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Everything posted by Nori
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Hmm, ok thats what I thought you'd have to do. Aww, you can't just snap your fingers and put in a FOR/EACH loop?- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
So working on some new ideas and it got me to wondering if there is a way to say complete a task for all of these bodies. For example. Lets say we take the code you posted for me last page: DATA { type = List<CelestialBody> validBodies = OrbitedBodies() } Ok, so I got a list of bodies that have been Orbited. From the list documentation I know that you can take, first, last, 1,2,3 etc... of that list. But is there a way to take everything and have a task to complete? For instance, something like this would grab Mun and Minmus and require you to hit 10km on each. DATA { type = List<CelestialBody> validBodies = HomeWorld().Children() } PARAMETER { name = ReachState type = ReachState targetBody = validBodies maxAltitude = 10000 }- 5,202 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Nori replied to Ven's topic in KSP1 Mod Development
Ven has made that incredibly simple. Just download and install the pack, then delete the Part Bin folder. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Nori replied to Ven's topic in KSP1 Mod Development
Had the same issue. You will notice that several other tanks added by Ven have the same issue. I'm guessing you have CryoEngines installed? Basically, it would appear that the order of patches is applied in a way that breaks it. I was able to fix it pretty easily by adding :FIRST to Ven's ExtraTanks.cfg file like so: +PART[miniFuelTank]:FIRST Here is my full file for reference. I'm not sure if it is the latest version so YMMV. +PART[miniFuelTank]:FIRST { // --- general parameters --- @name = OscarDtank @author = Ven // point part to new model !mesh = DELETE !MODEL {} %scale = 1 %rescaleFactor = 1 MODEL { model = VenStockRevamp/Squad/Parts/SmallParts/fuelTankOscarD } @node_stack_top = 0.0, 0.5254194, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -0.5254194, 0.0, 0.0, -1.0, 0.0, 0 @cost *= 3 @title = Oscar-D Fuel Tank @description = The Oscar-D Fuel Tank from Probodobodyne is a medium-sized fuel container for small space probes, or a backup tank for other small spacecraft. // --- standard part parameters --- @mass *= 3 @RESOURCE[LiquidFuel] { @amount *= 3 @maxAmount *= 3 } @RESOURCE[Oxidizer] { @amount *= 3 @maxAmount *= 3 } } +PART[miniFuelTank]:FIRST { // --- general parameters --- @name = OscarEtank @author = Ven // point part to new model !mesh = DELETE !MODEL {} %scale = 1 %rescaleFactor = 1 MODEL { model = VenStockRevamp/Squad/Parts/SmallParts/fuelTankOscarE } @node_stack_top = 0.0, 1.023839, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -1.023839, 0.0, 0.0, -1.0, 0.0, 0 @cost *= 6 @title = Oscar-E Fuel Tank @description = The Oscar-E Fuel Tank from Probodobodyne is the largest fuel container available for small space probes, or a backup tank for other small spacecraft. // --- standard part parameters --- @mass *= 6 @RESOURCE[LiquidFuel] { @amount *= 6 @maxAmount *= 6 } @RESOURCE[Oxidizer] { @amount *= 6 @maxAmount *= 6 } } +PART[miniFuelTank]:FIRST { @name = RadialLF @author = Ven !mesh = DELETE !MODEL {} %scale = 1 %rescaleFactor = 1 MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/LFTankRadial } @TechRequired = fuelSystems @attachRules = 0,1,0,1,1 @node_attach = 0.0, 0.0, 0.22, 0.0, 0.0, -1.0 @cost = 425 @title = Stratus-VI Roundified Liquid Fuel Tank @description = A Repourposed Stratus-V tank, the Stratus-VI now stores LF instead of Monopropellant. @mass = 0.05 @RESOURCE[LiquidFuel] { @amount = 28.8 @maxAmount = 28.8 } !RESOURCE[Oxidizer] {} } +PART[miniFuelTank]:FIRST { @name = RadialLFO @author = Ven !mesh = DELETE !MODEL {} %scale = 1 %rescaleFactor = 1 MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/LFOTankRadial } @TechRequired = fuelSystems @attachRules = 0,1,0,1,1 @node_attach = 0.0, 0.0, 0.22, 0.0, 0.0, -1.0 @cost = 425 @title = Stratus-VI Roundified LFO Tank @description = A Repourposed Stratus-V tank, the Stratus-VI now stores Liquid Fuel and Liquid Oxidizer instead of Monopropellant. @mass = 0.045 @RESOURCE[LiquidFuel] { @amount = 12 @maxAmount = 12 } @RESOURCE[Oxidizer] { @amount = 14.66 @maxAmount = 14.66 } } +PART[miniFuelTank]:FIRST { @name = RadialLFLong @author = Ven !mesh = DELETE !MODEL {} %scale = 1 %rescaleFactor = 1 MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/LFtankRadialLong } @TechRequired = advFuelSystems @attachRules = 0,1,0,1,1 @node_attach = 0.0, 0.0, -0.3125, 0.0, 0.0, -1.0 @cost = 425 @title = Stratus-VI Cylindrified LF Tank @description = A Repourposed Stratus-V tank, the Stratus-VI now stores Liquid Fuel instead of Monopropellant. @mass = 0.14 @RESOURCE[LiquidFuel] { @name = LiquidFuel @amount = 84 @maxAmount = 84 } !RESOURCE[Oxidizer] {} } +PART[miniFuelTank]:FIRST { @name = RadialLFOLong @author = Ven !mesh = DELETE !MODEL {} %scale = 1 %rescaleFactor = 1 MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/LFOtankRadialLong } @TechRequired = advFuelSystems @attachRules = 0,1,0,1,1 @node_attach = 0.0, 0.0, -0.3125, 0.0, 0.0, -1.0 @cost = 425 @title = Stratus-VI Cylindrified LFO Tank @description = A Repourposed Stratus-V tank, the Stratus-VI now stores Liquid Fuel and Liquid Oxidizer instead of Monopropellant. @mass = 0.14 @RESOURCE[LiquidFuel] { @amount = 36 @maxAmount = 36 } @RESOURCE[Oxidizer] { amount = 43.3332 maxAmount = 43.3332 } } +PART[radialRCSTank]:FIRST { @name = RadialMonoMini @author = Ven !mesh = DELETE !MODEL {} %scale = 1 %rescaleFactor = 1 MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/RCSTankRadialMicro } @TechRequired = specializedControl @attachRules = 0,1,0,1,1 @node_attach = 0.0, 0.0, 0.22, 0.0, 0.0, -1.0 @cost = 125 @title = Stratus-I Roundified Monopropellant Tank @description = Using advanced miniaturization technology, We've managed to make the Stratus tanks that you know and love even smaller. @mass = 0.04 @RESOURCE[MonoPropellant] { @amount = 9 @maxAmount = 9 } } +PART[miniFuelTank]:FIRST { @name = fuelTank1-5 @author = Ven !mesh = DELETE !MODEL {} %scale = 1 %rescaleFactor = 1 MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/X200-48 } @node_stack_top = 0.0, 2.749941, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -2.749941, 0.0, 0.0, -1.0, 0.0, 2 @node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 2 @TechRequired = fuelSystems @attachRules = 1,1,1,1,0 @cost = 9600 @title = Rockomax X200-48 Fuel Tank @mass = 3 @RESOURCE[LiquidFuel] { @amount = 2160 @maxAmount = 2160 } @RESOURCE[Oxidizer] { @amount = 2640 @maxAmount = 2640 } } -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Ah, that will work well. Thanks!- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Ok I'll try that. If it isn't too much work I would love to have a simple cooldown option.- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Is there a way to have a cooldown on a repeatable contract? I'm seeing the cooldown as a requirement, but not something to apply to a contract on say completion.- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Ok, just did a dozen clear all active contracts and finally got it to consistently show two. That be some seriously crazy RNG...- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Hmm, currently with the DATA node that I put in my previous post, I don't see a way to view those values. Can/should I change the type to be List<CelestialBody>? Yeah uniqueValue wouldn't help me as the body is no longer eligible after you HaveReached(). activeUniqueValue seems spot on, but unless I'm doing something wrong, or getting some really insanely unlucky RNG, it most certainly isn't offering both of the eligible bodies at the same time. So yeah before it was offering the same contract twice for the same body, now it will only show one contract for one body.- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Small (maybe?) feature request. In the ALT+F10 menu would it be possible to allow seeing a list of the planets eligible for a contract? Either being able to go to the balance tab and clicking the planet to cycle through, or some other way. Ninja Edit - Soooo, activeUniqueValue on a DATA node. Does that just apply to that DATA node on that contract? So it wouldn't restrict a separate contract type? Ok, so I applied activeUniqueValue to this DATA node: DATA { type = CelestialBody activeUniqueValue = true validTarget = @homeIsPlanet ? HomeWorld().Children().Where(cb => cb.HaveReached() == false).Random() : HomeWorld().Parent().Children().Where(cb => cb.HaveReached() == false && cb.IsHomeWorld() == false).Random() } But it would appear that it isn't allowing the two simultaneous max that I have. Basically I want it to be able to offer up to two contracts, but they have to be different bodies. Should I just be using UniqueValue instead?- 5,202 replies
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Nori replied to KillAshley's topic in KSP1 Mod Releases
It just makes it more exciting and dynamic. As I mentioned in a post earlier in this thread I did a mission to land on Serran. Given basic information about it I knew I could use parachutes to land. I put on 3 RealChute parachutes to be safe. I also figured that I would need less DeltaV than getting off Kerbin, but that it would still be significant. So I built a ship, sent it off, had a rather harrowing landing experience... Lets just say that landing with parachutes is, um, interesting. Anyway, got my science and took off, watched the DeltaV count down as I hit orbit. It didn't look good... Got a nice transfer window and discovered I didn't have enough fuel to escape Serran's SOI. Welp... Can't leave em here, so I built a rescue ship. 30 days later I managed to get everyone home safe and sound. Was a really fun mission and it may have been a lot less harrowing if I had a map. So I for one am glad I didn't. @Randazzo - I noticed something like that too. I've had two probes randomly decide to leave their stable Mun orbits. It might be a bug. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Nori replied to KillAshley's topic in KSP1 Mod Releases
Doing a fun little mission orbit the Sun and then pop back. Just wanted all the easyish to get science. Holy cow did I get a lot (relatively speaking). Something like 600, which is funny because the mission is easy compared to the manned landing/return from Serran (which netted about 280 science). Also, Bill is now a 3 star... Me thinks I'm gonna have to make a huge ship just to send all my kerbals into Kerbol orbit so that they get to level 3. In other news, I miscalculated the delta-v needed for getting off of Serran and Jeb had to go rescue them in a epic Rendezvous (before they ran outta supplies). Was fun and the first Rendezvous/docking that I've done in this save. Oh and did I mention that the return transfer got seriously botched (I'm looking at you flight computer, or maybe Jeb) and they ended up hitting Kerbin atmo at 3700m/s with a Periapsis of 39k... Yeah, that was insanely scary. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Nori replied to ObiVanDamme's topic in KSP1 Mod Releases
New KIS update. Install or wait for a Workshop update (no rush)? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Thanks for the release (Particularly the parsing issue fix!). I should maybe probably be thinking about releasing what I got so far this weekend. Up to 16 contracts, though that is misleading as 7 of those are very wide contracts that can apply to a lot of different stuff. Having loads of fun with all of your extra little functions like random number of crew members, making everything planet size/pack agnostic, having scaling rewards, optional parameters, awarding experience...- 5,202 replies
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Wow, that's strange. Come to think of it I don't recall having ever had a name with a space. Spaces can cause issues, but still very odd. Glad to hear it's working. The mod is quite excellent.
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Whether or not it was the issue in your previous gamedata folder is irrelevant for this. The mod will not work without MM as per this file: @PART[*]:HAS[@MODULE[ModuleEngine*]]:FOR[ThrottleControlledAvionics] { MODULE { name = TCAEngineInfo } } So add MM to this install, put in toolbar and try that out. Then you can try figuring out why it isn't working in the other game. ~edit: @goldenpsp's folder is a excellent example of what it would look like. Your test install picture didn't have toolbar or MM and this couldn't possibly work. Your other install could be completely unrelated in the reasons it doesn't work so a screenshot of that gamedata would help.
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You don't have module manager. Most mods don't work without it.
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Known bug in kopernicus. Basically the contracts are looking for something that ends up being under the surface causing a crash. It is detailed here: https://github.com/BryceSchroeder/Kopernicus/issues/48 I believe this is the fix. Change the following lines in GameData\Squad\Contracts\Contracts.cfg TrivialHomeNearbyRange = 200000 SignificantHomeNearbyRange = 400000 ExceptionalHomeNearbyRange = 600000 I increased the values by 100 times. You could probably write a MM file to do the same thing.
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Been playing New Horizon planet pack and noticed a weird issue. Sim costs for orbit are crazy. Simming a command pod costs about 100 funds, but if you sim it to orbit for a mere 15m it costs 200k. This is for around Kerbin. I'm guessing it has something to do with the fact that NH moved Kerbin to be around Sonnah.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
This might work. I changed the behavior to add 5 each time the contract is completed. It allows 2 to be completed with would add up to 10. From what I can tell it has to equal 10 exactly. So it'd be best to have it be either 2 or 4 completions for simplicity. Also added the new vessel parameter. //---Manned Orbit---\\ CONTRACT_TYPE { name = MannedOrbit title = Manned Orbit and safe return! description = While reaching orbit with a probe was quite an accomplishment, sending a kerbal up there will be great inspiration for kerbalkind and thus an important milestone for our space program. synopsis = We want you to launch a kerbal into an orbit around Kerbin and then return him safely. completedMessage = You have successfully completed the first manned orbital mission around Kerbin. agent = Space Exploration & Technology Initiative minExpiry = 852.0 maxExpiry = 852.0 cancellable = true declinable = true prestige = Significant targetBody = Kerbin maxCompletions = 2 maxSimultaneous = 1 rewardScience = 18.0 rewardReputation = 80.0 rewardFunds = 72000.0 failureFunds = 24000.0 advanceFunds = 24000.0 PARAMETER { name = OrbitKerbin type = VesselParameterGroup PARAMETER { name = NewVessel type = NewVessel } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { name = ReachState type = ReachState situation = ORBITING disableOnStateChange = true } PARAMETER { name = ReturnHome type = ReturnHome } } BEHAVIOUR { name = Progression type = Expression CONTRACT_COMPLETED_SUCCESS { setiMannedOrbit + 5 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Progression type = Expression expression = setiMannedAltitude18km == 10 } REQUIREMENT { name = Progression type = Expression expression = setiOrbitRecovery == 10 } } }- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Hmm, I'm thinking install issues are at fault. I use or have used both of those mods and I do not see any loading failures. Try deleting the ContractPacks and Contract Configurator folders and redownloading/installing.- 5,202 replies
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I see, no that was what I was doing. So after much experimenting and searching I ran across this: http://imgur.com/a/ttW9p#0 Using that method I've been able to get encounters fairly easy now. I also discovered that the Kerbal Alarm Clock transfer alarm seems to give me a good ballpark making the TWP uneeded.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Put in the red text in that group. Three orbits meaning orbit around the planet 3 times? You could easily extend the duration. If you instead mean you need to complete that contract 3 times then it can be done, but is more complicated. Likewise your 3rd request is possible using behaviors so check that section out on the docs.- 5,202 replies
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A few things.. What mod is this, does it support 1.0.4 and why aren't you posting in that mod's thread?