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inigma

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Everything posted by inigma

  1. All github servers are down. I have GAP players asking if you have a mirror to download CC.
  2. I hyperlinked the mods listed in the OP. If you have a tech tree, or contract pack that you'd like listed in the OP as CCF certified, post in this thread to let me know! Thanks for updating!
  3. haha now thats funny. u must have had an active barnstorming contract accepted or something. The tool shed should be goners after contract success or failure. not sure how the game picked up on its existent and generated a random contract for it. That contract is obviously not part of GAP. I'll look at making it something other than a rover or base. The island tour limits are strict, but again, not that strict if you're flying slow enough to trip them. I'll look at the 100m/s when I get home. @maculator for the 100 m/s contract did you hold less than 10 m/s vertical, but above 100 m/s speed, for 5 seconds?
  4. No worries. The TourBus contract is a dead end contract anyways as it doesn't currently unlock anything if you complete it. I'll test it vigorously tonight to see if I can duplicate.
  5. It should be working. I can't test anything until tonight. Here is what the code looks like: PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = go to the Astronaut Complex vessel = @/craft PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 10 hideOnCompletion = true } completeInSequence = true disableOnStateChange = true hideChildren = true } The index 0 is right on the Astronaut Complex waypoint, and the distance is 10m near it to complete it. It completed in my test. Not sure why it wouldn't trip. Try cancelling the contract and reloading KSP, make sure you have a fresh GAP 1.1 and fresh Contract Configurator install. This may be an issue with hideOnCompletion, where the waypoint is supposed to hide after reaching the state but I'm not sure. Let me know if you can duplicate it after trying the above. If it doesn't work, edit the KSP-TourBus.cfg to change the distance = 10 to distance = 100 to give you a 100m completion bubble.
  6. If you reproduce it, I need craft file, savefile, and instructions from you in how to duplicate it. I'm glad you like the pack! I wanted to help you with KAB, but the vision I had was slightly larger, hence GAP. You are welcome to contribute pull requests on GitHub as this project is open to the public. If you want to update the flag logo, feel free to submit a pull request for that too. I consider you part of this project.
  7. I figured. I'll raise a GitHub tomorrow. It's time for bed now. I just hope 1.1 doesn't fall apart overnight, and I hope the fans enjoy it. 51 contracts. What was I thinking? All I wanted was an airplane round trip. Found KAB, tried to help. Got so many ideas I just had to do something. GAP was born and hasn't stopped growing. heh.
  8. It's release time. :) Contract Pack: Giving Aircraft a Purpose (GAP) 1.1 inigmatus released this 16 minutes ago Requires Contract Configurator 1.9.4.1 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases Total Career Contracts Available: 51 1/27/16 GAP 1.1 requires Contract Configurator 1.9.4.1 rebalanced all contract rewards and penalties, and added crew experience rewards for specific one-time contracts. added Wright-Glider and updated Wright-FirstFlight to be dependent on it. added KSC Airlines Flight 4 requiring players to pick up passengers at SPH Air Terminal. added SSI Aerospace: Achieve Mach 4! added SSI Aerospace: Achieve Mach 3! added SSI Aerospace: Achieve Mach 2! added SSI-Mach1 - SSI Aerospace: Break the sound barrier! SSI-60000m - SSI Aerospace: Fly a spaceplane to the edge of space! added SSI-35000m - SSI Aerospace: Fly an airplane to 35000m. added SSI-20000m - SSI Aerospace: Fly an airplane to 20000m. added SSI-10000m - SSI Aerospace: Fly an airplane to 10000m. added Wright-5000m - Wright Aeronautical: Fly an airplane to 5000m. added Wright-220 - Wright Aeronautical: Achieve a maximum speed of 220 m/s added Wright-100 - Wright Aeronautical: Achieve a maximum speed of 100 m/s added Wright Aeronautical: Barnstorm Jebediah's tool shed! added Wright Aeronautical: Barnstorm the Island Airfield hangars! added Kerbal Space Program: Drive a Tour Bus at KSC! (for very small funds, science, and rep in case you bankrupt yourself) reassigned all SSI crew cabin test contracts to the KAB agency. added requirement for air breathing engines only for relevant early aircraft contracts. added Kerbal Aircraft Builders agency, group, and assets. added StageRecovery compatibility with BuoyDrop contracts - added a dialog to inform player to stick around until buoy splashdown. renamed SSI-2000m to Wright-2500m and changed altitude target from 2000m to 2500m. renamed SSI-Bail to Wright-Bail. updated SSI-Bail to require 2500m altitude rather than 2000m. updated STS-30 dependecies to require SSI-Mach4 and match GAP 2.0 contract map. updated experience reward triggers for Wright-FirstFlight, and SSI-Submarine. updated DropBuoys contracts to check for a max of 2 barometers on craft to avoid completion stall (thanks kcs123) updated SSI-Submarine to require only 1 crew member decoupled IslandTours-Flight-2 from requiring crew cabin test flight. fixed KSP-IslandLanding and KSP-IslandPrep waypoints from being hidden. It now shows up. (thanks GhostMonkeyNKHI) fixed sequence for BuoyDrop contracts requiring crew recovery before science fixed unrelated multiple active passenger contracts failing when one passenger contracts fails (thanks nobodyhasthis2) added KSP-AVC version checking
  9. I think I came across this bug finally. If you have SpawnKerbal passengers in Command Seats with TakeCommand installed and an active passenger contract, and you then go to Space Center to fail the contract via another vessel crashing (fixed in GAP 1.1 btw where other vessels could inadvertently fail your contract), or simply cancel the contract (which will still be possible in GAP 1.1), the Kerbals in the seats are removed by Contract Configurator, but not from the Command Seats cleanly - for when you load the craft, the ghosted kerbals are showing up as unknown, and when you recover the vessel the error comes back as: vessel TourBus was not loaded because it had invalid parts missing: unknownPart The missing Kerbals are the unknownPart. I suspect this is due to Contract Configurator not cleanly cleaning up Kerbals left in Command Seats. @nightingale have any immediate thoughts? I think Take Command does something specific with Kerbals in seats, that when CC goes to clean up SpawnKerbals after a contract failure or cancellation, it's leaving Kerbal residue which the game can't recognize as valid Kerbals. I think when you coded for removal of contract Kerbals that you only tested stock. I think testing it with Kerbals in Command Seats with TakeCommand installed would be what is required to duplicate this issue. raised: https://github.com/inigmatus/GAP/issues/162
  10. I'm not quite sure the steps between "I put him in a commandseat inside the SPH" and "and then forgot about him" Did you launch the craft with Lt. Dan Kerman loaded in the command seat? If so, if you launch from SPH after loading Lt. Dan in a seat, the game does not load the Contract Configurator dialog box requesting to load the passenger... unless somehow you got a cloned Lt. Dan in your Astronaut Complex ahead of time... which would be interesting. I'm not able to reproduce this. If you can reproduce it, can you do so in a brand new save? Also, are you playing the contracts from Mission Control or accepting them from debug menu? If debug menu, it's been known to cause a ghosted Kerbal from time time - but I've not run into that since CC 1.9.2. If you installed the dev version of GAP 1.1 and reloaded your contracts, make sure you decline all contracts for GAP from the Debug menu to generate fresh ones. Hopefully there won't be a conflict.
  11. This would be the CoastGuard-RescueFishermen.cfg contract: https://github.com/inigmatus/GAP/blob/master/CoastGuard-RescueFishermen.cfg Technically speaking loading Lt. Dan Kerman the CoastGuard officer on your craft in the SPH should not trigger a passenger load dialog on vessel launch. I never encountered it before, so I would find it odd if it was reproducible. I'm not in a place to test at the moment.
  12. That would be a Contract Configurator question. Kerbinside support would require specific contracts for Kerbinside only I'm afraid. I'll let the Kerbinside author make contracts for it.
  13. @nightingale: Apparently when RemoteTech is installed, transmitting science is not recognized by Contract Configurator and the BuoyDrop contract is unable to complete. Would this an RT or possibly a CC issue? Contract: https://github.com/inigmatus/GAP/blob/master/CoastGuard-DropBuoys.cfg Any ideas?
  14. The science transmit will work with RemoteTech... just slap an antenna on the buoy that will bounce off a comsat in orbit. This means you can't do buoy drops until then. If you think I should, I could simply code in recognition of Remote Tech installs to offer buoy contracts that have no science transmit requirement. Thoughts? Or another thought, if you are running Remote Tech, in order to get the buoy to transmit, you can simply fly a relay plane over the area to bounce the signals back.
  15. I recommend starting a new career with the GAP devbuild as it also requires Contract Configurator 1.9.4.1, although technically you should be able to install over the previous one just fine, but if you do that you will need to cancel any currently active and offered GAP contracts to refresh the contract offerings.
  16. Thanks for testing it out. If you have reward recommendations, check out the following spreadsheet and post in this thread your recommendations: GAP Reward and Failure Balances https://docs.google.com/spreadsheets/d/1vmZkfWamAaeuTsKL1_yes4l-eoMTrmJZ9zvgp3NkjaM/ I just updated all the balances last night across the whole pack, so if you install the development version of GAP before last night, do so again today to make sure you get the rebalanced pack. Concerning the KAB flag, I only modified it as a placeholder flag to keep a basic white background so it better matches the rest of the flags in the whole contract system (stock or otherwise) but it really needs a transparent background to remain consistent. I was actually meaning to ask you if you'd like to design a brand new KAB flag for use in the Contract Pack for this purpose. The requirement would be to give it a transparent background. Let me know if you'd like to work on this. Since your plane in your logo is black, if you were to make a transparent logo it wouldn't stand out. Maybe you'd be interested in designing a new logo for this? Let me know! Either or, whichever KAB flag you decide, will remain for the KAB crew cabin testing contracts.
  17. I never noticed in my tests I ran last night with 1.9.4. Glad you caught whatever you found.
  18. It's a Contract Configurator limitation with stock somehow. Re-rooted crafts somehow lose their cohesion on Contract Configurator spawn, and thus their predictability of when and how they will spawn. To design a Contract Configurator spawnable craft the following rules I've discovered after the fact, must be adhered to: 1. Craft must not be re-rooted at anytime. 2. Root part must be at the bottom, front, or top of the craft for easier orientation coding. I think it was something with the probe for your shed, as either the craft at one point was either re-rooted, or the probe's location was throwing off something weird on CC spawn. Anyways, I fixed it by rebuilding from scratch a similar, but larger shed using a simple central I-beam as the root part and mirroring parts on it from there.
  19. Speaking of... GAP Development update: Contract Configurator 1.9.4 is finally out, so this means I've now going through my QA checklist before GAP 1.1 release: https://github.com/inigmatus/GAP/issues/20 which I hope to release this week. GAP 1.1 will be a massive update...jumping GAP from 34 contracts to a whopping 50 contracts as I have now developed basic aircraft milestone contracts based on @maculator's Kerbal Aircraft Builder's contracts. Everything in Kerbal Aircraft Builders was absorbed into GAP, with agencies and faces changing here and there to fit the GAP storyline. KAB as an agency still lives on in the crew cabin flight test contracts as it made best sense to memorialize KAB there but KAB's influence will be felt in many of the new contracts. You can see the near-finalized GAP progression tree here: https://bubbl.us/?h=934b/5fc8d0/37aoS1/A8mNuU&r=2134139252 A number of surprising bugs have been squished, and this week I focused on wrapping up all loose ends for GAP 1.1, and completing an initial draft for contract balance. I really want to focus on QA though this week, actually playing the contracts out to get a feel for the balances, as I really want this version of GAP to be on the mod review radar. If you would like to help me beta test GAP 1.1 now for the next day or two, it's ready (except contract rewards/experience balances which I need to input from: https://docs.google.com/spreadsheets/d/1vmZkfWamAaeuTsKL1_yes4l-eoMTrmJZ9zvgp3NkjaM/edit?usp=sharing). Feel free to download the current dev version from GitHub: https://github.com/inigmatus/GAP and be sure to install Contract Configurator 1.9.4. Let me know what you think if you do!
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