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Everything posted by inigma
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I've created a mindmap laying out all contracts from now until 1.0. Let me know your feedback!
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[1.1]Hullcam VDS - mod adopted by linuxgamer
inigma replied to Albert VDS's topic in KSP1 Mod Releases
not on my game comp at the moment. was wondering if Kerbal camera (view through their helmet) works when Kerbal is in a Command Seat. -
Weird. Looks like a floating point error in KSP or something with the boat not somehow coming to a complete stop. The floating point issue was fixed in CC 1.9.0. Do you have CC 1.9.0 installed? If so, I'll put this on the to-do for 0.3 and change it to require a 0.1 landed speed. If you don't want to troubleshoot this, you can do this now by editing the IslandTours-Shoreline.cfg file with the ReachState set to maxSpeed = 1.0, and then reload KSP. You will need to probably cancel the current mission and do the mission over though.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Hey nightingale, is there a way for a player to decline a contract after offered it once, twice, or three times, and never offer that contract again? Essentially an optional contract that once declined or declined after a number of times, never shows up again. I want to do this for my SSI-Start contract which gives players free tech, but provide the option to decline it permanently so players are not annoyed with it popping up.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Just make one contract. A submarine contract to a certain depth. I need one anyways to add to my contract pack. Want to join in on developing a contract for my contract pack? See my link at the bottom. Specifically I need this: KSC Island Tours: Submarine Tour (to -200m) (spawn debris at bottom of ocean?, WP near it required for picture taking by passengers) https://github.com/inigmatus/GAP/issues/53- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
You could be that someone. Making a contract is rather easy. Check out the Contract Configurator wiki.- 5,225 replies
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That's some niggle. Thanks for reporting it! Fixed. Ladder? Yes you bet. Ill gift the cheap rungs in 0.3. If CC adds negative funds processing, I'll be requiring funds from the player to accept the goods - maybe 60% of their current funds just to "join" SSI and benefit from the program.
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totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Contract Pack: Giving Aircraft a Purpose (GAP) 0.2 ... a work in progress since many of these machines I have to build to test it out! See my sig for link. -
I developed a Contract Pack. Released version 0.2 (see my sig for link)
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Contract Pack: Giving Aircraft a Purpose 0.2 Requires Contract Configurator 1.9.0 from https://github.com/jrossignol/ContractConfigurator/releases Added KSC Island Tours: Flight 38 - Nightingale's Cay - Tourists: 2-6 (a fully spawned beach dock and tiki hut getaway) Added Kerbal Space Program: KSC Island Airfield Preparation (land two Kerbals, put one in the hangar, the other in the control tower room) Added Kerbal Space Program: KSC Island Landing (plant flag by Tower) Added KSC Island Tours: Flight A (fly 2-4 tourists over islands and back) Added KSC Coast Guard: Rescue Certification (navigate to near shoreline surface waypoint and pickup Kerbal in water) Added Wright Aeronautical: Airplane Ride - Tourists: 1-2 Added SSI: A Visit to Shuttlecraft Systems Inc. (giving players a default set of tech to start enjoying this mod, primarily Command Seat) Renamed Coast Guard Rescue Fishermen to KSC Coast Guard: S.O.S. Distress Call (Speedboat) balanced rewards for various missions. SSI science, Island Tours funds, Coast Guard reputation, Airlines focus funds and small science and rep, KSP same as Airlines. added random number of passengers to all contracts with passengers KSC Island Tours now pays out on a per passenger basis. More passengers means more money. added contract dependencies added new logos and made all logos transparent reformatted all contracts to follow code order: requirements, description, behaviors, parameters requires Contract Configurator 1.9.0 renamed project from SSI Aerospace to Giving Aircraft a Purpose Total Contracts: 14 Whew that was a lot of work. Thanks to @nightingale who spent dozens and dozens of hours readying Contract Configurator 1.9.0 after my constant stream of enhancement ideas, bug reports, and general support questions. Thanks to @seanmcdougall for fixing Take Command to work with Contract Configurator. Also thanks to @severedsolo for helping me out with a few support queries. You guys are awesome! With the above ground work, all concepts for this pack have been tested and fleshed out. I expect updates to be easier and more frequent now! Now all I need is for someone to play the contract pack as it stands now and give me feedback. Have at it! Let me know what you think of it so far! What I need most of all is your thoughts on what starter technologies to offer with the initial contract. Surely Command Seat is one of them. I figured adding rover wheels to get boats to the shore would help too (along with batteries to power them, a chassis to set them on, and a decoupler for those not using the Take Command mod but want to build Command Seat craft). After you read my DEVNOTES in the second post, I am also interested in hearing what you think I should include in this pack. I was thinking of maybe merging KAB's contracts with this pack since the mod author appears to be away.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Thank you so much nightingale! Now I can realize my vision of some really awesome aerospace contracts!- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Giving Aircraft a Purpose 0.2 is tested and released. Requires CC 1.9.0. I'll hold off on announcing it elsewhere until CC 1.9.0 is released.- 5,225 replies
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maculator, with your permission, would you be interested in merging KAB with my contract pack? See my sig below.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Is there a way to randomize PQS coordinates easily? I was thinking about converting all my waypoints to PQS, but then got to thinking how I would randomize those. It looks to be a string. I suppose I could create multiple data nodes for the three vectors, randomize the limits of each, and concatenate the values into a string to be used in the PQS setting?- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Any idea why this is spawning double the number of Tourists in the Astronaut Complex? I should only be randomly generating 2-6 kerbals using NewKerbal, but whatever random is set to, double get created. https://github.com/inigmatus/GAP/blob/master/IslandTours-Shoreline.cfg Edit: nevermind. fixed. wrong variable name.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Makes sense. I'll leave this one alone for now.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Is there a way then to check for recovery of all Kerbals you launch a craft with? Not required for release, but just would enhance the idea of a successful rescue mission where everyone makes it back home safe.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
How can I load a list of a player's crew members into a variable? List<Kerbal> Crew() Gets all the Kerbals that are on board the vessel DATA { type = Vessel playersCrew = Crew() } i don't think i'm wrapping my head around how to use the list examples. I want to require the player to recover all their crew members in addition to the passengers on board their craft, to complete a contract: PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/kerbals (a list of passengers) kerbal = @/playersCrew (a list of the players crew minus passengers) hideChildren = true hidden = true }- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Thanks!- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
DATA { type = List<Kerbal> kerbals = [ NewKerbal(), NewKerbal(), NewKerbal(), NewKerbal(), NewKerbal(), NewKerbal() ].Random(@numPassengers) } How do I reference a single kerbal in that list in the following? PARAMETER { name = HasPassengers type = HasPassengers kerbal = @/?dunno disableOnStateChange = true title = Passenger: @/?dunno }- 5,225 replies