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Everything posted by inigma
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Argh. I accidentally deleted my AndChat from my phone... and with it all my automated login scripts. ha. I will have to hunt through my IMs and emails to get everything set back up again. well at least i found time to release a new version of my GAP mod (see sig).
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- totm july 2019
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GAP 1.2 is now released! A massive update focusing on bug fixing, and modularizing GAP for future expansion. Now you can rip out all folders except Assets and Milestones (GAP Core) and put back in what you want in your GAP program. New Economy contracts! I have completely re-done the starting contracts. Now you must join SSI... for a small membership fee! Also, technologies are not free, but offered as separate contracts that you use funds to purchase. Try it out! If you purchase them right, and start with 25k, you should have enough funds to clobber together a glider after all is said and done. If not, you can always opt to bus people around KSC for funds until you get there. Enjoy! Contract Pack: Giving Aircraft a Purpose (GAP) 1.2 inigmatus released this 9 minutes ago Requires Contract Configurator 1.9.10 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases Total Career Contracts Available: 56 3/21/16 GAP 1.2 added Operation: Manley Freedom - a BDArmory contract that appears after you survey the islands. Requires BDArmory and Kerbal Aircraft Expansion. Can you rescue Scott Kerman from the Hackstream brigade? added one of three craft definition requirements to all contracts: preflight timer, passenger, or specific part or mission objective completed; to fix all reported mission completion bugs where unintenteded craft used for other contracts were tripping definition parameters for the intended contract, causing some GAP contracts to require the unrelated craft to complete a mission. redefined KerbalDeaths to only apply to crew and passengers of a GAP vessel and no other vessel or Kerbal. Finally Joe Kerman dying in the void of space won't affect GAP contracts. added static fund rewards to SSI-Glider and SSI-First Flight, and bumped reward for KSP-TourBus, to better balance reward with effort for early contracts, and provide a more balanced starting income stream. redeveloped the GAP contract tree from scratch. New dependencies, removed dependencies, and added and removed (combined) contracts to support modularity, simplicity, and expansion. removed mission requirement from Join SSI! and added small membership fee as 10% of a player's starting funds. Contract is now required to be accepted before GAP contract tree becomes available. Yes, GAP now costs funds to exploit! added GAP:Economy contracts offering simple prototype parts for funds, as well as an SSI Capital Bank Loan contract that loans the amount of a player's starting funds to players that are running at 10% or less of their starting funds. SSI developed parts are no longer free giveaways and require funds to purchase. modularized GAP by removing requirements for some contracts. Now you can remove certain GAP expansions (folders) without causing continuity issues. Only the Milestones (GAP Core) and the Assets folder should not be removed as it contains all the core contracts required for GAP and its expansions to function. All other folders may be removed. combined KSP-IslandLanding with KSP-IslandPrep. Now it's only one mission, not two. moved some contracts to GAP Core: Milestones moved some contracts to GAP: Charters and Airlines (requires Milestones) moved some contracts to GAP: Stunts (requires Milestones) moved some contracts to GAP: Skydiving (requires Milestones) (requires EVA Parachutes) moved some contracts to GAP: Seacraft moved some contracts to GAP: Coast Guard moved some contracts to GAP: Space Shuttle Missions moved contracts into folders as part of modularizing GAP for easy removal of certain parts as desired. added maxCount to Charter Flight 5 to retire flight once player completes Flight 101. redrafted airline flights to allow for more manual loading, and left only manual loading for Charter Flight 4 (passengers) and Charter Flight 40 (science passengers). Coast Guard buoys now save as subassemblies rather than showing up in the VAB craft list. KSP-TourBus contract now requires a command seat, and any wheels - not just stock or SXT.
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Dev Update: https://github.com/inigmatus/GAP/milestones/1.2%20Diversification%20and%20Bugfixes All currently reported bugs have been fixed. All major enhancements completed and tested. I should be releasing GAP 1.2 in the next day or two.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
It's fixed thanks @nightingale, you sir are awesome! back to coding for me.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Ok didnt see that. Ill try the new commit.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Yes as of the latest posted above, and this is a new contract. I can't seem to figure it out.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
That's just it. They aren't starting as completed. Latest CC dev.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
@nightingale I can't seem to figure out why the safety check here is not passing. Ideas? contract: https://github.com/inigmatus/GAP/blob/master/Development/Charter-Flight-4bug.cfg- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Tested and confirmed fixed in the dev version. Thank you!- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Was noticing this from CC 1.9.6 and continues in 1.9.9: The option to have a Kerbal leave an external seat gets bugged: [EXC 00:13:23.014] NullReferenceException: Object reference not set to an instance of an object Firespitter.engine.FSplanePropellerSpinner.OnUpdate () Part.ModulesOnUpdate () Part.Update () [EXC 00:13:23.026] NullReferenceException: Object reference not set to an instance of an object Firespitter.engine.FSplanePropellerSpinner.OnUpdate () Part.ModulesOnUpdate () Part.Update () [EXC 00:13:23.036] NullReferenceException: Object reference not set to an instance of an object Firespitter.engine.FSplanePropellerSpinner.OnUpdate () Part.ModulesOnUpdate () Part.Update () [EXC 00:13:35.740] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.UInt32,System.Collections.Generic.KeyValuePair`2[ContractConfigurator.Parameters.VesselParameter+ParamStrength,System.Double]].get_Item (UInt32 key) ContractConfigurator.Parameters.VesselParameter.OnPartJointBreak (.PartJoint p) EventData`1[PartJoint].Fire (.PartJoint data) PartJoint.DestroyJoint () Part.Undock (.DockedVesselInfo newVesselInfo) KerbalEVA.<SetupFSM>m__96 () KerbalFSM.RunEvent (.KFSMEvent evt) KerbalEVA.OnDeboardSeat () BaseEvent.Invoke () UIPartActionButton.OnClick () [EXC 00:13:36.706] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.UInt32,System.Collections.Generic.KeyValuePair`2[ContractConfigurator.Parameters.VesselParameter+ParamStrength,System.Double]].get_Item (UInt32 key) ContractConfigurator.Parameters.VesselParameter.OnPartJointBreak (.PartJoint p) EventData`1[PartJoint].Fire (.PartJoint data) PartJoint.DestroyJoint () Part.Undock (.DockedVesselInfo newVesselInfo) KerbalEVA.<SetupFSM>m__96 () KerbalFSM.RunEvent (.KFSMEvent evt) KerbalEVA.OnDeboardSeat () BaseEvent.Invoke () UIPartActionButton.OnClick () [EXC 00:13:36.893] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.UInt32,System.Collections.Generic.KeyValuePair`2[ContractConfigurator.Parameters.VesselParameter+ParamStrength,System.Double]].get_Item (UInt32 key) ContractConfigurator.Parameters.VesselParameter.OnPartJointBreak (.PartJoint p) EventData`1[PartJoint].Fire (.PartJoint data) PartJoint.DestroyJoint () Part.Undock (.DockedVesselInfo newVesselInfo) KerbalEVA.<SetupFSM>m__96 () KerbalFSM.RunEvent (.KFSMEvent evt) KerbalEVA.OnDeboardSeat () BaseEvent.Invoke () UIPartActionButton.OnClick () [EXC 00:13:37.040] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.UInt32,System.Collections.Generic.KeyValuePair`2[ContractConfigurator.Parameters.VesselParameter+ParamStrength,System.Double]].get_Item (UInt32 key) ContractConfigurator.Parameters.VesselParameter.OnPartJointBreak (.PartJoint p) EventData`1[PartJoint].Fire (.PartJoint data) PartJoint.DestroyJoint () Part.Undock (.DockedVesselInfo newVesselInfo) KerbalEVA.<SetupFSM>m__96 () KerbalFSM.RunEvent (.KFSMEvent evt) KerbalEVA.OnDeboardSeat () BaseEvent.Invoke () UIPartActionButton.OnClick () [EXC 00:13:37.210] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.UInt32,System.Collections.Generic.KeyValuePair`2[ContractConfigurator.Parameters.VesselParameter+ParamStrength,System.Double]].get_Item (UInt32 key) ContractConfigurator.Parameters.VesselParameter.OnPartJointBreak (.PartJoint p) EventData`1[PartJoint].Fire (.PartJoint data) PartJoint.DestroyJoint () Part.Undock (.DockedVesselInfo newVesselInfo) KerbalEVA.<SetupFSM>m__96 () KerbalFSM.RunEvent (.KFSMEvent evt) KerbalEVA.OnDeboardSeat () BaseEvent.Invoke () UIPartActionButton.OnClick () I am running TakeCommand, but the issue remains, even with TakeCommand removed I still get the above. Based on the above, I'm leaning toward a CC issue. I got the above after first manually picking up some Kerbals into a tour bus with nothing but Command Seats, and then had them leave their seats on the bus to board a waiting plane on the runway (also with only Command Seats for everyone including pilot). Then flew to the Island, landed, and came to a full stop. Then I attempted to have the passengers leave their Command Seats to no avail. The button clicks but nothing happens. Errors only show in log above. Contract: https://github.com/inigmatus/GAP/blob/master/Development/Charter-Flight-4bug.cfg- 5,206 replies
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GAP 1.2 (still in development) actually now only checks for wheel parts, not SXT. Dev Update: I'm more than halfway now through GAP 1.2 development. home stretch. hoping to release in the next week or so. Currently I'm working on #177: https://github.com/inigmatus/GAP/issues/177 which is a doozy.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Awesome! Thanks! I'm doing coding tonight after over a month break.- 5,206 replies
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You certainly got da skillz
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- totm july 2019
- spacedock
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Sometime this month. I really just need a good 12 hours to do so. My new job I took on last week has really taken up a lot of my free time. I've barely had time to maintain the SpaceDock OP.
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@linuxgurugamer any ideas? You can see the current slate of updates planned here: https://github.com/inigmatus/GAP/milestones I'm currently working on GAP 1.2 which is a lot of bug fixes and a modular re-design. Much it is already completed, and even ready for testing. GAP 1.3 is all about adding cargo flights.
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Thank you! Let us know if you need anything!
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- totm july 2019
- spacedock
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The waypoint issue, as far as I've been able to duplicate, is not a waypoint issue at all. It's a craft definition issue with GAP 1.0.2. Currently GAP assumes you are only have one active contract. If you accept multiple contracts, and then fly a craft for a non-GAP mission, GAP is currently tying the contract to that active craft, no matter if you intended to use it or not. This means you may have flown a plane or ship for one contract, and as long as that ship remains in existence, the GAP contract can only be completed by it. In 1.0.3 I am attempting to address this by requiring more specific vessel parameter checks (such as completing the first part of a GAP mission then defines the craft). It's a bit of a re-design headache to code around without having to require players to do something odd. In short, the only reason I ever check for a vessel definition is to ensure the vessel doesn't crash. However I'm re-examining the need for such for anything but passenger contracts, at which point, specific waypoints would be sufficient to trigger such a definition and craft check. Stay tuned. I hope to crank 1.0.3 out before KSP 1.1.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
thanks @nightingale for working hard on CC. it is much appreciated. i'll be jumping back into GAP development shortly as soon as I find time. I love how 1.9.7 is shaping up.- 5,206 replies
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updated OP to weekly status. i've started a new job, so my op updates are weekly at best for most likely the rest of this month. ping me if anything specific needed. as always send email to support@spacedock.info for support requests!
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- totm july 2019
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I'm pushing out 1.0.3 once I find a moment to finish it up. I was gone all last week out of state for training for a new job that started today so I am in a catch up mode now with real life responsibilities and trying to find my placement. It may be a week before I work on GAP again with any gusto. I know with 1.0.3 dev I've removed Inigma from the starting contract now that players can pay funds to get technologies rather than a silly golf cart mission that seemed out of place for an aircraft contract pack. heh. I may reintroduce the Inigma Kerman contract in a later version when I expand the offroad expansion to GAP, and the reward will be him as a free engineer.
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inigma checking in after being out of state for a week. ill update the OP shortly.
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- totm july 2019
- spacedock
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