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Everything posted by inigma
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Any idea if Universal Storage works with Kerbalism?
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To test, try a brand new KSP 1.1.3 install, Contract Configurator, and GAP. Let me know if it still fails to appear. To test, try a brand new KSP 1.1.3 install, Contract Configurator, and GAP. Let me know if it still fails to appear.
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Possible to have the presence of Kerbal Inventory System GhettoBlaster Boombox (and other KIS items) be calculated in Kerbalism as an entertainment possibility?
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are all requirements met? u must have air intake, air breathing engine (liquid fuel powered), and a wing control surface.
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Anyone else having issue with kerbalism not recognizing any okto probe spacecraft as a craft?
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Thank you, with exception to the Buffalo, those part mods are not as stock-alike as I'd prefer in order for me to recommend them in the OP, but certainly thanks for sharing about them in this thread! I also play lightly with part mods, only grabbing what I need absolutely when I have nothing else that can serve the function. But by all means recommend them!
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
inigma replied to pap1723's topic in KSP1 Mod Releases
requesting to add Aviation Lights to this tree if possible. -
- rescaled geiger counter part to half size ya i thought it was a wee big. my Kerbalism science plane: magnetron sticks out of the rear of the plane.
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Contract Pack: Giving Aircraft a Purpose (GAP) 1.2.8 inigmatus released this an hour ago Requires Contract Configurator 1.18.1 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases Requires Module Manager from https://github.com/sarbian/ModuleManager Total Career Contracts Available: 71 8/29/16 GAP 1.2.8 added 6 cargo bay test contracts under the KAB banner in preparation for GAP 1.3's cargo missions. Enjoy! Commented out G force code to work around critical KSP 1.1.3 bug where Kerbals on EVA spike 15+ G force on exit from craft, causing G force limit contracts (most air passenger contracts) to fail prematurely. fixed Tourism Plus and Strategia compatibility. GAP now shows up under Pilot Focus when Tourism Plus is also installed.
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Its another CC bug I raised. I dispose of my unwanted tourists via spawning them in command seat aircraft and uh sending them on their last ever skydive... although I could be more merciful and just terminate their craft from tracking and pretend they finally went home.
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I think I just figured it out... you can allow multiples. It's just MM logic that was throwing me off. This is the fix: @STRATEGY_LEVEL_EXPAND[PilotFocus]:NEEDS[Strategia]:AFTER[Strategia] { @EFFECT[CurrencyOperationByContract] { contractType = GAP } } Since you are already removing TourismContract, and I do as well, it creates two deletion requests... leading my patch to get deleted when Tourism Plus's patch loads. The fix above is actually working beautifully and Pilot Focus now applies to Tourism Plus and to GAP.
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I think GAP and Tourism are competing for Pilot Focus. I have this patch in GAP: //see https://github.com/jrossignol/ContractPack-Tourism/blob/master/GameData/ContractPacks/Tourism/Patches/Strategia.cfg @STRATEGY_LEVEL_EXPAND[PilotFocus]:NEEDS[Strategia] { @EFFECT[CurrencyOperationByContract] { !contractType = TourismContract !contractType = Tourism contractType = GAP } } but I think because Tourism's Strategia patch loads after GAP, that GAP is not able to override it, and thus Tourism is all that ever appears in Pilot Focus when both GAP and Tourism Plus are installed. Does Strategia allow multiple contractTypes to be listed? If not, do you have a suggestion on how to avoid this MM patch conflict and make Tourism Plus and GAP share their claim to Pilot Focus? I could add an AFTER switch @STRATEGY_LEVEL_EXPAND[PilotFocus]:NEEDS[Strategia]:AFTER[Strategia] { @EFFECT[CurrencyOperationByContract] { !contractType = TourismContract !contractType = Tourism contractType = GAP } } and this works. But as the developer of Tourism Plus, and Strategia (convenient!) I thought I'd ask for your input on how to resolve these two pack's claim on Pilot Focus in general. Is it possible to enhance Strategia to allow multiple parent contractTypes?
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You bet! It's how I play too!
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It looks like it's the g-force restriction. Limited to 5 Gs, but when going on EVA the limit is somehow breached even though I don't see the needle spike up more than 1 G. In the past this used to be a KSP bug when going on EVA would cause a force spike to above 20 Gs or more when a Kerbal goes on EVA. The fix would be to simply remove the G force check from the contract, but I'll see about reporting this to @nightingale to see if anything changed in CC recently with the maxAccelleration check or if we're really dealilng with the same KSP bug... again. Edit: I just tested. When leaving a command seat, the G force spike is above 15 Gs. Drat, drat, double drat. KSP!!! argh. I'll have to comment out the G force thing until KSP fixes it: PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = or exceeding 9 Gs at any time during the flight vessel = @/craft PARAMETER { name = ReachState type = ReachState maxAcceleration = 9.0 failWhenUnmet = true disableOnStateChange = false hideChildren = true hidden = true } disableOnStateChange = false hideChildren = true } Added https://github.com/inigmatus/GAP/issues/198 to track this.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
inigma replied to SpaceTiger's topic in KSP1 Mod Releases
I really like this mod. Pairs nicely with -
Contract Pack: Giving Aircraft a Purpose (GAP) 1.2.7 inigmatus released this 5 minutes ago Requires Contract Configurator 1.18.1 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases Requires Module Manager from https://github.com/sarbian/ModuleManager Total Career Contracts Available: 65 8/27/16 GAP 1.2.7 tested fully compatible with KSP 1.1.3, and Contract Configurator 1.18.1 requires CC 1.18.1 or higher which fixes contract generation with repeatable contracts, and to allow players to access contracts past Charter Flight 4. increased all contract payouts, most by as much as 2x as before to make them more worthwhile for the time players will spend in completing them. removed Command Seat as a requirement for Car and Bus contracts. Now any vehicle with wheels will work (assuming it can carry the required number of passenger seats). fixed economy contracts to give only what you intend to purchase (some contracts accidentally were handing out other parts as well). added new GAP logo and introduced contract sort code for Mission Control.
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So like totally awesome. Great job ShotgunNinja, and great job on making this mod as incredible as it is. I absolutely love this mod. I was thinking about running with kOS at some point in the future for its more advanced scripting capabilities, but I will be using your scripting engine for now. Do you know if Kerbalism would have the ability to disable the automation portion if it detects kOS, or is such a consideration even necessary in your opinion?
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oh and someone was asking about a picture. look at how nice and clean and dark the night side is of everything in this pic: the sunflare and atmosphere and clouds all done by scatter and the default scatter sunflare. universe background is by Raerdon. LightFixer is responsible for the shadows. Nearly pitch black when in space, as in real life.
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