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zcaalock

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Everything posted by zcaalock

  1. i am very disappointment with this expansion, it looks like it`s cover up on forcing new eula. Few new parts and mission builder that is nice looking variation of contract configurator. I was hoping for the integration with career mode, and community making different campaigns. I turned the game off after i could not go back to edit my rocket after failing second part of first mission and had to start over from begining. Is there any way to make a mod that would integrate mission builder to career mode?
  2. so you must join him, Obi-Wan, and together you will destroy the boring random contracts and rule the kerbal galaxy
  3. You could add mission to fly to old KSC on island, land there and go back
  4. where can i get coordinates for specific spot on kerbin? like here latitude = -1.52355959368376 longitude = 288.088922825961 altitude = 59.5576236947672
  5. I want to make contract to fly from KSC to old KSC on island, how to make specific waypoint not random?
  6. thanks for help. BTW is anyone working on some kind of campagin or custom chain contracts?
  7. i posted in wrong thread before.. how to make prelaunch to hold result? After launch parameter is going back to x PARAMETER { name = ReachState type = ReachState situation = PRELAUNCH } and after launch: from where "destination" is comming from? here is whole code: CONTRACT_TYPE:NEEDS[SCANsat] { name = ScanMun // Contract text title = Karbonite Scan Mun description = We need answers! And snacks!!! You are required to create an Altimetry scan of Mun's surface.\n This will greatly enhance our knowledge about our moons, snacks and everything. synopsis = Reach a fitting orbit and scan Mun's surface. completedMessage = HQ will be statisfied! // Controls for whether a contract can be declined or cancelled, default is true for both cancellable = true declinable = true // Target Celestial body - controls where the contract must be completed, has some automated // effects on numeric parameters (increasing science, etc.) targetBody = Mun // Contract rewards rewardScience = 25.0 rewardReputation = 40.0 rewardFunds = 20000.0 // Can only be done once maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation1 type = PartValidation part = KA_DetectionArray_01 minCount = 1 } PARAMETER { name = ReachState type = ReachState situation = PRELAUNCH } } PARAMETER { name = ReachSpecificOrbit type = ReachSpecificOrbit // The index (0-based) in the OrbitGenerator behaviour of the orbit we // wish to reference. // Default = 0 index = 0 // The deviation window for how close we must match the given orbit. // wish to reference. Higher values give more room for error. Note: More // testing is required to better document the realistic range of values. // Default = 3.0 deviationWindow = 5.0 } BEHAVIOUR { name = OrbitGenerator type = OrbitGenerator // Use this to generate an orbit with specific parameters FIXED_ORBIT { // Body for the orbit - defaulted from the contract if not supplied targetBody = Mun // Actual orbit details. Note that REF represents the reference // body - but will be overriden by the targetBody. ORBIT { SMA = 500001.234556523 ECC = 1.07570816555399E-05 INC = 82 LPE = 270.690311604893 LAN = 1.93635924563296 MNA = 1.55872660382504 EPH = 31.3999999999994 REF = 1 } } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage // More than 90% coverage coverage = 90.0 // See https://github.com/jrossignol/ContractConfigurator/wiki/Parameters#scansatcoverage to get the full list of SanTypes scanType = Karbonite } PARAMETER { name = Duration type = Duration // The duration the timer is set to. Can specify values in years (y), // days (d), hours (h), minutes (m), seconds (s) or any combination of // those. duration = 30m 10s // The preWaitText overrides the text that is displayed when waiting // for the other parameters to complete. // Default = Waiting time required preWaitText = Hold the satellite in position for 30m 10s to scan the surface. // The waitingText overrides the text that is displayed when waiting // for the timer to expire. // Default = Time to completion waitingText = Scanning surface // The completionText is displayed when the timer completes. // Default = Wait time over completionText = Scane done } REQUIREMENT { name = TechResearched type = TechResearched // The technology that needs to have been researched. Take special note that // this does not get validated - if you make a typo, the requirement will // always return false. tech = fuelSystems } }
  8. Is there any way to turn off stock contracts and keep those from yours and others mods? I hate those stock random missions
  9. 1. is there any fuction to enable "ghost orbit" which shows what orbit is in contract? 2. is there fuction to check if specific mission was done before? i want to make chain constarcts.
  10. are you going to implement any ingame ui for making custom contracts ingame?
  11. I`ve installed mod and right-mouse-click is not working in flight, no menu show up. I`m running 32bit verion. I`ve relinstalled whole game and it didn`t help, only unistalling mod brings right-click-menu to the game. Any idea what is the problem?
  12. Can you make chain contracts where contract is based od previous contract? F.e. send vessel named "core" to specific orbit, second mission: send vessel named "living space" and dock to "core". And few more missions like this.
  13. Mission controller is still random missions, i wanted to set goal, for example mun base and have bunch of missions which will lead to this goal
  14. I don`t like chaos in contracts and doing missions without any specific goal. My idea is to split contacts into branches and set specific goals which will be continued through the next mission. For example branches could start like this: ------------------------------------------------- - beating records for flying and landing in specific location -------------------- a) specific location flights - transporting things around kerbin 1. kerbin surface- --------------------- science on kerbin - -------------------------------------- - medium orbit (gps style) ----------------- a) satellite system - high orbit (remote tech style) 2. kerbin orbit- ---------------- space station - station core ----------------------------------- - science lab (docking) ----------------------------------- - living space, (docking) etc. ----------------- a)mun satellite system 3. mun-------- b)mun orbital base --------------------------------------- mun science --------------- c)mun surface base- mun exploration ---------------------------------------- mun resources 4. deep space. ------------------ a)parts testing 5. side quests - b)placing flags 6. historical missions 7. other story missions 8. Apply for funds for your own mission, set goals, collect moneys Any one have seen mod like this or is this even possible with mods?
  15. So i did perfect orbit match and game still won`t set this objective as complete and only this one, rest are green. Apo is 556km and peri is 360km, do i have to be perfect to 1 meter? is this a bug or just game is impossible hard?
  16. it`s not working for me, new part is not showing up even after restarting game
  17. Looking for an update, cannot play without this mod
  18. how to set 90 degree hinge in VAB? Only option is full open or full closed
  19. How to make air brakes on wing? Small controll surface part set on center of wing is working as regular one when i use pitch and yaw, but on saved planes (from aerodinamics mod) is working only on after pressing brake.
  20. how to make controller less sensitive? Even when setting sensitive in .cfg file to 1 is way too much
  21. make new group and move one of rotators to it, just click "\/" icon
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