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inigma

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Everything posted by inigma

  1. Thanks for the update nightingale! I'm already off working on GAP 0.4. I have a question: I want to create and reference a random list of ship names for Coast Guard distress contracts. To make it uniquely Kerbal, I was thinking of creating a list of ships based on the kerbal name generator, except lopping off the Kerman part of the name. So something like this: S.S. Billy-bobfreid S.S. Girron S.S. Teke etc. Any ideas on how best to accomplish this?
  2. I've slated to absorb KAB into GAP 2.0 unless maculator returns.
  3. Contract Pack: Giving Aircraft a Purpose 0.3 - Released! Requires Contract Configurator 1.9.1 from https://github.com/jrossignol/ContractConfigurator/releases Total Career Contracts Available: 18 added KSC Airlines: Charter Flight 10 - Crew Rotation: 2 added KSC Airlines logo, all assets for GAP 1.0 are complete. added Space Transportation System: STS-1 Space Shuttle Intrepid (for testing) added KSC Island Tours: Aerial Tour: Flight 2 - Tourists: 2-6 added SSI: Test Flight of Mk1 Crew Cabin to 5000m added Wright Aeronautical: Barnstorm the R&D Center added disableOnStateChange status check in multiple contracts to prevent cheating added Pegusus I Mobility Enhancer to SSI-Start parts updated all contract filenames, titles, and dependencies to match DEVNOTES.txt which will be used as the master plan going forward updated all relevant contracts to use NewKerbal() and iterators. commented all waypoints with PQS values for later conversion reduced KSC Airlines to yield only 1 science and 1 rep point. removed new craft requirement from Wright Aeronautical: Build and fly your first airplane! removed deadline requirement for Visit with SSI Aerospace removed solid rocket motor requirement from all contracts except FirstFlight removed RecoverVessel requirement in all contracts due to unfixable bug where KSC view recovery will not recognize recovered vessels and complete contracts. Recovery of kerbals for passenger contracts will remain the primary method of completing contracts. Solo missions will complete once you land at the correct destination in sequence, and safely (without destroying your craft or killing anyone). requires Contract Configurator 1.9.1 Thanks again to nightingale for squishing a ton of bugs, and working hard on making this possible.
  4. I'm in the final QA stage of releasing GAP 0.3 dependent on CC 1.9.1. CC 1.9.1 seems stable now.
  5. I highly recommend adding Holodeck to your career mod list if you're not going with Construction Time. It will give you a simple option to run any mission in a simulator. For hard mode. Finally, check out the alpha version of a new mod called NIMBY. NIMBY prevents vessel recovery anywhere except within range of a recovery beacon (KSC is its own default beacon). You can add additional recovery zones via the cfg file it generates.
  6. GAP does not alter the tech tree. It does however give you the option of joining SSI and earning for keeps an experimental Command Seat, rover wheels, and a few basic parts. Doing so is optional and not required. You are welcome to grind without accepting that contract.
  7. your setup, OP, is near exact what I am working on. check out GAP in my sig. I need a tester.
  8. Easiliy done. There's a lot of directions that can be had with this. I will most likely require a VAB launch, with aerodynamic wing parts, require at least 3 mainsails or 3 vectors, solid rocket boosters that must detach, and lifting a payload to orbit, and require landing at KSC runway to ensure a player's craft is a space shuttle. For now, it was simpler to provide mine. I have the STS missions posted in my DEVOTES: https://github.com/inigmatus/GAP/blob/master/DEVNOTES.txt
  9. This is the reason I've not bothered to tweak my shuttle with Vectors yet. I'm a pioneer. Shuttles are so yesterday. Now a contract pack that actually requires the use of your amazing craft file? Cutting edge stuff, man. In-game advertising like no other! GAP Dev update: Bug Test Weekend for sure. Lots of Contract Configurator stuff, hardly got to working on advancing development of GAP this weekend, although what little time I did have to work on GAP, my 8 year old son insisted I create an STS contract. Yes, an STS contract. Accept the STS-1 contract, and you get an immediate copy of my awesome space shuttle (see my sig link) copied directly to your VAB for immediate use on the STS-1 mission. A hefty starting cost for sure, but the advance makes it worth your while, assuming you can lift the 42 ton STS-Fuel Pod depot into 100km orbit or higher, and return to KSC runway without dying. this will serve as a teaser for GAP 3.0 - whenever that far future version is rolled out. For now, I'm working on releasing 0.3 of GAP which will have this STS-1 teaser. ...more to come! See link to GAP in my sig below for more on this contract pack I'm developing. I will probably be so busy with this pack that I'll hold off on updating my shuttle until KSP 1.1. Until then, she flies beautiful still, and meets all design parameters and goals. No need to fix her yet.
  10. Ya know... GAP Dev update, relevant to STS Challenges: Bug Test Weekend for sure. Lots of Contract Configurator stuff, hardly got to working on advancing development of GAP this weekend, although what little time I did have to work on GAP, my 8 year old son insisted I create an STS contract. Yes, an STS contract. Accept the STS-1 contract, and you get an immediate copy of my awesome space shuttle (see my sig link) copied directly to your VAB for immediate use on the STS-1 mission. A hefty starting cost for sure, but the advance makes it worth your while, assuming you can lift the 42 ton STS-Fuel Pod depot into 100km orbit or higher, and return to KSC runway without dying. this will serve as a teaser for GAP 3.0 - whenever that far future version is rolled out. For now, I'm working on releasing 0.3 of GAP which will have this STS-1 teaser. ...more to come! See link to GAP in my sig below for more on this contract pack I'm developing (hence the reason I handed off the forum STS challenges to FCS). Speaking of... hey FCS, do you need the original STS logo pdn so you can modify it if desired? That way you can make additional badges for other classes if desired. Link to the pdn here: http://www./download/ufz723alc37f9kc/stsbadgeStagger105.pdn I used paint.net to make the original badges. The font used is Calibri.
  11. Dev update: Bug Test Weekend for sure. Lots of CC stuff, hardly got to working on advancing development of GAP this weekend, although what little time I did have to work on GAP, my 8 year old son insisted I create an STS contract. Yes, an STS contract. Accept the STS-1 contract, and you get an immediate copy of my awesome space shuttle (see my sig link) copied directly to your VAB for immediate use on the STS-1 mission. A hefty starting cost for sure, but I make it worth your while, assuming you can lift the 42 ton STS-Fuel Pod depot into 100km orbit or higher, and return to KSC runway without dying. this will serve as a teaser for GAP 3.0 - whenever that far future version is rolled out. ...more to come!
  12. For testing. Contract balances are not in yet. Also that contract is not yet randomized. Slated for 0.3. Check the GAP Assets folder to see if you have the ssi assets. Check the flag location in Agencies.cfg.if mismatch or missing asset, download missing asset from github. Might have been a corrupted download. KSC Airlines will get a flag in 0.3. For now it uses SSI.
  13. The following code is giving me an error: Unexpected node "Module" PARAMETER { name = Not type = Not title = release Solid Rocket Boosters PARAMETER { name = PartValidation type = PartValidation hideChildren = true hidden = true MODULE { name = ModuleEngines EngineType = SolidBooster } } } edit: still can't figure it out. even with FILTER and MODULE and NONE. All I'm trying to do is check when I've released any type of solid boosters on my shuttle. any ideas? edit2: this worked! PARAMETER { name = PartValidation type = PartValidation FILTER { partModule = ModuleEngines } NONE { EngineType = SolidBooster } }
  14. Dev Update: working on a number of items: https://github.com/inigmatus/GAP/milestones/0.3 Looking forward to simplifying my existing contracts (requires another fine tooth code re-write) to make them easier for me and others to understand and make future correction. A bit of a project (one I had hoped I was done with in 0.2, but I guess not). Added a few more contracts, and having a blast testing the barnstorming one. Finished up a final version of the contract flow here: https://bubbl.us/?h=934b/5fc8d0/37aoS1/A8mNuU&r=185399272 I really hope to split out offering the free tech goodies from SSI - and require you to purchase them for a price, once CC 1.10 is released. Right now, nightingale is working on 1.9.1 to address a number of smaller issues with Contract Configurator, and added a few things that I will be including in GAP. I will be adding a few more ideas on the DEVNOTES after 1.0 release. If you have other ideas not listed there that you'd like to see which could fit in with the theme of this contract pack, let me know! Also the poll is at a dead even vote for GAP vs AERO, so vote if you haven't yet. Name won't change though until 1.0 release in the main Add-On Releases forum. I hope to release 0.3 this weekend or early next week if I can manage it.
  15. Do CC configs take a block /* */ comment option or is it just single line // ?
  16. Also, the wiki says Data nodes may existing within CONTRACT_TYPE and CONTRACT_GROUP nodes. Can they not also be in PARAMETER nodes? I have a barnstorming contract for the R&D Center to barnstorm the pedestrian bridge and optionally the tunnel for additional reward. I want barnstorming the tunnel to be an optional and reward bonusRep = 40 which is added to the rewardReputation = 30 attribute if completed. How would I do this?
  17. Could you give additional examples that could be wikified? I'm not sure I'm wrapping my head around this. Is the iterator creating lists, or using lists to create parameters? Can you give me a SpawnKerbal example?
  18. Kerbal Inventory System. Use with Kerbal Attachment System to EVA and strut your parts together in space. Orbital construction at its finest. Oh, and install mods from CKAN. Doing it manual is so early 2013.
  19. I love subassemblies. I'll say it again, I LOVE SUBASSEMBLIES. We need more. Heck, kerbalx needs more. Can u put these on kerbalx? My subs there look rather lonely.
  20. I posted #4 in the inflightshipsave github based on a reddit requesting a mod to allow craft recovery as-is to SPH for "repair" and refueling.
  21. Look for Contract Configurator by @nightingale
  22. No worries. I really should keep in mind the use of CT mod. I'll use the timer when I need it. For now SSI-Start doesn't really need a deadline as my ultimate intent is to require a player to simply purchase the technology using the new negative funds enhancement slated for CC 1.10 and so be able to skip the mission to deliver Inigma Kerman to the conference with parts.
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