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inigma

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Everything posted by inigma

  1. Those are savegame artifacts unrelated to CC. The Holodeck mod is not installed.
  2. Makes sense. No worries on the AVC thing. I have however discovered a bug in CC not counting CommandSeats (GAP 1.2.4, CC 1.11.3, KSP 1.1.2): https://github.com/jrossignol/ContractConfigurator/issues/505 Savegame: https://www.dropbox.com/s/mn7vfadcri9rqn9/CoastGuard-Certification.cfg?dl=0 Code: PARAMETER { name = HasCrewCapacity type = HasCrewCapacity title = have at least 1 passenger seat minCapacity = 2 disableOnStateChange = false } Just confirmed by removing all those fancy mods in the screenshot. CC, MM, and GAP only. Still not working. Nothing appears in log indicating issue: [LOG 15:58:07.713] Launching vessel from Runway. Craft file: C:\Users\Administrator\Documents\KSP\KSP_win_DEV\saves\Development\Ships\SPH\Auto-Saved Ship.craft [LOG 15:58:07.713] Flight State Captured [LOG 15:58:07.719] Saving Achievements Tree... [LOG 15:58:07.719] Saving Achievements Tree... [LOG 15:58:07.721] [MessageSystem] Save Messages [LOG 15:58:07.737] Game State Saved to saves/Development/persistent [LOG 15:58:07.740] UIMasterController: HideUI [WRN 15:58:07.743] [HighLogic]: =========================== Scene Change : From SPACECENTER to FLIGHT (Async) ===================== [LOG 15:58:08.117] ScaleModList: listSize 41 maxListSize 1713 [LOG 15:58:08.221] [UIApp] OnDestroy: ContractsApp [LOG 15:58:08.221] ScaleModList: listSize 41 maxListSize 1713 [LOG 15:58:08.222] [UIApp] OnDestroy: KSPedia [LOG 15:58:08.223] ScaleModList: listSize 41 maxListSize 1713 [LOG 15:58:08.368] AddonLoader: Instantiating addon 'TitleTrackerHelper' from assembly 'ContractConfigurator' [LOG 15:58:08.369] UIMasterController: HideUI [WRN 15:58:09.186] The referenced script on this Behaviour is missing! [WRN 15:58:09.187] The referenced script on this Behaviour is missing! [WRN 15:58:09.420] [UiApp] Awake: ResourceDisplay [LOG 15:58:09.421] UICanvasPrefabSpawner FlightUI spawning Flight [LOG 15:58:09.567] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP' [LOG 15:58:09.572] AddonLoader: Instantiating addon 'AeroGUI' from assembly 'KSP' [LOG 15:58:09.576] AddonLoader: Instantiating addon 'TitleTrackerHelper' from assembly 'ContractConfigurator' [LOG 15:58:09.576] UIMasterController: HideUI [LOG 15:58:09.577] [PlanetariumCamera]: Focus: Kerbin [LOG 15:58:09.605] ------------------- initializing flight mode... ------------------ [LOG 15:58:09.630] [MessageSystem] Save Messages [LOG 15:58:09.633] Loading ship from file: C:\Users\Administrator\Documents\KSP\KSP_win_DEV\saves\Development\Ships\SPH\Auto-Saved Ship.craft [WRN 15:58:09.655] [Part]: PartModule TransferDialogSpawner at Mark2Cockpit, index 7: index exceeds module count as defined in cfg. Looking for TransferDialogSpawner in other indices... [WRN 15:58:09.656] ...no TransferDialogSpawner module found on part definition. Skipping... [LOG 15:58:09.800] Dove loaded! [LOG 15:58:10.675] Putting to ground, manually-defined ground offset: 1.15 [LOG 15:58:10.676] Putting to ground, manually-defined ground offset: 1.15 [LOG 15:58:10.676] Putting to ground, manually-defined ground offset: 1.15 [LOG 15:58:10.677] putting ship to ground: 7.511275 [LOG 15:58:10.681] [Dove]: Ready to Launch - waiting to start physics... [LOG 15:58:10.687] Crewmember Jebediah Kerman assigned to Mk1 Inline Cockpit, seat # 0 (crew seat index: 0) [LOG 15:58:10.688] [FLIGHT GLOBALS]: Switching To Vessel Dove ---------------------- [LOG 15:58:10.689] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 15:58:10.691] Reference Frame: Rotating [LOG 15:58:10.716] Vessel assembly complete! [LOG 15:58:10.716] all systems started [LOG 15:58:10.773] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part Mark2Cockpit on vessel Dove [LOG 15:58:10.817] Look rotation viewing vector is zero [LOG 15:58:11.159] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 15:58:11.160] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [LOG 15:58:11.189] [DEBUG] ContractConfigurator.ContractDisabler: Disabling contract types... [LOG 15:58:11.190] [INFO] ContractConfigurator.ContractDisabler: Disabled 0 ContractTypes. [ERR 15:58:11.235] Cannot find a Module of typename 'HoloDeck' [ERR 15:58:11.236] ScenarioModule is null. [ERR 15:58:11.236] Cannot find a Module of typename 'CustomWaypoints' [ERR 15:58:11.236] ScenarioModule is null. [LOG 15:58:11.237] Loading Depletion Nodes [LOG 15:58:11.237] DepNodeCount: 0 [LOG 15:58:11.238] Loading Biome Nodes [LOG 15:58:11.238] BiomeNodeCount: 0 [LOG 15:58:11.238] Loading Planet Nodes [LOG 15:58:11.239] PlanetNodeCount: 0 [WRN 15:58:11.240] [UiApp] Awake: CurrencyWidgetsApp [WRN 15:58:11.240] [UiApp] Awake: ContractsApp [WRN 15:58:11.241] [UiApp] Awake: ResourceDisplay [WRN 15:58:11.241] [UiApp] Awake: KSPedia [LOG 15:58:11.242] [ApplicationLauncher] OnSceneLoadedGUIReady: scene FLIGHT ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop False [LOG 15:58:11.242] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown [WRN 15:58:11.244] [KnowledgeBase] OnAppLauncherReady 11793 [LOG 15:58:11.259] Look rotation viewing vector is zero [LOG 15:58:11.261] ScaleModList: listSize 41 maxListSize 879 [LOG 15:58:11.262] ScaleModList: listSize 82 maxListSize 870 [LOG 15:58:11.262] ScaleModList: listSize 41 maxListSize 870 [LOG 15:58:11.288] [FlightIntegrator]: Vessel Dove has been unloaded 1.79769313486232E+308, applying analytic temperature 312.399299545607 [LOG 15:58:11.365] [MessageSystem] Reposition 0.02 11794 [LOG 15:58:11.472] [PlanetariumCamera]: Focus: Dove [LOG 15:58:11.495] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 15:58:11.496] ScaleModList: listSize 41 maxListSize 829 [LOG 15:58:11.496] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 15:58:11.497] ScaleModList: listSize 41 maxListSize 788 [WRN 15:58:11.510] [ResourceDisplay] OnAppStarted(): id: -222584 [LOG 15:58:11.511] [GenericAppFrame] Reposition 0.1398905 11798 [LOG 15:58:11.512] [UIApp] Adding ContractsApp to Application Launcher [LOG 15:58:11.513] ScaleModList: listSize 41 maxListSize 747 [WRN 15:58:11.513] [ResourceDisplay] OnAppStarted(): id: 109420 [LOG 15:58:11.514] ResourceDisplay already exist, destroying this instance [LOG 15:58:11.514] [UIApp] OnDestroy: ResourceDisplay [LOG 15:58:11.515] ScaleModList: listSize 41 maxListSize 747 [LOG 15:58:11.543] [GenericAppFrame] Reposition 0.1650883 11799 [LOG 15:58:11.547] CURRENCY WIDGET True True True [LOG 15:58:11.547] [UIApp] Adding CurrencyWidgetsApp to Application Launcher [LOG 15:58:11.548] ScaleModList: listSize 41 maxListSize 747 [LOG 15:58:11.562] [UIApp] Adding KSPedia to Application Launcher
  3. I could not duplicate. Loaded contract, barn loaded, launched a plane to fly over to make sure it was there. Landed plane. Recovered plane. Recovered Barn from KSC view (which gave me 60k for free, which is cheaty, and not intended). Not bugged on this end. The proper way to delete GAP artifacts is to simply cancel the associated contract. I tested in KSP 1.1.2 and GAP 1.2.4.
  4. I don't think I'll be able to code this out of the air breathing engine check at the moment. Players will simply have to read the contract rules, and see that it requires a craft that does not have any solid fuel on board - perhaps prompting the player to research such an engine.
  5. I recommend that you set this: "KSP_VERSION_MAX":{ "MAJOR":1, "MINOR":1, "PATCH":2 to this: "KSP_VERSION_MAX":{ "MAJOR":1, "MINOR":2, "PATCH":0 in anticipation of future patches.
  6. Ya the contact requires leaving the engineers at the base. I should prob clarify the goals. Landing safely at KSC requires same craft to land and stop at KSC runway. If you have done so, there could be a reloading glitch. Just force compete the contract in alt f12. When we get online together sometime I can show you how to debug a contract. I'm out sick today. Hope to be back Sun night. Sounds like a KSP bug. I'll test this later.
  7. Shall I propose a rule then that all missiles must be mounted on a rail (up to 3 missiles per rail)?
  8. KAX and Adjustable Landing gear are not yet updated, so they are not needed at the moment.
  9. Clipping is still ok in my book. The BDA 20 part limit will seriously help mitigate some of the imagined insanity, and keep crafts imaginative.
  10. ASC-II draft rules posted to OP. Submissions will not be accepted (so don't post them please) until the "Coming Soon!" in the topic title is changed to "Submit Your Fighters!" and I make a post in this thread that submissions are open. As per the previous series rules, submissions MUST state that they have been tested against the current king of the hill, which in this case will be my son submitting the Pretender to the Throne first entry (I promised him.) ASC-II will probably start on Tuesday of next week.
  11. Archiving ASC Series I: SERIES I Air Superiority Challenge - King of the Hill 2v2 AI Duels How Long Will You Claim Air Superiority? Inigma's YouTube Channel Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX.com Hangar and post a link in this thread to enter! ASC Match Hosts: @inigma | @jrodriguez | @g00bd0g | @Hobbes Novakoff | @DoctorDavinci | @commonnerfer Check out these other ASC Divisions: ASC-II (KSP1.1 Modern Style) May | ASC-III (KAX WWI Style) June | ASC-IV (No Restrictions) July | ASC-A (PvE Arena Ladder) (Coming Soon!) Last King of the Hill: JollyGreenGI - TAM-Y22D "Fiesta" QUIET & TAM-Y22D "Fiesta" RIOT Number of Wins: 3 Registered belligerents: SuicidalInsanity - Solarius III - DEFEATED! GDJ - Interceptor - DEFEATED! commonnerfer - ADAC - DEFEATED! That concludes our roster for the first ever Air Superiority Challenge! It begins... inigma claims King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSC and KSC Islands. Not soon after, his son challenges him with a pair of dp class fighters of his own. The Air Superiority Challenge is perpetual. How long your team will claim the ASC KOTH title depends on how many times your designs survive challenges to your reign. Match Rules: To ease the load of the match hosts, and to increase confidence in your submission, you may only submit an entry that you've tested against the current King of the Hill. Your post must state you've done so. Challenges to the King of the Hill will be processed on a first-come first-served basis. Challenges are 3 rounds of 2v2 take off from KSC Island in opposite directions, BDArmory Tournament Mode (8km re-engagement over KSC Island). Any craft that has disengaged is considered lost. To win a round or claim title to King of the Hill, one of your surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) still appear on the VS list in the BDA GUI In case of a draw or bugged round, a round will be added to the match. All matches will be made available on the official YouTube playlist embedded above. Entry Rules: 2 manned aircraft limit (can be same or different) (probe cores permitted as backup control, but they can't claim victory). Both craft must be built in KSP 1.0.5 (BDArmory is not compatible with 1.1) No part limit (as can be reasonably processed, however a soft limit of 100 parts or less is requested to make matches fun to watch). No stock part restrictions. No mod parts except BDArmory (required) and these others made by @BahamutoD: Adjustable Landing Gear, and F22 Cockpits No restrictions on AI, Weapons Manager, or Missile Manager settings. Craft file editing is permissible, but only to fine tune options within current in-game editor limits. Such as setting missiles to fire every 2 seconds, rather than 1 or 3, but not 0.1 (which is outside the in-game editor range). Entries must contain download link for the craft file(s) to the ASC KerbalX.com Hangar or Dropbox.com and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines, so be sure to tie in any components (such as ECM) you want activated to the staging action group. Hosting Details: Rounds will be processed depending on our time and general availability (hopefully semi-daily). With that in mind, let's see how far we can take this! You are welcome to host your own matches and publish the results in this thread if I fail to respond within 7 days to the next belligerent challenge. If you decide to host an ASC match, you must have a dedicated KSP 1.0.5 install that only has the following mods installed: BahamutoD's Adjustable Landing Gear BahamutoD's BDArmory BahamutoD's BDAVesselSwitcher BahamutoD's CameraTools BDynamics Mk22 Cockpits BahamutoD's DestructionEffects BahamutoD's Vessel Mover HyperEdit iPeer's InFlightFlagSwitcher Malah's QuickBrake Visual mods are permitted as long as they don't seriously degrade your match processing. Match hosts must post all rounds to YouTube channel with KSP: ASC King of the HIll king vs belligerent (Round # of # or Full Match) BDArmory AI Dogfight Battle and update this thread with a link. Shall we get started? Who will be the first to challenge the ASC King of the Hill? Air Superiority Challenge Series I - Line of Succession inigma - Fighter Papa-1 - 3 wins Guggy13 - X-38F Interceptor - 1 win Redshift OTF - Stealth Weasel - 3 wins gag09 - Wyvern & Swift - 3 wins NotAnAimbot - XF-7 Flogger - 2 wins captjo - Supreme Fighter 2 - 4 wins jrodriguez - X-Wing BD 1.7 - 2 wins JollyGreenGI - TAL-12K Matador RED & TAL-12K Matador BLUE - 4 wins g00bd0g - VulTurRaptor Max - 5 wins SuicidalInsanity - Solarius III - 6 wins JollyGreenGI - TAM-Y22D "Fiesta" QUIET & TAM-Y22D "Fiesta" RIOT - 3 wins
  12. Ok i'll go with consensus on this one too. 100 parts max. Early Aviation ASC-III will most likely drop to 60 or 80.
  13. Thanks for feedback guys! If it's the group consensus that using locked turrets does not provide a significant advantage over fixed cannons, then ASC-II will permit locked turrets except lasers. I'm also thinking about reducing the total part count from 100 to 80, but still keep the 20 part BDA part max (f22 cockpits are counted as a BDA part since they include pre-built radar). The thinking is to force players to seriously think about the costs of maneuverability and speed vs firepower (and hopefully make 4v4 a reality!). Thoughts on reducing the max part count to 80?
  14. No, because lasers are not used in modern warfighting, even against missiles currently - in such a configuration that BDA allows. Sorry. ASC-A might allow it, but not ASC-II. Also targeting missiles with a laser is almost a guarantee target enemy since as long as the enemy has missiles, the laser can attack the craft, which in modern dogfighting is unrealistic at present.
  15. not if they make fixed cannons extinct. unknown at this point. i'll have a weekend to think it over and hear arguments in favor or against. also I totally agree. the awesome sauce begins at 7:40 in that video. heh. Hey, anyone with the skillz, want to make a montage video of the best moments of ASC-I to promote the series to the world? A nice video under 3 mins would be amazing if you could pull it off.
  16. All ASC Series I matches are completed and published! Thanks to everyone for making this happen! It's a lot of work, and hopefully we can keep it fresh, and rotating. If ever you want to volunteer to host matches, speak up! Time to take a small breather until May 2 or 3 when I plan to introduce ASC-II. Hopefully by then we will figure out most of the kinks (and figure out what to do with 1.1.1) in time for ASC-II. I think for posterity sake we will just use the same ASC thread, but re-title of course. I will be afk for most of the weekend, but hopefully back late Sunday night, or Monday day. This was a blast. No pun intended. You guys made it absolutely fun. And as a nugget for waiting until ASC-II, I challenge anyone here who still has a 1.0.5 install, to prove by video or screenshot, that you can actually win in player vs AI combat head to head against any listed King of the Hill in ASC Series I. You can go 1v1 or 2v2 (you can have an AI wingman), at KSC, or Island, or anywhere. How many Kings can you prove to defeat using your own personal dogfighting skill?
  17. The Last Match of the First Air Superiority Challenge! Who will reign as the last King of the Hill?
  18. Next Match: Ok that was round 1. ok so it went into round 3. figured it was time to bring out the MK theme song back out... but a different mix. was it worth it?
  19. And not to brag... but has anyone ever heard of a thread reaching 1000 original (and not padding) posts in under a month's worth of time on the KSP Forums? Who do we need to roll out the red carpet for around here to get TOTM April? Of course canons are ok. I want to see bullets flying and craft dodging.
  20. Mainly because the theme for ASC-II is Modern Dogfighting. Lasers aren't really used in modern dogfighting, except when mounted to a jetliner targeted missiles only. But due to the complexity of such, it's just easier to say no to lasers for now. ASC-IV will bring lasers back.
  21. Aye. I'm also not yet fully convinced on the turret allowance (even if they are locked to 0 gimbal) for ASC-II though... I want mounted canons to not become extinct after the first few matches.
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