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inigma

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Everything posted by inigma

  1. GAP goes gold! No longer beta. All the kinks worked out, all that's left now are enhancements on the road to GAP 2.0. I give you: Contract Pack: Giving Aircraft a Purpose (GAP) 1.0.2 Requires Contract Configurator 1.9.3 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases Total Career Contracts Available: 35 1/11/16 1.0.2 added SSI-Bail - SSI Aerospace: Jump from an airplane! added contract failure for exceeding 9Gs for airline contracts, and 4Gs for Wright Airplane Ride. IslandTours contracts are exempt (cause some tourists want a fun ride). simplified wheel check for IslandTours-Shoreline to be any wheel, stock or modded. simplified air breathing engine check for Wright-FirstFlight (intakes of any kind, including engines with intakes will unlock contract) (thanks Lack) removed Module Manager dependency (string text was causing issue) from helicopter contract. STS now requires a player to have previously reached space, peform a space walk, and return from orbit, in addition to completing Flight 101. fixed Buoy Drop contracts to req both barometer and transmitter to count as a buoy, not either or. requires Contract Configurator 1.9.3 to fix GAP issues #100 and #125.
  2. Congrats on the release! I've been meaning to update my Flight 101 contract to check for VesselDestroyed when the airplane is destroyed by the player, which will then trigger a dialog from Air Traffic Control. However, I wanted to know if it meant any vessel, since "vessel" is not a attribute for that parameter. If I couch it in a VPG, will VesselDestroyed only trigger off the destruction of the VPG?
  3. For GAP 1.1, I was thinking about introducing a G limit for airline flights. 9 Gs? That's the start of the red line. I know with large airliners the G limit hardly exceeds 4 Gs on sharp maneuvers. For smaller corporate jets this is easily exceeded and even 9 Gs can be hit in the right conditions. If anyone has a better G limit to recommend, I'll introduce it in GAP 1.0.2 at 9 Gs. IslandTours, CoastGuard, and Wright contracts are except of course (except Give and Airplane ride, this is still at 4Gs to encourage development of slower beginning craft). Exceeding the G limit for any contract that has one, will fail the contract outright.
  4. I thought about doing the check based on intakes, however some players will be able to create intake crafts powered by solid rockets or rockets, defeating the check and intent of GAP. Would it be an easy enhancement to include the same logic for PartModuleUnlocked as you do for PartValidation and its ability to filter?
  5. For https://github.com/inigmatus/GAP/issues/126 Trying to simplify the approach: How can I create a Requirement to check if a player has unlocked an air-breathing engine?
  6. Which contracts are expiring faster than you can build? Only the Coast Guard rescue contracts have a deadline of 1 day, which for KCT players means one needs to have on hand a rescue craft ready to respond before accepting the contract. All other contracts should have no deadline to complete.
  7. Also wanted to mention that shutting off an engine produces no sound. Will future SXT releases include engine shutoff sounds?
  8. Still active. To recap: I think we've identified three areas CCF needs to address: tech tree, contract packs, part balances. That said, having one person do it all can be a bit overwhelming. So I suggest we decide among us managers who be responsible for each of those areas for CCF compatibility. The three CCF areas are: 1. Tech Tree - There is a need to decide on a tech tree for the CCF project, or at least a base tree. ETT seems more open and free to pick and choose which technologies to acquire logically than SETI, but SETI is more directly pointed in the direction of story-type historical progression. @Yemo and @Probus, would you guys be interested in coming up with a tech tree together? If you guys have separate visions with your current trees, would coming up with a tech tree together be a better idea that CCF can start from? 2. Contracts - Contract Packs are starting to take off, and already there is some possible contract overlap in development that needs to be taken into consideration by Contract Pack modders (mostly the early contracts). At the very least, I think we need to agree on a progression tree (as mentioned in the OP) so we know where Contract Modders can "claim a stake" so to speak - not saying that if I develop for Airplanes that someone else can't - but to be CCF certified, their pack might need to disable mine, or at least acknowledge my pack's existence, since I was first to cover a certain area on the CCF progression list, else a player may have more than one "Fly to 2000m" contracts. Not sure how to get around this, except to have all Contract Pack authors "claim" a part of the progression tree initially and start filling in the gaps and encourage others to do so. I can manage this aspect of the project. @nightingale, @linuxgurugamer @severedsolo or @tjsnh, would any of you be interested in managing this aspect of CCF or do you want me to run with it (by laying out a progression tree and listing your packs on the progression nodes that your packs cover? 3. Part Balances - Part balances need an experienced decider for the project. If anyone would like to take responsibility for at least managing the part balance input/feedback from participants in this thread, please step up. I recommend a Google Docs spreadsheet if interested in sharing the data you collect. We would essentially use that sheet as the recommended balance values and link it to the CCF OP. @Yemo or @DMagicis this something you'd be interested in managing? @Yemo would you be interested in converting all parts of your balance mod into a base project for CCF?
  9. Just had to share this here too... Sometimes GAP contract development can be quite fun... see link in my sig. Jebediah Corliss's skydiving school, Corliss Paraventures class out on a jump together as part of a career contract...
  10. What did I do today? Develop a skydiving contract for my contract pack: Giving Aircraft a Purpose. See link in my sig. Sometimes GAP development can be quite fun... Jebediah Corliss's skydiving school, Corliss Paraventures class out on a jump together...
  11. Sometimes GAP development can be quite fun... Jebediah Corliss's skydiving school, Corliss Paraventures class out on a jump together...
  12. @nightingale Lol. Hopefully way way less than 1.0. as most of the code is tested in GAP 1.0. The plan is viewable in plain text in the devnotes. Nothing terribly cutting edge except skydiving and wingsuits.
  13. Glad to hear it! Will make a note in the OP. Ok, for those of you watching GAP's development... I have mind mapped out the initial GAP 2.0 draft. Feel free to check it out: https://bubbl.us/?h=934b/5fc8d0/37aoS1/A8mNuU&r=2087949922
  14. Very nice ideas. Thanks for also looking through the balance sheet. I really needed that feedback! I agree more science missions might be in order. I have a number planned for GAP 2.0: GAP Expanded but I really like the idea of the science return for object retrieval. That is something I planned for 3.0 but I can move it up to include one for 2.0. Edit: done! added two science retrievals (one KSP, one CoastGuard) to 2.0 list.
  15. GAP should be on CKAN I tested it last night. You can find it under GAP, or the full name, or author name inigma. Make sure you have the latest version of CKAN. The GitHub download works, as well as the kerbalstuff download. Just tested. Please confirm.
  16. Well, I think I will implement a global RemoveKerbal for all GAP spawned Kerbals after the release of CC 1.9.3. It will ensure proper clean up as most players will not want to get a free astronaut without their authorization. I may consider a contract where if you rescue a Kerbal and bring him to an aircraft carrier, that he gets assigned to your roster for good as a reward. This way the player opts in to such a result rather than just having it happen to them. I did have in mind to create GAP as an alternative means to gather resources: 1. Funds 2. Science 3. Reputation 4. Astronaut Experience You can see the reward matrix here: https://docs.google.com/spreadsheets/d/1vmZkfWamAaeuTsKL1_yes4l-eoMTrmJZ9zvgp3NkjaM/edit?usp=sharing If you have suggestions, let me know!
  17. @vardicd and @Evanitis issue 100 should be resolved when Contract Configurator 1.9.3 is released. either by work around via a GAP update after that, or direct fix via CC. thanks for reporting it guys.
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