqueValue = true validTarget = AllBodies().Where(cb => cb.SemiMajorAxis() < @/smamax && cb.SemiMajorAxis() > @/smamin && cb.IsPlanet() && cb.HaveReached() == false && cb.IsHomeWorld() == false).Random() }
  8. Ok, thanks. I will look at that some more.. To give you some color on why I'm doing that crazy stuff.. I think I mentioned that I'm working on a planet pack agnostic progression pack. Since it relies on logical progression I wanted to require certain contracts to be completed before you progress. That isn't a issue for many contracts, but I have several that could never show up if added to a existing game because of some planet checking that I do. For instance: DATA { type = CelestialBody activeUniqueValue = true validTarget = AllBodies().Where(cb => cb.SemiMajorAxis() < @/smamax && cb.SemiMajorAxis() > @/smamin && cb.IsPlanet() && cb.HaveReached() == false && cb.IsHomeWorld() == false).Random() } That beauty will not fire if they have reached those planets (in stock this would apply to Duna/Eve) before they install the pack. This contract is supposed to be used as a stepping stone for other planets via the required contract. I suppose ideally I could say it needs to be installed in a new save.... But you know how people are... Any ideas on what I can do here? Maybe I could use your new dialog boxes to fire after a contract and ask the user if they have visited xyz.. :/ Not sure. But I have spent way too much time on this specific issue.. You know the whole 10% take 90% of your time... ~Ninja Edit: Tried the duration but it appears that the in sequence isn't working right: PARAMETER { name = Orbit type = VesselParameterGroup define = Orbiter title = Orbit @targetBody completeInSequence = true duration = 60m PARAMETER { name = NewVessel type = NewVessel } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { name = Orbit type = Orbit minPeA = @targetBody.AtmosphereAltitude() * 1.1 } } PARAMETER { name = Home type = VesselParameterGroup vessel = Orbiter title = Optionally orbit for 1d, or just return home. completeInSequence = true PARAMETER { name = Orbit type = Orbit minPeA = @targetBody.AtmosphereAltitude() * 1.1 } PARAMETER { name = Duration type = Duration duration = 1d optional = true notes = (Optional) A longer orbit (1 day) gives extra rewards. preWaitText = Orbiting for a additional day will provide us with some valuable data. waitingText = One more day should do. completionText = Excellent, this will be very helpful. rewardFunds = 6250 / @targetBody.Multiplier() rewardScience = 2 / @targetBody.Multiplier() } PARAMETER { name = ReturnHome type = ReturnHome } } The first VesselParameterGroup is supposed to be completed before the second one can be started.
  9. Ok, I'll try it. Thanks! New issue though. I'm trying to do some tests so I can do a initial release. Had stuff working pretty good until I added this DATA node into the CONTRACT_GROUP. I don't know why but it seems to be causing some of my contracts to not appear in mission control. CONTRACT_GROUP { name = RefinedProgression minVersion = 1.6.6 CONTRACT_GROUP { name = CloseExplorer maxSimultaneous = 3 } CONTRACT_GROUP { name = FarExplorer } CONTRACT_GROUP { name = Routinely maxSimultaneous = 2 } DATA { type = List<CelestialBody> orbitedmoons = HomeWorld().Parent() == Sun ? HomeWorld().Children() : HomeWorld().Parent().Children().Where(cb => cb.IsHomeWorld() == false) orbitedmoonslist = @orbitedmoons.Where(cb => cb.HaveOrbited()) } } I'm really confused as to what is happening. Anything under a child CONTRACT_GROUP doesn't show up at all whether it references this DATA node or not. I used the dev DLL you provided a few posts before.
  10. Ok, so I'm a bit confused with the duration parameter. Or maybe I'm using it wrong? PARAMETER { name = Home type = VesselParameterGroup vessel = HighOrbiter title = Optionally orbit for 2d, or just return home. completeInSequence = true PARAMETER { name = Orbit type = Orbit situation = ORBITING optional = true minAltitude = @targetBody.SpaceAltitudeThreshold() PARAMETER { name = Duration type = Duration duration = 2d notes = (Optional) A longer orbit (2 day) gives extra rewards. preWaitText = Orbiting for a additional two days will provide us with some valuable data. waitingText = One more day should do. completionText = Excellent, this will be very helpful. rewardFunds = 5000 / @targetBody.Multiplier() rewardScience = 2 / @targetBody.Multiplier() } } PARAMETER { name = ReturnHome type = ReturnHome } } Ideally this gives you a optional objective to orbit for 2d. However, the duration never counts down and I never see the duration text. So I thought I'd try putting the orbit as a parameter under the duration but then the duration just starts counting down right away.
  11. Duh, I totally forgot about that. I for one am really looking forward to that as I can't help but think it'll be better (as in faster, more options etc..). But yeah any mod with GUI elements is probably going to take a bit...
  12. You might want to create a github account/repository. Helps when you accidentally break something and need to revert..
  13. Just saw this. It would explain the issue I was having earlier. I'll have to try the dev dll.
  14. Your contractType = requirement doesn't have a value. Try fixing that.
  15. Well at the very least all the mods will need to be recompiled against the new version and it can take time for mods to do so as they like to make sure it doesn't introduce other issues. Also any mod that has wheels will certainly be broke. Beyond that it is really tough to tell, but this will be a very significant backend change so I'm guessing it will be a bit more work than usual to get everything working.
  16. Thanks. I created a account and PMed Ted. I'll make the report when my account is accepted.
  17. Did some more testing last night and I'm still not seeing why you get less charge if you have a alternator enabled engine. The really annoying thing is that it isn't just a set amount like 0.5EC/s, it appears to be a percentage. After the last image I posted I deployed two solar panels. Instead of getting 2.4EC/s like I expected I only got 1.2EC/s for a 50% decrease. In my main modded game I discovered that if I put a electrical lock on the engines (using the mod "ModActions") then I lose less charge. Instead of 50% it is only 20% or so. At least I'm able to continue my mission. Oh and I also completed deleted the game and redownloaded it with default everything and still had this happen. Is it a bug? Or some apparently undocumented thing?
  18. Yeah I run into that all the time. Though sometimes I get screwed up terrain even if I didn't warp.
  19. I definitely didn't think KCT had anything to do with it. I just mentioned it because since I have it I do more warping than most people.
  20. Never seen it while focused. I'm not sure if it happened while warping at the tracking station, or while piloting other ships. If I could hazard a guess I would say both, though I normally notice it from the tracking station.. I do have Kerbal Construction Time so I tend to do a lot of warping.
  21. Shoot I don't remember. I figured the station would eject so I didn't pay much attention to it. I want to say it was a pretty low orbit. 30-70km pretty close to the equator. The manned pod that ejected two days ago was in a 20 degree inclined orbit at about 30-40km high. I could try to reproduce it tonight if wanted.
  22. Yeah this. You unlock a lot of parts in every node and can unlock the entire tree with just Kerbin, Mun, Minmus. And that isn't counting science from contracts. I'm fine with all the science, but a bigger tree would be really cool. Maybe new nodes with really good parts, like the Lightbulb from Atomic Age.
  23. I have a lot of mods, but only NH uses Kopernicus. I actually just had it happen again yesterday. I sent up a unmanned space station for a contract. Continue playing the game and go to the tracking station only to discover that the station no longer exists. It didn't just escape orbit, it must have hit a planet or something. Maybe there is something special with my install or something as I can't keep anything around the Mun...
  24. Can't fault your logic. Some logical way to get science in Kerbin's orbit would make sense. I mean it is supposed to be a game about rockets and space..
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