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Everything posted by inigma
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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
@nightingale ok so i've loaded up 1.2 and CC for the first time and my current dev of GAP. Running module manager too. Ran into several snags trying to get the first contract in GAP to be offered. Summary: GAP's first mission, SST-Start.cfg found in the Core directory fails to generate as a contract, even though requirements are showing as met. I probed a few ideas, and eventually came to a discovery that any contracts that are in a nested group, are not generating or crunching data either for that matter. Duplication Steps: - CC 1.20.2 (from CKAN) - Module Manager - GAP Dev: https://github.com/inigmatus/GAP/archive/master.zip - simply create a new career. Issues: Currently SSI-Start fails to generate, even with met requirements. Also, one of the requirements is minFunds requirement based on starting funds. CC console shows the value is 0 (when instead it should be 10% of one's starting funds). Troubleshooting: Removing the contract's requirements has no effect on generation. When I change the group away from the nested group SSI Aerospace-Economy to the parent group GAP, and restart KSP, lo and behold, the SSI-Start contract generates, with correct funds for the minFunds value too. I think something in CC 1.19 or 1.20 is not firing off for contracts that are under a nested group. Debug shows no errors, and shows contracts loading fine. As a side note, the Reloading Contracts function in CC Console breaks the All contracts view in Mission Control and thus requires a restart of KSP which makes troubleshooting a lot more difficult. Not even the new cheat menu's ability to force contract generation and resetting stuff fixes it, nor does advancing time or scene changes.- 5,206 replies
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Ill be working on GAP this week. After all, I want to play too!
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
inigma replied to SpaceTiger's topic in KSP1 Mod Releases
You sir are absolutely awesome! KerbalScienceExchange and DailyFunds totally revolutionize career mode. I am speechless. These two mods alone should be at the top of anyone's career modlist if they hate the current grind. Thank you! I will gladly feature these mods on Spacedock! -
Your career fans will love this! Certainly still needed for saner Career hiring. - If you want a challenge, how about an option for a player to pay out 10 funds per day per non-tourist Kerbal on an active mission? This essentially makes the initial hiring fee a "retainer" and then when they are called on mission, a player is forced to pay a daily wage. - Finally, if a Kerbal is Killed in Action, this mod has an option to require a payout of 10x the hiring fee, as a sort of life insurance policy obligation. thoughts?
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
inigma replied to SpaceTiger's topic in KSP1 Mod Releases
@SpaceTiger thanks for KerbalScienceExchange ! It easily fulfills 1-4 of the following: Could you look into making a KerbalDailyFunds modlet that fulfills number 5 in that thread? Essentially just a simple mod that rewards players 100 funds per positive reputation point per day. 100% rep would bring in 10,000 funds per day for example. Negative rep would reward nothing. -
requires BD Armory and KAX, yes. so i will need to update it in the next version. good catch.
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I've not developed the STS missions yet. I only included the current one as a proof of concept mission for now. I'm thinking of retiring it in next release. Also, nightingale confirms the spawn code for buildings is buggy, so I can't fix the Flight 38 island resort contract, nor can I rely on values for your airport placements. Argh. He says its an issue with KSP itself. I will be ripping out Flight 38 in next release as a result (bummers) until building spawn code works properly. Currently spending hours to get one building right, and even then it's not guaranteed. Just a waste of precious time at this point - although I think this only affects crafts that have had their root changed. Crafts with no re-roots tend to spawn ok (such as Jebediah's Tool Shed). You are welcome to try discovering values that work for spawning your buildings at any location of your choice. If so, I will gladly draft a contract in for Lupi's Landing.
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Key Down Mod Needed: Ctrl+Shift+W to Lock W to Down - Mod Needed
inigma replied to inigma's topic in KSP1 Mods Discussions
also adding -
Key Down Mod Needed: Ctrl+Shift+W to Lock W to Down - Mod Needed
inigma replied to inigma's topic in KSP1 Mods Discussions
Awesome! Add it to your suite of modlets! I've featured your mod on SpaceDock. And I confirm it works in KSP 1.1.3! -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
inigma replied to Paul Kingtiger's topic in KSP1 Mod Releases
While on routine EVA examination of the service module I uh... just accidentally discovered the release feature of the Universal Storage core and managed to decouple my oxygen tanks, science equiment, fuel cells... pretty much causing a mission abort since my Engineer is not skilled enough to chase them down and bring them back. heh. -
Help me understand radiation vs how much shielding I need. Im using the Mk 1-2 pod, 3 Kerbs. Going to the Mun. radiation meter in munar orbit shows 0.020 rads/h. For an 18 day mission, what shielding will I need? Can you help me figure it out?
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Key Down Mod Needed: Ctrl+Shift+W to Lock W to Down - Mod Needed
inigma replied to inigma's topic in KSP1 Mods Discussions
Not really. Doesn't work in EVA mode. -
Key Down Mod Needed: Ctrl+Shift+W to Lock W to Down - Mod Needed
inigma replied to inigma's topic in KSP1 Mods Discussions
this. Nah, just looking for something available on CKAN. A quick fix. I bet such a mod would be wildly popular until KSP coded it in. -
Key Down Mod Needed: Ctrl+Shift+W to Lock W to Down - Mod Needed
inigma replied to inigma's topic in KSP1 Mods Discussions
For years I've been using the paperweight. Thought I'd check in today to see if anyone still has come up with a modded solution. Would be great for a modlet. Calling @magico13 or @Claw or @DMagic or @linuxgurugamer. You guys are awesome modlet makers. Interested in picking this one up? First come first serve.