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inigma

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Everything posted by inigma

  1. Good news. All milestones completed. Now going through a balance pass on the numbers since I've not done this yet. After the balance pass I'm doing right now, I'll work on publishing GAP 1.0 beta. Give me an hour or so.
  2. @SaturnianBlue and @Speeding Mullet your guy's craft have been added to the GAP contract pack. Scheduled for release today as GAP 1.0 beta. Stay tuned.
  3. Yes @Yemo we'd love to have you on board the Community Career Framework project. If anything, the project came about because of the unpredictability of having a balance mod such as yours all in one person's hands. If you'd like to offer up SETI parts as CCF compatible, it would go a long way to maintain its continuity if something were to happen to you. We'd love your input in the CCF thread on what you think would constitute the best means for modders to introduce mods balanced with other career based mods. We all would certainly love to see a renewed SETI work towards integration with the CCF vision of open development, cooperation, and balance with other CCF certified mods if you're interested.
  4. Woops. Forgot to set the follow flag. I'll update OP with your submissions soon!
  5. Contract Configurator 1.9.2 is out. This means I can finally get to publishing 0.7 which technically is GAP 1.0 beta. Hopefully sometime tomorrow. When I do, I will be releasing it on CKAN, posting a new thread in Add On Releases and asking mods to delete this development thread. Stay tuned.
  6. Thanks for all your hard work on this one nightingale. You really are an awesome developer. I hope to release GAP 1.0 beta perhaps tomorrow.
  7. I never did a mod until cc. Check out GAP in my sig to see what you can do with cc.
  8. Actually I was attempting to do this since I read it on the wiki. https://github.com/jrossignol/ContractConfigurator/wiki/SpawnVessel-Behaviour CREW node has gender specified: // A CREW node indicates one or more crew members to add to the // vessel. The CREW node may be specified multiple times. CREW { // Name for the crew member - if not provided, one is // auto-generated. // // Type: string // Required: No // name = Patrick R. Kerman // Gender of the kerbal. If not specified, will be assigned a random // gender. // // Type: ProtoCrewMember.Gender // Required: No // Values: // Male // Female // gender = Female // Whether or not the Kerbal should be added to the roster on // recovery. // // Type: bool // Required: No (defaulted) // Default: true // addToRoster = true // Number of crew to generate from this node. Shouldn't be // supplied if name is supplied. // // Type: int // Required: No (defaulted) // Default: 1 // count = 1 } this is what I'm using per the above, but debug is saying that gender is not a recognized attribute. Is gender a recognized attribute or was it deprecated when you introduced NewKerbal?: CREW { name =Adm. Redbiertje Kerman gender = Male addToRoster = false }
  9. I have this parameter in a contract: PARAMETER { name = ReachState type = ReachState maxAcceleration = 2.0 failWhenUnmet = true } This parameter shows with green completed check mark as expected. But when you exceed 2 gees, the parameter loses its green completed check mark, and it doesn't fail the contract, but instead when the craft goes back under 2 gees, the parameter goes back to complete with a green check mark. Is this working as designed, or is this attribute supposed to fail the contract outright?
  10. BEHAVIOUR { name = SpawnVessel type = SpawnVessel deferVesselCreation = false VESSEL { name = KSS Rix craftURL = ContractPacks/GAP/Assets/Sea/Inigma Class Carrier.craft vesselType = Ship owned = false targetBody = Kerbin lat = @/carrierLat lon = @/carrierLon alt = -1 heading = 90 CREW { name = NewKerbal( Male , "Adm. Redbiertje Kerman" , "Pilot") addToRoster = false } } } this is not giving me a male Adm. Redbiertje Kerman consistently. neither is CREW { name =Adm. Redbiertje Kerman gender = Male addToRoster = false } as the exception comes back saying that gender is not a recognized attribute for Crew.
  11. Thanks for catching the shoreline waypoint names. I'll fix that asap. Edit: Fixed for 0.7! thanks skykooler All those other bugs are fixed post 0.3. I've tested all contracts for 0.7. Found lots of stuff to clean up. Nice and tidy and all working now. All 34 contracts. Any remaining bugs are hopefully non-critical. I still have to do a reward and penalty balance pass though. I'll take any ideas anyone has for contract payouts and balances in beta.
  12. GAP 0.7 beta is ready as soon as CC 1.9.2 releases. Here is an acceptable landing zone / parking area: the KSC Spaceplane Hangar Air Terminal. You guys are going to have fun with this pack.
  13. How would I set a ReachState to fail a contract entirely if maximum G force of 4Gs were exceed by the player during a regular air flight? maxAccelleration = 4.0 failWhenUnmet = false ? im not able to test atm.
  14. If the speed of sound is on average 340 m/s then technically speaking Mach 2 would be 680 m/s?
  15. Thanks for porting your project to GitHub, as it will make it easier to submit pull requests for recommendations etc. I will be happy to provide insight on the tech tree regarding airplane part placement.
  16. The final GAP 1.0 contract has been developed! Time for QA testing the whole thing before a beta release! Ok, I've developed two contracts for subs: one for testing your first sub, and the other for taking tourists on a tour of a sunken wreck: I hope to release GAP 1.0 beta soon.
  17. Ok, I've developed two contracts for subs: one for testing your first sub, and the other for taking tourists on a tour of a sunken wreck: I hope to release GAP 1.0 soon.
  18. 0.7 is in QA. I have finished all contracts for GAP 1.0. wow - 33 contracts, 20,000+ lines of config code. yippie! Now it's time to do QA. looks like we're going straight into GAP 1.0 beta release just as soon as @nightingale is able to find a moment to finish up CC 1.9.2.
  19. you guys are so awesome! keep coming with the locations! I prefer HyperEdit lat and long whenever possible!
  20. Hmm. Ok. well I did re-draft the entire set of contracts in the last few development versions. I'm working on GAP 0.7 and I'm not able to reproduce it with that. I know I made massive changes to the parameter completion checks in 0.4 and 0.6. I think a lot of what I did then really helped kill any intermittent completion bugs from 0.3. I know I have modifed the heli contract several times over since 0.3. Testing 0.3 now is a bit awkward since I'm several iterations deep. I can't duplicate it for now. Wait until 0.7 comes out to retry the heli contract.
  21. Do you come to a braking stop? You need to come to a stop on the helipad less than 0.5 m/s. It doesn't check to see how fast you're going when you land, just defines landing as being stopped at the helipad less than 0.5 m/s.
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