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inigma

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Everything posted by inigma

  1. All you need to do is just land a craft piloted by a certified Kerbal pilot, and land that craft on the VAB helipad or Admin building helipad with max speed of 0.5 or less. I was unable to duplicate any issue. The safety check only runs after the landing check, which completes the contract. What building are you trying to land on and where on the pad?
  2. Almost time for some GAP 2.0 planning. Here's what I've got so far. See updated DEVNOTES here: https://github.com/inigmatus/GAP/blob/master/DEVNOTES.txt else here is the version as it stands now planned with this post: 2.0 Giving Aircraft a Purpose - GAP Extended *Wright-Barnstorm - Wright Aeronautical: Barnstorm Jebediah's tool shed (custom shed spawned just for this purpose) *Wright-BarnstormIsland - Wright Aeronautical: Barnstorm the Island Airfield hangars *Wright-Mountains - Wright Aeronautical: Take tourists on a tour of the K2 Mountains (fly a series of waypoints) *KSP-ValsHeli - Kerbal Space Program: Build a Coast Guard Search and Rescue station at the summit of Valentina's Island Maritime Missions Merge Project *CoastGuard-RecoverCapsule - KSC Coast Guard: Recover space capsule (check for parts required for basic orbital spacecraft) *CoastGuard-RecoverSpaceCrew - KSC Coast Guard: Recover space crew (check for parts required for basic orbital manned spacecraft) *CoastGuard-BlackBoxRecovery - KSC Coast Guard: Recover black box for Flight 11 Glider! *Wright-Glider-Mountains - Wright Aeronautical: Glide over Western Mountains *IslandTours-Glider - KSC Island Tours: Launch a boat powered glider Sky Diving! *SSI-ParachuteTest - SSI Aerospace: Test an EVA parachute! *Wright-Skydiving5k - Wright Aeronautical: Skydive 2-5 Kerbals from 5000m. *Wright-Skydiving9k - Wright Aeronautical: Skydive 2-15 Kerbals from 9000m. *KSP-Skydiving60k - Kerbal Space Program: Skydive from 30km! *KSP-Skydiving60k - Kerbal Space Program: Skydive from 60km! *KSP-SkydivingSpace - Kerbal Space Program: Skydive from the edge of space! *KSP-OrbitalEscape - Kerbal Space Program: Skydive from orbit! BASE Jumping, Hang Gliders and Wing Suits! *Wright-BASE-VAB - Wright Aeronautical: BASE jump off of the VAB (wingsuit or hang glider ok to use) *Wright-BASE-Island - Wright Aeronautical: Hang glide or wingsuit off of Valentina's Island Search and Rescue station! *Wright-BASE-K2 - Wright Aeronautical: BASE jump off of K2 (wingsuit or hang glider ok to use) KAB Merge Project *Wright-Altitude2500 - Wright Aeronautical: Fly an aircraft to 2500m! *Wright-Altitude5000 - Wright Aeronautical: Fly an aircraft to 5000m! *KAB-Altitude10000 - Kerbal Aircraft Builders: Fly an aircraft to 10000m! *KAB-Altitude20000 - Kerbal Aircraft Builders: Fly an aircraft to 20000m! *SSI-Altitude35000 - SSI Aerospace: Fly an aircraft to 35000m! *SSI-Altitude60000 - SSI Aerospace: Fly an aircraft to the edge of space! *SSI-Speed - SSI Aerospace: Break the sound barrier! 220,330,1000m/s *SSI-Cargo-Mk1 - SSI Aerospace: Test the Mk 1 Cargo Bay *SSI-Cargo-Mk2 - SSI Aerospace: Test the Mk 2 Cargo Bay *SSI-Cargo-5t SSI Aerospace: Fly 5 tons to KSC Island. *SSI-Cargo-7t SSI Aerospace: Fly 7 tons to KSC Island. *SSI-Cargo-14t SSI Aerospace: Fly 14 tons to KSC Island. *SSI-Cargo-20t SSI Aerospace: Fly 20 tons to KSC Island. additional maculator's goals for KAB - More simple flights (fly in altitude x over location y) - Exotic locations (get your plane to the poles, desert etc.) - Specific part tests what kind of contracts do you want to see? I already have KSC 2 and North Pole base construction and flight contracts planned for 3.0, and Spaceplane and STS contracts planned for 4.0. Offworld flying will probably be slated for GAP 5.0.
  3. I am looking to create a Break the sound barrier! contract recreating most of the conditions/parameters that the Bell X-1 faced when attempting the same. I need an equivalent altitude and speed in KSP. Anyone know where I can find the answer, or do they have one to provide? I will credit you in the Contract Pack if you give me a near exact altitude and speed to use for the contract. See link in my sig for GAP. Kudos if you can also give me speeds at the same altitude or better for other significant firsts in historiy: Mach 2, and Mach 5. Thanks!
  4. I am developing a Contract Pack, and thought I'd bring up a general discussion on the best locations on Kerbin to go BASE jumping with a wingsuit, or EVA parachutes, or any kind of gliding. Here's a sample of what I mean: See my contract pack below in my sig for a link to the development thread if interested in the pack. I hope to roll out Skydiving and Wingsuits in GAP 2.0 in January. I also need non-easter egg locations for places on Kerbal that would make for good tourist flyovers (I've already marked the Islands east of KSC, and the K2 Mountain Canyons west of KSC).
  5. Unrelated ship crashes are fixed in 0.4. Not released yet. Neither is 0.5 which I finished last week. Possibly also not 0.6 which should be done this week. Let me know how u can duplicate a lt. Dan recovery failure as I am unable to do so.
  6. Im not sure how to code for other airports, but mod authors are welcome to require a player to have completed a GAP Flight 101 contract as a hook into contracts for their own airports. GAP 3.0 will feature contracts to build bases at KSC 2.0 and the north pole which will then unlock charters and regular flights to and from those locations.
  7. Are stock fuel tanks balanced? Is there a need to adjust stock balances? The easiest adoption for CCF by career players would be in its ability to ensure compatibility of mods with stock, and not the other way around. Correct?
  8. testing a contract to take a sub below 50m. still working on getting the contract to work right but here's at least visual proof of my attempt! http://i.imgur.com/eBMWWxI.png
  9. Contract loads now, but apparently it's not triggering a completion on the parameter. I dive to -53m and it doesn't trip the maxAltitude = -50. I'll raise a github.
  10. Trying to program a reach state for submarines. PARAMETER { name = ReachState type = ReachState situation = SPLASHED maxAltitude = -50.0 completeInSequence = true disableOnStateChange = true hideChildren = true hidden = true } the negative value is invalid. Suggestions?
  11. I don't really understand why they can't be supported. There must be some mathematical equation that would keep jet engine based VTOLs under a very stable hover control.
  12. I noticed that the Vertical Velocity Control GUI altitude option is set to only use actual terrain altitude and not sea level altitude. It makes holding this heli steady in the highly sloped mountains rather tedious for a rescue. Actually impossible. Is there an option to set your mod to use sea level altitude?
  13. GAP 0.5 is completed. Not for release though since it requires planned bugfixes in CC 1.9.2. I'm now working through 0.6: https://github.com/inigmatus/GAP/milestones Once CC 1.9.2 is released, GAP 1.0 may very well be released within a week after that. Poor nightingale though, he's sick, so I am using the time to really push my internal development for 1.0 readiness. I'm an OCD programmer, so a lot of my time has been making on documenting the code, adding enhancements, and making it look pretty. Code is poetry. My hope is that if something were to happen to take me away from GAP, someone else could pick it up and maintain and add to it.
  14. @Probus is interested in joining this project. he's already accepted a personal invite, so I think we will be going with ETT as the recommended tech tree going forward unless anyone else objects. This doesn't mean though someone else can't certify a tech tree as CCF compatible, as long as it supports the accepted career progression framework.
  15. Is there a way for a DATA node to be aware if KAX is installed? For https://github.com/inigmatus/GAP/issues/70 I want to add awareness in the contract description if a player has KAX installed, to mention specific KAX parts. is something like this possible? DATA { type = bool stringPartBool = needs:KAX ? 0 : 1 } DATA { type = List<string> stringPartList = [ "Aerosport Engine" , "Basic Jet Engine" ] } DATA { type = string stringPart = @/stringPartList.ElementAt(@/stringPartBool) } description = Use the @/stringPart to construct a helicopter for this contract.
  16. Ok, I'm now working on developing the one actual single contract I wanted to make before I this whole thing ballooned to 34 contracts on paper, 90% of which are now done: KSC Airlines Flight 101. The KSC Airlines charter flights require manual passenger exchange, but the reward for reaching the KSC Airlines regular flight contracts, is that regular flights require no such manual exchange (but do require a much larger passenger aircraft with full service cabins). I was thinking all along that a simple duration timer (30 seconds) would be enough to make it seem like something is actually happening with up to 84 passengers being exchanged (names won't change on the roster though, and all passengers will spawn as tourists which can't be EVA'd), but short enough not to be annoying. Simply you fly out up to 84 tourists to the Island Airfield. Land. Wait 30 seconds. Fly back to KSC runway and park it at the runway or SPH air terminal to complete the contract and receive a monetary reward of 750 funds per passenger. When I release GAP Beta, I'll ask you guys to help me test balance and provide ideas. I hope to also run this contract through the Community Career Framework SCORE and self-certify this as CCF compatible before we go Gold release.
  17. Lt. Dan Kerman is a spawned crew member that you either pick up or load at craft launch. He is created using the @nightingale CC function NewKerbal and is removed by CC from the roster with every contract completion to ensure that players don't use him otherwise. Here is a sample CC contract: https://github.com/inigmatus/GAP/blob/master/CoastGuard-Certification.cfg Informing @steve_v
  18. Consensus here on that. I'll publish it in the OP as our first Standard, of course, it will always be open to redrafting, but if no one objects, I think adopting the Proceedural Parts standard seems easiest to implement as far as compatibility since PP has been balancing this standard for a long while.
  19. Ok, I fixed it. Waypoint was completing a cycle too soon, thus tripping the hide waypoint option, which prevented completion which was then still looking for a landing status a cycle later. I've reversed the order to check for landing first and then if player is within waypoint range, before completing the parameter permanently. I will need to update all landing contracts with this new order for the Island Airfield - quite possible the new Aircraft Carrier contracts..
  20. Ok I tested this. Not sure what's happening. I set the waypoint for the island waypoint not to hide on completion though, and haven't been able to reproduce this. What I was able to reproduce was a new bug I discovered, in that if you have multiple GAP contracts active, since I am using the same vessel definition, landings at KSC runway are not recognized and you can't finish contracts. I will fix this by ensuring all contracts of unique craft names for vessel definitions going forward. I assume this will fix any residual issues with IslandLanding as well since before today it was not in a vessel parameter group. I will be adding vessel parameter groups to this contract. If someone is unable to complete a parameter for any other contract, let me know.
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