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tobyb121

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Everything posted by tobyb121

  1. No worries, it's not like you could have known without having a pretty good knowledge of the source code
  2. @dtoxic - I'm not sure this is a Tarsier problem, the code path that is shown in that stack trace is not TST, I don't use the PartTest template for my contracts. at Contracts.Templates.PartTest.Generate () [0x00000] in <filename unknown>:0 Can you confirm that deleting the tarsier space tech dll actually resolves this problem?
  3. The problems from V3 with chemcam and HDDs are fixed in v4.4, a couple of people have reported problems with chemcam but I haven't been able to recreate the bug and nobody's submitted a log yet so I can't really do anything about it, but I don't think it effects everyone.
  4. No changes made from the 4.4 BETA, just had to add a license with the new rules and decided the contracts stuff is generally working now so no need to leave it as a BETA, but I'll try an keep a more comprehensive changelog on the original post from now on.
  5. Ok (partially) fixed event listener problems (it can still bind itself to events on the old vessel, but this is less of a problem), sorry it took so long
  6. Hi, sorry I haven't given an update for a while, I had a quick look over the weekend and couldn't find an event to bind to that covers all situations but I reckon if the vessel change event is bound that should work, so I'll try and do that tonight or tomorrow
  7. Without the ksp.log file there's very little I can do if I can't recreate the bug. I don't want to (and don't have time to) install a bunch of mods to test compatibility, but if there's problems I can find I will do everything I can to fix them. The next feature I'd like to add is to have distant galaxies and nebulae for the telescope, but there's a few things I need to get my head around. I'm thinking also of making a space station science lab, which can be parked in orbit and then there will be contracts to deliver science equipment to it and maybe do repairs on it.
  8. Ah I see, it looks as though the event listener for i,j,k,l is bound to the vessel, I should be able to fix that pretty easily. I'm away from my PC for the weekend but will try and fix it soon. @Wiseman, I don't see why that should be happening if there is no error, I would need to see the log, (all of the parsing rect/bool stuff is just some other mod) if you upload it just send me a PM and I'll have a look.
  9. Please PM me your ksp.log, if I can't reproduce the fault I need the information in the logs to try and fix it
  10. Ok, 4.3 Beta is awaiting approval on Curse, the contract generation for the ChemCam is now much better and certainly shouldn't spam your folder (if you have a save that has been spammed just use alt+f12 select contracts then tools and clear the current contracts). I've also fixed the biome detection so it should detect if you're at the Launchpad/runway. Sorry that the contracts stuff has so many bugs at the moment, I only have a short period of time every day when I'm able to work on this and testing these features takes time. Many thanks to all those who have tested and given feedback. Hopefully I can get these few bugs ironed out and start working on the next big feature I have planned
  11. Removing the ChemCam folder will not disable ChemCam contracts. The TST parts all share a single dll file which does all of the contracts stuff, if you delete the part you'll get lots of errors because it is looking for a part called ChemCam but it can't find it. I'll do a quick release when I get home tonight to disable ChemCam contracts until I can fix this properly. As for the balance issue, I'm not sure why this gives you "free science", the telescope can take pictures of planets regardless of contracts and get science that way? Are you saying that the science that is awarded for contract completion is too high?
  12. I'll look into the runway and Launchpad stuff, there may be some specific checks that need to be done for these biomes. I'm not sure why so many contracts get generated for the ChemCam, the contracts are not actually spawned by TST, they get generated by KSP internally so I haven't got much control over it, you basically just supply a true/false as to whether a generated contract should be offered and currently this is based off whether the ChemCam has been unlocked, so I might need to do something a bit more sophisticated. Currently the ChemCam contracts do not have any progress implemented, the space telescope goes through a specific order of planets that need to be photographed, but for the ChemCam I didn't think this was a good idea as it doesn't work very well with biomes (it's hard to make it decide if going to Duna is harder than going to a specific biome on the Mun for example) and keeping a list of all biomes is not very easy to manage when Squad update the game. I'll look at and making some use of the built in KSP progress tracker to limit the range of planets it will try and generate contracts for.
  13. Fixed the ChemCam should be available once it's been approved on curse
  14. OK, I've had a look and I am also getting this problem now, it seems that there may be a piece of geometry on the ChemCam model that has a bad rotation value, I'll try and hunt it down and fix it, thanks for reporting the problem
  15. Thanks Just waiting for curse to approve the download, should be up soon
  16. Ok, there was a small change in the KSP API which broke compatibility, it's a pretty easy fix, so I'll have a new version up soon. I've just tested this and I wasn't getting significant wobble, you will find if you are looking far away the movement from SAS will make it impossible to focus. I wrote a little guide that should help you take some pictures: Hope this helps EDIT: 4.1 now up with HDD fix
  17. A new BETA release with contracts for Telescopes and ChemCam is up, please be aware that I haven't had time to fully test this, but it should be pretty stable, it's quite a large set of changes to the code base and so there's a lot to test. Enjoy, tobyb121
  18. This is a problem I have experienced a couple of times but it's not something that I can reproduce consistently, which suggests its probably a problem with TST but another mod is triggering it to go wrong. Could you pm me a log file from a bad mission and I'll see if there's anything I can see, I have a couple of ideas what it could be and will try and investigate them this evening
  19. I'm afraid I haven't been able to recreate this, it might be helpful to PM me the log output @gendalf: I personally don't see the HDDs as cheating at all, they give you an alternative way of storing your science data but you must still either transmit it or carry it back to Kerbin, "Don't need to save up electricity to transmit data home" really means that if you want to do lots of science in one mission you can by storing it in HDDs and carrying it back rather than having to transmit and incurring a loss of data, there is no difference in the amount of electricity required to transmit. I don't really like the idea of making Kerbals moving science around as being the only way to transfer data. I would like to implement kerbals being able to deposit data on EVA, but making it so that unmanned missions cannot transfer data is not going to happen. I'm not sure about the last point, to be honest I wasn't aware that science modules have to be reset like that (I don't get much time to play the game nowadays unfortunately)
  20. The hard drives will only store a science report if there is space for the whole report, so you currently couldn't store an 85 Mit report. The current hard drives were a bit of a proof of concept, to learn about the science system etc. In a future realease I may look at ways the filling of hard drives can be done more cleverly. In answer to your other questions...the hard drives aren't cheaty, you can save into the hard drive but you still need to either transmit the data or return the hard drive to get the science points. One thing you can do is put the science into mini unmanned vehicles that you can use as science pods. The hard drives are filled by right clicking and selecting fill hard drive, which finds all science on the vessel (except for stuff already in hdds) and moves it to the hard drive until they're full. Hope this helps, tobyb
  21. Just to update everyone, the current version should have no problems running on 0.24, however the costs of parts don't fit into the game and the parts won't make any use of the contracts system. I'm working now (and have nearly completed) a version for 0.24 which adds custom contracts for the Telescopes and ChemCam. I'll be updating all part costs and releasing a new version soon...hopefully
  22. Yes adding externalToEVAOnly = true is what makes events usable in EVA, but EVA events are specific to EVA, you won't be able to use your event normally any more. The way to fix this is to create a separate event for EVA only and call your original event from that: [KSPEvent(guiActive = true, guiName = "Deactivate", active = false, guiActiveUnfocused = true, unfocusedRange = 2f, externalToEVAOnly=true)] public void EVADeactivateStrut() { DeactivateStrut(); } IIRC unfocused range is the distance the Kerbal must be from the part to be able to trigger the EVA event.
  23. I'll be testing to see if it works with .24 today, once steam finishes downloading, I imagine there will be some changes required in the cost etc. but hopefully it isn't broken. I'll be looking at how contracts work and how they can be extended and used for this.
  24. I'm looking at creating some distant galaxies to find with the telescope, but am open to requests
  25. Sorry to hear you're having trouble. Could you confirm that when you take a picture while looking at a planet you don't get a screen message saying "Collected Science for [Planet Name]". If you are zoomed into a planet but you cannot see the centre point of it then the telescope doesn't know you're looking at it, so if you zoom in too close this could be a problem. If you're still having problems could you do a flight where it isn't working and then send me your KSP.log file from the KSP directory (probably easiest to PM me http://forum.kerbalspaceprogram.com/private.php?do=newpm&u=78303 )
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