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Twitchi

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Everything posted by Twitchi

  1. If I wasn't going into university this year I would be totally up for it.. but as this is the start of the academic year I cannot commit
  2. Hey guys, I must be doing something wrong and I am hoping you can help me out I am writing a simple series of station building contracts, so far I have one to put a core up, no problem. The trouble comes when I want to remember this station core to be added to in the next contract. The understanding I gained form the wiki was that I should make a VesselParameterGroup parent of all the parameters to do with the core.. then the name I gave in the VesselParameterGroup would be available for the 2nd contract to use in a validvessel requirement So I made 2 contracts following this logic and the f10 debug says they both load BUT.. the 2nd contract is not visible in the mission control (well its got a red x in the all section), digging in the f10 I see that the validvessel is not deterministic, which fair enough, it wouldn't know at load up. but isn't that the point of the VesselParameterGroup? If this not the way then does any body know the right way to have ships span multiple contracts? Thanks First Contract https://pastebin.com/2xUYTFPV Second https://pastebin.com/f9hTPbAv
  3. @Katten I had this issue... I think it's because you have left kerbin's soi, I think the work around I used was to wrap it all in a sequence parameter so it ticked them all off in order https://github.com/jrossignol/ContractConfigurator/wiki/Sequence-Parameter (docs for said parameter )
  4. For people playing along at home (and future google searches) I have found a section on boot files in KOS https://ksp-kos.github.io/KOS/general/volumes.html#boot It appears to be exactly what I am looking for.. would defiantly be if I was not loading the vessel via contract.. the wiki states that when you leave the VAB\SPH your vessel is in a prelaunch status and I am not sure if this is the same for vessels spawn in contract.. testing continues Appended : So I can indeed set a boot file to be used.. but for it to start running the vessel needs to enter a prelaunch status, (I believe this to be a ksp native variable and not KOS specific, but this is speculation based on finding an enum breakdown in the vessel section of the api) but unfortunately when spawning a vessel via a contract there appears to be no time spent in the prelaunch stage and the script does not run.. tho it is defiantly there loaded I am now looking at the craft file of the vessel in case I can find some way to launch in prelaunch.. I see lots of empty events{} but am finding very little documentation.. maybe I can run the script from there?
  5. Hey guys, In my quest to get a contract experience I can call awesome I am making contract configurator contracts that spawn in vehicles with kos scripts to do all manner of thing.. Obviously I want these behaviors running without the player having to swap over and run the commands themselves but cannot seam to locate any method for Autorunning scripts in kos Any one more experienced know of a way to make this happen..
  6. Thanks very much buddy.. your fast becoming my personal savior
  7. Purposely send Jeb to rot on eeloo .. he needs to let other kerbals drive!!
  8. Hey guys, Back with another similar issue and rather than spam the boards with my face thought I would just reopen this one up, hang with me this one has a few layers So I am working on a part testing contract in contract configurator, all that side of things I have covered but the part I want to test does not normally have the capability to be tested. No Fear the wiki had my back there to " It is possible to add ModuleTestSubject to parts that don't already have it using Module Manager. " or so I thought I went to another part that I knew had the Module, copy and pasted values for typo free transfer @PART[bdWarheadSmall] MODULE { name = ModuleTestSubject useStaging = False useEvent = True } There was also a whole bunch of constraint sub modules and another value, situation mask I have tried running this with and without these extra pieces and every form of syntax I can find in the module manager, which basically boils down to this and using % with the values, (and module in an experiment borne of frustration) but the test button will not show and I cannot complete the contract objective Could there be a hidden property of this warhead that makes it unable to be used in testing like this? or am I once again making simple errors that I am blind to?
  9. Ahh thanks..the only reference I found to it was in the game itself, is there some where convenient to find naming conventions?
  10. Hey guys, So I want to move the BDA weapon manager in the tech tree from 'precision engineering' to the 'Start' category Reading the wiki I was lead to type out: @PART[missileController] { @TechRequired = Start } Obviously I have this wrong some how, but I cannot fathom how. My gut says this is to short and I am missing loads of set up or something thanks for help
  11. Yeah thats where I find it now.. crazy that it wasn't until today for me :s Honestly kinda liked it there, was useful for writing early game "test this gun" contracts thanks for the speedy reply
  12. Hey guys, I have a quick question that I am hoping one of you can answer.. I installed both Community tech tree and BDAc and yesterday the weapon manager was in tech level one.. today its in tech level 6, I suspect user error on my behalf but I can not honestly think of anything I have done that would cause this change.. where is your weapon manager located? is it one of the first things you get as I think it should be.. or has it now been moved? Thanks for any help in my quest for answers
  13. Hey guys.. so I have a situation where all the conditions are met for my contract to be offered, but alas I still am not able to take them. I used to think the cooldownDuration on the CompleteContract requirement might be to blame for this but after playing about have been convinced this is not so A bit of forum searching points me to some mythical RNG based selection process turning over in the background.. but is there any way to over ride this and make it immediately available? I'm typing this before going to bed and don't have the time to check right now but would turning off the other contracts (I forget which flag turns off contact groups right now) and having very few contracts to choose from be a dirty way to make this happen? Thanks for any assistance
  14. Exactly why all my chatter was about urls, and when I talked about not expressly visiting them yourself called the validity into question..
  15. Dude, please, I know how much work goes into this stuff. I would be composing small sonnets in the modders honer before even talking about their work..
  16. Best we can do is something like what I am in the middle of right now... put together a list of what you really like.. add urls for download, share well that's not THE best.. could add contracts and stuff to tie it all together and make a cohesive experience.. maybe an auto downloader? not sure on the validity of that with respect to licensing..
  17. @Aelfhe1m Thanks very much dude.. I will defiantly keep in mind the white space thing, going through all your fixes I started from the bottom first (cos I'm sooo random ) and turns out the data node was the only thing I needed to remove No idea as to the reason why yet.. just doing stuff and seeing what happens.. I'll figure correlation at some point next "issue" that I am honestly not sure if it is even doable or not.. so I want the player to kill Jeb.. horrific I know, But I have had enough of his front seat jumping ways. In the params I thought I could make this happen by having a NOT param around the HasAstronaught unfortunately this just gives me the standard kill jeb to lose scenario, the opposite of what I want any ideas on how to do this? Edit : small caffeine break inspired me to try this without the "completeInSequence = true" despite the wiki saying this is important.. its not, it does in fact stop it working as I intended
  18. Hey guys.. hows it going? for the past couple of days I have been working thorough the wiki to try and make a contract pack.. I have been failing miserably.. I have 3 config files in a folder in Gamedata/ContractPacks; one to make an agency, one to make a contract_group, and one for an actual mission. All taken from the massively expansive sample files given from the wiki Today has been a merry chase with the debug console, seeing what throws an exception, go and edit a cfg file, wait 5 mins for kerbal to load as I have to many mods and reload contracts button is broken.. check console find next exception, read wiki, edit.. etc Right now it is telling me I do not have the agency set up.. I do not know why, can some one please have a look and enlighten me? Edit: The agent problem was a name typo mismatch thing that I found making the pastebins.. but now the contract_group is not loading and not really telling me why?
  19. I don't know if this falls under the known issue listed in the OP but I feel its different enough to log here.. when loaded with konstructs the view from the KSC is not just out of sync but is in fact spinning (sort of) wildly. Sonnah covers the width of the sky in about 4 seconds http://recordit.co/PLRFvGARtc easy reproducible steps.. Load game with latest Konstructs, Kopernicus, and new_horizons, start game>save and enter tracking center, exit to ksc view and look east (not strictly necessary but facilitates viewing) output_log = https://drive.google.com/file/d/0B1BNaGWVQPr8eFphTWlqQkQ5dFU/view?usp=sharing is different to when Konstructs is not present more dynamic
  20. FYI this link crashes my game on the loading screen, fine without the parts crash every time with KSP 1.3.1
  21. Hey there dude.. do you by any chance play in 32bit mode? for some reason the disclaimer box fails to display properly when not in 64bit
  22. Hey guys! I'm super interested in making custom locations, I made myself some models and started digging for how to interface with your mod but am coming up dry for any documentation.. could you guys possibly point me in the right direction? I have a few cool ideas and would really like to implement them Thanks for any help
  23. Thanks man, I have been asking about through some other KSP places and your teh first to have even shown a glimmer of interest, was starting to think it was a duff Idea and yeah I'll be waiting with baited breath.. Thanks again
  24. Hey, thanks for the interest So here is a screenshot of my last attempt http://imgur.com/MicTMlM was the best I could make from the standard assets from Kerbinside, I was looking into how to make the models myself but I just seriously lack the time that would require Orange tank included for scale but this one was to large, about 4x I recon, I have no idea how to estimate the size in meters, but I'll run some psudomath The only even roughly estimated length that I could find online was 3.7 or the FTL800, 2 of them to an orange tank length makes about 7.1m, 3 or 4 (well go with 3.5) orange tank lengths to a fence length on the old battle arena. 10 lengths a side for an estimated length of 250m on the old arena, so maybe 100m required for the "actual" one The finish was quite good on the old one so something like that would be awesome, apart from I think it needs a Kerbot Wars Logo in the middle.. only problem with that is I wasn't very happy with the one I designed last time As for how we actually fight.. last season we had the fun and frolics of working with DMP. Actually worked well enough for us to play out all the rounds and crown a winner, not perfect as you would imagine but made a good video and more importantly we all had an awesome time
  25. Hey guys not sure if this is really a thing here, but I saw requests so here I go I have an idea for an awesome series but I really need a custom mod to make it happen, I have a little cash to throw at the project but only 10 or so of my local currency (£, not much but literally all I have) So basically I need a robot fighting arena al la Battle bots or robot wars, I have made a sorry effort myself with constructs and Kerbin side models, and it worked, but I need better Ideally working well with some thing like constructs for selectable spawning locations and, the main bit that stops me doing it myself, A Bumpable button\panel that will drop a pit open and some form of rotating hazard on the edges, of course fences around the edges, high but not so high as to render ring outs impossible If any one out there can help me I will be forever grateful Many Thanks Twitchi
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