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scerion

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Everything posted by scerion

  1. Nightingale I borked things again Not sure what I changed but all I get is spammed in the log file, and no contracts in the admin building ContractConfigurator: Generated a contract: ContractType[KSABKHW141220] (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Tested on a new save. contract: http://pastebin.com/ridKKg0N
  2. So yeah getting rid of the requirement fixed it all http://imgur.com/U6PNwle
  3. wow awesome, thanks! Ooo guess I actually found a bug huh? Shall remote the requirement and see how it works then. I actually initially had it set up as Sequence but thought that might have been making something invalid so changed it to All. Shall go ahead and fix too.
  4. So no luck on a second go around new save and all that. Here's the save file and all relevant info including output_log https://www.dropbox.com/s/046d5071y9bmmmk/KSAHW.zip?dl=0
  5. Yup no hyperedit Definitely using ContractConfigurator 0.3.3, and KSP 0.90. Here's the test bed. I'm starting up a brand new career, edited in enough funds and science to upgrade some of the facilities and purchase some science nodes to use a stock Munar craft (btw is there a way to check if a specific craft is used?). I only have Kerbal Engineer installed for mods and module manager (along with CC of course). And I edited in my own special agency (KSA). From there basically the requirement is to plant a flag on the Mun but I wanted to add a few more checks along the way to ensure they start up a new craft. So far I can get the contract to load and such, it just hasn't checked off whenever I expect those contract sections to complete. I'll start up another brand new one and get the log to you if it doesn't key off for me again
  6. nightingale sorry for getting back to you so late, thank you so much for the quick reply earlier about the mod checking I have a new issue for you. I'm trying to create a contract for KSA and I believe I'm doing something wrong. First parameter of my contract is to achieve orbit around kerbin, however after getting to orbit I get no green checkmark EDIT: Ran over to the Mun as well, and no green checkmark for getting in orbit around either. My contract: http://pastebin.com/ridKKg0N
  7. Greetings Sarbian, quick question, is it possible for modulemanager to interact with the Agents.cfg file for the Squad\Agencies? I want to add an agency but all I see is people doing parts mods. I would not like to have to edit the agents.cfg file manually if I don't have to
  8. prolly needs a bit of a rewrite with the new XP stuff in the game. Waiting on this myself, hopefully comes soon, but I know Sarbian is super busy with all the updates he has.
  9. Dude, so sorry to hear about the job loss hopefully something comes up for you soon!!! Thanks so much for the update in the meantime
  10. So... is the server software still available? I would like to run my own chat server to connect to. This is would be awesome to have our own server for Kerbal Space Academy. EDIT: Ahh now I see its only a Windows service only and not available due to issues people caused with it? Would there be a way to get the server software from you if I have no intention of changes and just use? could this be done privately?
  11. Toadicus! Thank you as always Something for the next update to consider please. The burn counter for the node, could it be updated to KER burn at half time code? It has calculations for across stages. (ie going from bigger to smaller engines after staging halfway through) Thanks again! esp for the .90 super speedy update!
  12. Hmm I could see that. And yeah this is a special circumstance kinda thing. Basically setting it up for Kerbal Space Academy. Just was looking for a way to ensure that people didn't use something to circumvent the rules of the event.
  13. Oh, and one bonus feature... for a mod that is intended for use other modders, documentation is key! So I've dumped the second post of spoiler-tagged silliness and replaced it with a much more user friendly GitHub wiki. Enjoy! A few of the new features could use some additional explanations, here's some details on a few of the more interesting ones: VesselParameterGroup This one is special, so it needs a little explanation. On my first attempt to implement a duration parameter, I realized a few things that the other big contract modders were already aware of: The stock parameters only work for the active vessel Tracking parameters across non-active vessels is hard! Docking/undocking/decoupling makes it worse!! The VesselParameterGroup parameter was my solution to these problems. It provides tracking across different vessels, tracking of vessels across docking actions as well as containing the duration piece that started it. The state of the child parameters will display the state for the active vessel, *unless* the parameters are all complete for a non-active vessel. In that case, the notes field will display the name of the vessel that is meeting the conditions, as well as a countdown timer with how much longer to go before that vessel meets the duration portion of the requirement. Docking is another one I wanted to spend some time on to get right for some different scenarios. For example, let's say the contract you are providing is "Land on Eve and return home". Let's say the player builds a ship composed of a command module and a lander. He lands on Eve with the lander, returns to orbit and docks with the command module, then abandons the lander and goes home to Kerbin. Has he met the contract? I would say yes - but technically speaking the ship that landed on Eve never returned home. I deal with this technicality by allowing a docking craft to automatically "transfer" its parameter state to a craft it is docking to. Note that this transfer can only happen between a craft that accomplished the parameter (ie. landed on Eve) and another craft. In our example, if the command module docks with a brand new craft, the new craft is not treated as having met the parameter. HasResource HasResource supports... resources. Kethane! Karbonite!! Karborundum!!! Make your players go and get them! Or give them resource limitations - launch a vessel with a maximum fuel quantity. HasPart and HasPartModule HasPart and HasPartModule introduces the most basic level of support for building contracts for other mods. Require that a ship has ModuleRTAntenna for a basic RemoteTech contract. Require that an OKS base has all the various parts required for a functioning base. Note that lots of features that have been requested in this thread didn't make it into this release - but they haven't been forgotten! See the GitHub tracker if you want to know what's coming up! This is coming along awesomely Question: Would it be possible to detect a plugin installed? Thinking could use to create a contract for completing certain things but wanted to ensure MechJeb or HyperEdit isn't used.
  14. Can't wait till everyone is supporting CTT Donoya: I currently use Mod Oriented Tech Tree myself, though its in development and still a WIP. It's a fun tech tree, definitely increases the difficulty scale quite a bit though. http://forum.kerbalspaceprogram.com/threads/90938
  15. much thanks Biotronic! looking forward to it Thank you for all your efforts. Get some good sleep!
  16. been watching this for awhile and excited about it Can't wait to see it when supporting all the major mods. Thanks Nertea! You did (and are doing!) an awesome job!
  17. Thanks notsostupid_chris! Congrats on the acceptance GL on your degree!
  18. Found that the Basic Fairings node and the Actuators nodes the parts all have no cost to them. Few other parts in random nodes also have no cost.
  19. Hiyas Toadicus Sorry to report, but I have a bug With the additions of HUDs to KER, I've been using them more than the main HUD of VOID. However, I like the advanced HUD part where it shows the dV/time info upon maneuver node, so I leave that turned on but the regular HUD turned off. When it happens/Replication: After selecting these options (main HUD off, advanced HUD on) then starting up a new craft, or say transferring to the space center and back to the craft, or switching crafts, the AdvHUD options don't show anymore. When this occurs, my output log is filled with: [VOID_HUDAdvanced]: KeyNotFoundException caught during window call. Message: The given key was not present in the dictionary. StackTrace: at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.GUIStyle].get_Item (System.String key) [0x00000] in <filename unknown>:0 at VOID.VOID_HUDAdvanced.leftHUDWindow (Int32 id) [0x00000] in <filename unknown>:0 at VOID.VOID_Tools+<GetWindowHandler>c__AnonStorey0.<>m__0 (Int32 id) [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Fix: Selecting the main HUD on and off again will get them to reappear and stop the spam in the log file.
  20. TM doesn't use AVC yet. Just wanted to say this looks awesome, really really looking forward to the release
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