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_Zee

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Everything posted by _Zee

  1. I downloaded PCR and RasterProp and couldn't find this part anywhere, sorry. Lol I'm glad you both managed to get things working. I do now! Added Wild Blue to the To Do List.
  2. Version 2.2 released //// Version 2.2 Changes *Added Near Future Support (all 7 modules; 257 parts reviewed) *Added RealChute Support *Added KAS Support (no cfg needed) *Added KIS Support (no cfg needed) *Added miniAVC. Corrected typo preventing Atmospheric Analysis part from appearing in tech tree. Shifted 0.6m vanilla RCS tank to flight control branch, one node earlier. Shifted 1.8m and 2.5m vanilla RCS tanks one and two nodes later, respectively. Shifted short-size 2.5m LFO fuel tank to same node as first 2.5m engine unlocks. Shifted mid-size 2.5m LFO fuel tanks one node later. This release includes support for the entire Near Future suite (chart) of mods. The Propulsion pack containing advanced electrical engines didn't need any changes and the cfg is just there to secure tech tree positions. For everything else; batteries, capacitors, solar panels, construction trusses, command modules, fuel tanks, engines, rcs blocks, drone cores, and reactors were all sorted and priced and essentially fill in the entirety of the remaining tech tree. I personally only use 5 of the NF packs, but all 7 are supported covering a total of 257 parts. A few minor shifts mostly involving fuel tanks were made to the vanilla core as well. KAS and KIS were also looked at for a support patch and all of it already fits perfectly, so no cfg is needed for now. If some crazy part movements happen in the future then I'll look at it again, but I doubt that will be needed. RealChute also receives support (chart) with this release. By request, the miniAVC.dll will be included in each release from here on. If for some reason you hate it just delete the miniAVC folder within my mod. The mod folder structure has been reworked, so make sure you completely delete the old ProbesBeforeCrew folder when upgrading.
  3. Quick bug report for the Spacecraft Pack, The Monoprop Tanks, monoprop-tank-25-1 monoprop-tank-25-2 monoprop-tank-25-3 All point to the same title title = #LOC_NFSpacecraft_monoprop-tank-25-1_title
  4. Sure, I can add the miniAVC in the next release. It wasn't planned for this release, but I'll take a look at it. If and when you see my mod on CKAN please let me know!
  5. Awesome! Thank you, all of that's really helpful and time-saving. I'll be sure to include these in the next update, one part a piece will be quick and easy.
  6. Version 2.1 released //// Version 2.1 Changes *Improved Contract Vessel Tracking. Removed option to cancel contracts. No longer needed. Small increases to select contract payouts. Reworked parameter rewards to increase difference between each step. -ie "Fly By" pays less and "Return" pays more Corrected lack of SPLASHED condition check for Eve and Laythe. Gave Dres Contracts. Whoops Corrected parameter message for Crewed Ike contract. This is the "Contracts Are Finally Working Exactly As Intended" update. I'm super stoked about this one, Vessel tracking works exactly as I wanted now. Meaning, any vessel you land on a given body is a valid option to complete the Return Home parameter. This means you can run multiple missions with different purposes all at the same time at whatever pace you want, and you'll never need to touch Alt-F12 to move contracts again. Reward payouts were also given one more final looking over from top to bottom, and it feels much better than before. The "Return Home" parameter is a big step no matter what body you happen to be exploring, and the payouts will reflect this more clearly now. There were some additional small bug fixes as well. With the Contract Pack feeling rock solid now, focus will return to supporting more mods. Near Future patches will come first, followed by Kerbalism. I haven't received much feedback in a few days, so I'll just hope that means everything is good and nothing is on fire. As always, to properly update remember to Alt-F12 > Contracts > Tools > REGENERATE CURRENT CONTRACTS Enjoy! Edit: Almost forgot! Shout out to @nightingale for getting back to me so quickly while I was trying to figure this out. A very helpful guy/gal!
  7. Version 2.03 released //// Version 2.03 Changes Created new "Tiny Basic Fin" part intended for 0.6m profiles. Available at Start. Shifted 0.6m Nose Cone two nodes earlier. Shifted FL-A5 (Nearly flat 0.6 > 1.2) Adapter three nodes earlier. Added basic Kopernicus support. -- Contracts are still only built for stock planets, but they will work as intended in your Kopernicus install now. Corrected bug that prevented Eeloo contract from working correctly. This is a small update mostly to help out the Kopernicus users. As mentioned in the changelog, this update isn't adding any extra contracts it's just making sure my stock planet contracts work within a Kopernicus environment. You will still have gaps on any modded planet additions, so using my contract pack or not is your call. These gaps will eventually be filled but full disclosure this item is waiting behind bigger projects and it might be a while. During my most recent playtesting I became aware of a limitation in how the Contracts are currently implemented. All the steps for "Completing" a Celestial Body are included in a single contract to try and make things flexible and dynamic. The problem with the current implementation is that when you first land on a given body, that vessel is then the required vessel you need to return home. This is a problem because we often times want to land well before we are ready to try a return mission and we design those first landers with zero intention of bringing them back. I'm currently talking with Nightingale to see if he can help me get a better grasp on the Contract Configurator and to hopefully find a quick and easy fix (preferably in the form of some Method i'm just unaware of). If this isn't possible though, I still have a "zero-doubt" solution so it will be fixed either way. The second option is just kind of a brute force approach, it will take a long time to write, and it will break contracts for a single body into 2 contracts instead of a single 1, and the 2nd contract will have to always be taken manually. Obviously a lot less elegant, so I'll avoid it if I have a choice. In the meantime, handy dandy Alt-F12 works perfectly fine. If you return a vessel to your home planet and you know its the vessel that should be getting credit for the return, just manually complete the contract if it doesn't automatically. All contracts are triggered by preceding contracts, so there's no way to break anything using this method. Sorry for the inconvience on this, I'd never even used the Contract Configurator until 4 days ago so bare with me while I'm still learning.
  8. Kopernicus isn't supported by my mod yet. I was about to say it hasn't been updated for 1.6 yet but I see an update was posted 8 hours ago. I was waiting for it to be updated so now that it is, I'll see if I can squeeze in the update for the next release, no promises. In the meantime, just use Alt-F12 and manually complete the contracts.
  9. Ya I just triple checked the code for that contract, it should be working. Very strange. I'm grasping at straws here, but is the Vessel Name the same and is it still designated as a Probe (vs. a Relay or something)? Send me a screenshot of your GameData folder
  10. This one is working fine for me. Are you sure you returned with the same probe you first entered orbit with? All the contracts are triggered by the completion of previous contracts, so if worse comes to worst you can just use Alt-F12 to manually complete the contract and the chain will keep moving.
  11. As long as the contract pack does not attempt to add its contracts directly to the Vanilla "Exploration Agent", it will simply co-exist with mine. But regarding planets that aren't stock, my mod in general does not yet support extra or unique planets or system overhauls. Stock Kerbol System only. It will have to remain this way until Kopernicus is updated for 1.6.
  12. Great feedback, all around! I took a closer look and I agree movement is needed. The next release will move the FL-A5 Adapter (0.6m > 1.2m) from Miniaturatization at T5, to Engineering 101 at T2. The 0.6m > 1.2m Service module appears at T3, and the FL-A5 is a nearly flat and terrible adapter, so its a perfect fit. The 0.6m small nose cone will move from Aerodynamics at T5, to Stability at T3. And regarding the 909 and the Spark, my response is basically what Muetdhiver said. The Spark is a much more efficient engine, and additionally making such a swap would involve moving 0.6m fuel tanks which I don't plan on doing.
  13. Updated OP with a visual guide for recommended settings. Please feel free to post what settings you are using for your sliders, and how you feel it has set the pace of your game. Very curious to know how others play! As I mentioned above, I use: 70% Science 80% Funds 90% Rep 100% Building Costs
  14. Sorry, are you asking if you can play with entry costs turned on? If so, then absolutely, its the only way I play KSP personally.
  15. It was driving me insane. The KSP presets for Easy > Hard all move it around and it was never a slider I paid any attention to. I wonder if there's a way to relabel the slider.... Anyways, 150% will be tough, but probably do-able. Personally I have my current playtest settings at 70% Science, 80% Funding, and 100% Funding Penalties and it has been really challenging but enjoyable. Each step in the contract pack has been a difficult but achievable puzzle.
  16. 100%, I made the fix on my end and it's running perfectly.
  17. Version 2.02 released //// Version 2.02 Changes 25% increase to mini-milestone funding rewards. 100% increase to Layer 1 science rewards. ~250% increase to Layer 1 funding rewards. ~25% increase to Layer 2 funding rewards. Alright everyone, apologies for this, had to take one more pass on the rewards after getting a longer playtest in. You should now be able to actually purchase building upgrades. Also as a PSA: Apparently this has been known for at least 3 years, but its news to me and it was really messing up my attempts to properly balance the early game. The Funding Penalties slider that you set when making a new game is ATTACHED to the cost of upgrading buildings. It makes zero sense and I can only image its an oversight and not intentional, but its true. So DO NOT increase it past 100%. Game will be unplayable if you do. This is save-game compatible with 2.0 and 2.0.1, but you must follow these steps or you won't see any changes in a current save.Replace my folder as usual.Once in game and in save, press Alt+F12, click Contracts > Tools > REGENERATE CURRENT CONTRACTS This will refresh the price pay-outs but will not reset your progress.
  18. Has anyone else experienced strange flickering of the menu when in the administration building? Using 1.6.1 Edit: Found the culprit. There is no `title` definition for the Strategia Agent.
  19. Version 2.01 released //// Version 2.01 Changes Increased funding-rewards for Layer 1 and Layer 2 contracts (hit em with the nerf hammer too hard) Small typo fix in Layer 3 Contract config First off, thank you all so much for the kind words. It might not seem like much, but it keeps me motivated. This is a quick hotfix for the Layer 1 and Layer 2 contract payouts. It seems I hit them with the nerf hammer too hard and they weren't paying enough. This is save-game compatible with 2.0, but you must follow these steps or you won't see any changes in a current save. Replace my folder as usual. Once in game and in save, press Alt+F12, click Contracts > Tools > REGENERATE CURRENT CONTRACTS This will refresh the price pay-outs but will not reset your progress. All done, you are now updated!
  20. As everyone has pointed out very clearly now, this mod is out of date, the author is AWOL, and everyone has been asking for an alternative for years. I just feel like its prudent to point out these facts, otherwise I would never advertise my mod on someone else's post. With that said, I present one such alternative. It is a labor of love, give it a look.
  21. Version 2.0 released //// Version 2.0 Changes *Added Original PBC Contract Pack Shifted kOS 0.6m to Start Node Shifted kOS 1.2m one node earlier Shifted kOS Basic Radial one node earlier Updated kOS map Updated Missing History map -No changes needed for KSP 1.6.1 Apologies if the chart is a bit hard to understand at first, I did my best to make it easy to understand without eating up an entire wall of screenspace. It's really just there for my notes, it will be very intuitive in-game. The things you should know: This contract pack is purpose built for this techtree, so I'm not releasing it as a separate mod and I offer no support if you try to use it without PBC. It is by nature optional, all you need to do to "enable it" is install Contract Configurator by Nightingale. That's it! As I mentioned in the last release post, some of these contracts will automatically be added to your active list as soon as you meet the conditions to unlock them, and they won't use up contract slots. This will stop happening after you move past "Layer 2" as I call it, so that your active contracts list isn't spammed. The vanilla tutorial and exploration contracts are disabled when running PBC Contracts, but the mini-milestone rewards are still there albeit tweaked to give much smaller rewards throughout the whole game. They were especially showering us with easy money in the early game, but not anymore! Contracts will only be cancel-able if there is some way for you to get stuck, for example by landing on a body with a given vessel, and then destroying that vessel when it is needed for the Return to Kerbin parameter. In this case you can cancel the contract, which will immediately make the contract available again and you can try again with a new vessel. Doing this will penalize you roughly half the value of the completed contract, increasing to over double as you move to later stages of the game. PLEASE NOTE: Just like my recommendation about Science, I recommend you keep your funds slider at least at 80% if using PBC Contracts. The economy has been overhauled and made much more challenging. You WILL feel the difference between 100% > 90% > 80%. Consider those steps, Easy, Standard, Hard in that order. Not all bodies have interesting and unique flavor-text, but I did my best where I could. As I've mentioned before, I'm not a writer haha! I'll gladly accept contributions for flavor-text for specific contract parameters, and as a reminder I'm accepting the same for the Telemetry Reports. My optional, only if you care, verbose summary of the decision process for this contract pack, as is tradition : While this release is technically savegame compatible, (I suppose you could refresh your contracts with Alt-F12), I would really recommend starting a new campaign if you're going to use my contract pack. It reshapes the economy of the game from the very start, and you'll have to re-visit planets you've already been too anyways ( well that is unless you want to use Alt-F12 and complete the contracts up to your current point). Don't say I never gave you options! And finally, with the release of the Telemetry Report for Probe Cores a few releases ago, and the added Science my Contract pack awards throughout the whole game; I'm adjusting my recommended minimum for your science slider to 70%. If you go lower it means you're a hardcore pro or something. I hope you all enjoy it!
  22. Thanks so much for saying that, its really good to hear feedback. Especially when its positive. Absolutely. Eventually. A pull request was posted on my behalf, but apparently my mod won't be accepted until the CTT is updated for 1.6. Don't ask me why but thats the ruling. I'll be posting a huge update in the next hour or so, stay tuned.
  23. No I don't use Github, sorry. But I've already shifted the kOS parts again, including moving the 0.6m part to the start node. Thanks a lot for the feedback on that, especially helpful since, like I said I don't use kOS personally. The changes will show up in the next release. Happens to the best of us.
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