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KSP2 Release Notes
Everything posted by malkuth
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
malkuth replied to DMagic's topic in KSP1 Mod Releases
Sometimes that happens if something has changed in an existing contract, like a new parameter added, or a New save node. If you have an existing contract that's not finished when you load a new update to mod, the existing contract is going to look for the new save node, since it does not exist it fails. Kerbal Space Program at that time just seems to wipe everything clean most likely to save your persistent file from issues. The same thing applies to archived contracts. For whatever reason archived contracts still check all the nodes to load the information it needs. If its not there, then again, wiped out. -
You can undock the timer actually goes when you hit orbit with your craft, and the time is attached to that craft. As long as you don't deorbit it you should be all set. In 1.09 I rewrote this part of code and the timer does not start until you dock with station and its attached to station at that point.
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Sorry for my terrible spelling in last post. Typing on phone at work during break is not easy. Anyway I updated the front page with some tips about how to complete contracts without issues. And I will see if I can come up with a way around the civilian one next week if I have time. All the contracts are completely doable in this new version, so as long as few rules are followed should not have issues.
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Only way you can get a fail message is if you crash. Fail messages for everything else does not happen, because I have no code to check for it. From my test a crash can be as little as hitting the ground a little to hard and having parts on your vessel get destroyed. If its not working the way you intend it too, then you can turn off the Craft must survive in settings. Not sure what message your getting but if you don't have enough seats open for the civilians then the objective for civilians will be unchecked green. Once you open seats again it will go back to complete. It works just like fineprint now. If you go to another vessel all your green checks will be unchecked until you go back to the normal vessel. This is to stop the objectives and contracts from being completed by other vessels that is not intended to be. Not much more I can do about this issue, the contract system is not very well done when it comes to multiple vessels. Also if your having this many issues I need to see an output_log.txt file. Other then that I'm just guessing at what the problem might be. Edit I think I know what is going on. Lets forget all the top stuff for a second and take an educated guess. You launched your vessel. Got it into orbit and the timer went off. Hopefully you got you eccentricity set, and your objective height (you said eccentricity did not work) then maybe possibly your height fell below or what not at any rate you objectives are not longer met but the you have green checks for everything (which is normal). You switched vessels... All your green checks went goodbye. You went back to your civilian vessel and the green checks did not come back. They might not have come back because when they rechecked your vessel it was not passing the checks because you no longer were at correct height, or what not (yes it will check again if you switch vessels) this usually is not a big deal to switch vessels because if you other vessel is set up right when it comes back the green checks will come right back. If the vessel is not then they won't. Now the civilian object has you land, if you start your landing process and you no longer have the objectives set for Height or Eccentricity then your going to be in trouble when you switch vessels during this stage. Any time you switch vessels the objectives get cleared. Don't switch vessels during a landing attempt for civilian contracts. Its a problem, but not as much as a problem as objectives and contracts being completed by other vessels. I highly suggest only doing 1 Mission Controller contract at a time, and using 1 vessel. They are short enough that this should not be an issue. So for hindsight. 1. Your safe to change vessels as long as your Objectives are still being met by the original vessel when you come back. 2. This is not really an issue for most contracts, unless you have a landing objective. If you try to switch vessel while you landing, when you come back your original vessel will not meet the first set of objectives anymore and the checks won't come back. 3. Don't switch vessels while trying to land. 4. Keep your vessel objectives MET at all TIMES, until you start landing. 5. Don't switch vessels while trying to LAND! We all have a choice I can disable the switching of vessels causing the Green checks to go away for civilian contracts and you WILL GET ISSUES WITH other VESSELS completing your contracts. Or keep it this way and follow my advice.
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Have you tried to make it a little more. Sometimes the values can be different from mod to mod. matters how they round the math. I did one of those contracts right before release and all seemed fine at the time. But I use Engineer. I just have to be sure though, but make sure your not counting the eccentricity when you take off. You have to get into orbit first then the goal for eccentricity can be accomplished. This stops the fact that when you take off your basically at about .91 eccentricity and it gradually raises until you hit orbit then resets and goes the other way.
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Version 1.09.2 Finally Released! Many Huge Changes in this version. Please read carefully! And understand. If you install this version and had a previous version of Mission Controller in your game, your Saved contracts in your Mission Controller Archives are going to be wiped.. Almost guaranteed. If this is an issue I suggest not installing MC or waiting for a new game. This will not hurt your game. You just won't be able to see your old contracts you did anymore. On the bright side it sure does clear up your Persistent file when this happens. 1. First new contracts Added. A. New Repair Contract. ISS type contract that has you EVA from one of your random Space Stations and conduct repairs. The contract infomation as a bonus is actual ISS missions conducted in the last few years and generates a random reason for the EVA Fix to the Repair Panel. (Repair Panel Required on Stations for contracts to show). B. New Civilian Contract. Bring civlians to either the Mun or Minmus for an expedition. Time based contract. C. New Civilian Contract Random selection from you list of space stations to bring civilians on an expedition to your stations. Time Based contract. 2. The old repair contract has been completely redone. You no longer need to dock with the satellites and can do the whole repair from outside the satellite. (on older vessels launched before 1.09.2 you will have to still do the CheckSystems while in control of satellite) 3. Repair Parts has been removed and I am now using Community Resource Pack SpareParts. The same parts used in colonization and dangIt! All values updated to use new resource. 4. CIT Kert is now included with Mission Controller. This mod gives you the ability to transfer Resources while on EVA and is about the only way to do Repair Contracts. Highly suggest using KAS. Repair Can and Repair panel both have Module Grab added to them. 5. Huge rewrite of all contracts and how parameters work. I have totally bitten the bullet and decided to take a look at how some of the other contract mods fix the issue with contract goals being completed by the incorrect vessel. The short answer is that their really IS NONE! But decided to use the method that FinePrint uses to at least reduce this issue! So hopefully it helps. Won't fix it completely. 6. After playing around with fineprint method I decided to add another check. FinePrint uses this to some extent but I expanded it to Mission Controller Needs. All parameters (or goals in contracts) now require a Brand new Vessel that is launched after you accept a contract. This method itself solves about 75% of the issues with number 5. Only goals that are not contract types these don't effect is Repair Contracts and a few Time Parameters. Other than that pretty much if you don't make a new vessel for every single contract then it won't work! Just a warning!! 7. Massive overhaul of how Contract Save info is loaded. Before I just used the Kerbal Space Program Node Method. This method works but is not very pratical for saving any contracts that might have load errors, and causing strange lock up issues. My new method (not really new both FinePrint and Dmagic use similar controls) pretty much will reduce I think about 75% of the load errors that could happen but most likely won't. A. For instance if I add a new parameter to a contract in a later version, this should help your end from doing silly things like clearing out your Archives! Only way Archive wipe will happen now is if the whole contract is GONE! 8. Oh While EVA your kerbal can now hold on his own 1 Spare Part.. Goes with repair contracts and how you can transfer Spare Parts from its container to Repair Panel. 9. Fixed a massive amount of small bugs to many to list. Most likely added more in the process. 10. Before I was using the default Kerbal Space Program Landing Parameter to do landing goals. This parameter is not very good so I wrote a new one. Which gives me much more control over when its fired. So should pretty much completely get rid of the goal being fired while launching. 11. Many more things I just can't remember. Good luck and have fun! You can download the new versions from the front page. I will be working on new instructions for the contracts soon.. But for now I'm taking a break unless someone finds a massive make me cry bug!
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let's see you can only play historical contracts yes. You just have to turn off the other contracts in settings. When final official 1.09 is released repair contracts will work with old crafts. But catch, the new repair contracts don't require you to Dock with satellites and can be done in Eva only. But with older ships launched before 1.09 you have to take control of the satellite and do the checkSystems stage while in control. You then can go back to Eva and finish off the rest of contract. If you have Kerbal Attachment system installed you can just take the repair panel off and place it again and should update the module. A new repair contract is also available repair station which requires you to do Eva on one of your space stations and fix some issues. I even pulled some of the contract histories from actual iss Eva repairs. All random descriptions think 7 in all to make the contract just a little more interesting. Same with repair satellites about 7 new histories or descriptions about what's wrong.
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Sure easy enough to do for the resources I will add an option soon to add more types. As for the station. Have not really been too concerned about adding more station contracts since FinePrint has this pretty well covered and is going to be stock next version anyway. Or are you thinking along the lines of more historical type contracts like soviets space station and the ISS?
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One of those things where some people want science in contracts and others only want science to come from using actual Science parts. Its a choice thing. The biggest issue is of course the new strategies that makes science parts useless. Not sure this fixes it since its a direct conversion of funds to science that is the issue. Dmagic does this kill all science or just the science offered in parameter? What about the ones for contract completion only?
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One of the Last Pre Releases Before Final 1.09 Is out. Ok I'm almost to the finish line with Version 1.09 Final. Basically have a few more code changes and a whole lot of testing to do. But I decided to release my test version out to you guys if you want to help test. If your not ok with testing or possible bugs then PLEASE STICK with 1.08 for now. Get The Prerelease 1.09.06 At Github Anyway the readme is located on my GitHub page. Remember I always release ONLY pre Releases on Github! The official versions are posted on the 1st page of this thread. Thanks guys. Little preview of changes in 1.9 (also now in preview version) 1. Changed way contracts work when changing vessels. Should help with other vessels accidently doing contracts you don't want. (borrowed from finePrint) 2. Also added a new check for Vessel Launch time. If vessel launch time is older then Contract Acceptance Time you can't use that vessel for that contract. Whats this actually mean? Well basically you have to build a new vessel for Most contracts now. 3. New Civilian Contract Expedition to Mun, Minmus (and soon Duna). 4. New Civilian Contract Expedition to One of your space stations for a short Stay. 5. New Repair Contract. EVA and Repair one of your stations that has a malfuction. You need to place a Repair Panel for this to work. 6. Smaller Repair Panel available for those smaller satellites. 7. Redid the way contracts are loaded, to help with Error loading. Since the default KSP Node loading is horrible. Sorry.... just saying. 8. Working on timed parameters. And ways around a few problems. Still some issues to work out but they are getting better. 9. You don't have to use KAS anymore to use SpareParts. I have aloud SpareParts using KERT (included) to be transferred to EVA Kerbal now. Only 1 part though. 10. Oh Revert was changed a little bit by the user named RealGrep. He added the ability in settings to change the price it cost to use revert button. (still disabled as default). Thats about it for now. I forgot to add KAS fuctionality to the Repair Panel for you can pull it on and off. I will add it later. But if you want to do it now just add this to the config file. MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true addPartMass = true storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } If I find any major bugs that are unbarable for 1.09.06 I will send the fixes to github. If you find anything please report on my Github Issues Page. Helps me separate Official Issues with PreReleases.
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As far as I know only contracts that we have that are the same is the Satellite contracts, but they are different still. Fineprint has ins own waypoint system that shows you what you need to do. Mission Controller you need to use the ToolTips or MechJeb or Engineer to get the readings you need to know what orbits you need to be at. For instance but not limited too. Orbital Period Inclination Eccentricity ApA and PeA They also might work well together. For instance FinePrint has you build stations and bases. MC doesn't have these, but does have custom contracts that allow you to send Supplies to those stations and Personnel on ISS type Expeditions to those stations. And in the next version this has been increased with the Added Civilian contracts that give you random contracts to bring Civilians to those stations. MC also has Repair Contracts. Random contracts that are used to repair possible Satellites that are malfunctioning. Again this is expanded in next version to include station Repairs for ISS type Space Walks. (not out yet). MC has historical missions... List goes on. And of course Mission Controller you can turn off and on what you do and do not want to use.
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It jumped after you went into orbit, or was your vessel that was doing the contract in orbit yet before you jumped to a new vessel? The timer check starts when you enter orbit, so if that was the case then makes sense. No way to stop that I know of on how contracts work.. meaning that any vessel can do any contract. I have a few checks but sometimes they don't work. I might check out one more thing to see if it helps while in flight, but of course it won't help now. for now I suggest on timed contract not to leave the vessel until you are in orbit. Once in orbit the timer is actually applied to your vessel ID, and can't change after that. (this has a few issues too). But for now you can ALT F12 go to contracts and you should see all the current active contracts you have. For this one select COM (Means complete) and the contract will be finished and you will get paid.