jhook777 Posted November 25, 2015 Share Posted November 25, 2015 [quote name='nightingale']It does concern me - raised [[URL="https://github.com/jrossignol/ContractConfigurator/issues/362"]#362[/URL]]. [s]I'll get back to you and let you know if I need logs or anything (it'll be at least a few days before I look at this one).[/s] EDIT: Actually, yeah post up a log here or on the linked issue. Since last time it was due to an exception, logs might be helpful here too.[/QUOTE] Roger that, I'll have it up in about 3 and a half hours. Link to comment Share on other sites More sharing options...
jhook777 Posted November 26, 2015 Share Posted November 26, 2015 (edited) [quote name='jhook777']Roger that, I'll have it up in about 3 and a half hours.[/QUOTE] Sorry for the delay, work ran late. I've uploaded my Player.log to [url]https://www.dropbox.com/sh/xl8d81acmxwehzw/AABbvgBG1VvYfUnN-UpjOSLTa?dl=0[/url] edit: fixed link since it didn't point to the correct folder. Currently there are 3 Volwens in the AC. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Nov 12 21:06 000_Toolbar Nov 10 22:50 000_USITools Nov 10 22:50 AntennaRange Oct 12 23:22 AoATech Oct 12 23:40 Apex Oct 12 23:22 ASET Nov 16 11:12 AviationLights Oct 12 23:40 BahaSP Sep 28 19:38 BDArmory Nov 6 02:37 CAL Nov 11 20:24 Chatterer Nov 21 15:48 CommunityResourcePack Nov 24 19:40 ContractConfigurator Nov 24 19:49 ContractPacks Nov 21 09:36 DistantObject Sep 26 20:59 EVAManager Sep 26 21:00 ExtraplanetaryLaunchpads Nov 9 18:51 Firespitter Nov 10 22:50 InterstellarFuelSwitch Nov 10 22:50 JSI Nov 12 21:06 KAS Sep 26 21:00 KerbalStats Nov 25 19:58 Kerbaltek Nov 12 21:06 KIS Nov 21 09:36 Klockheed_Martian_Gimbal Nov 18 19:28 Kopernicus Sep 28 19:46 KopernicusExpansion Oct 12 23:40 Mk2Essentials Nov 20 09:34 Mk2Expansion Nov 10 22:50 ModuleManager.2.6.13.dll Nov 25 19:58 ModuleManager.ConfigCache Nov 25 19:58 ModuleManager.ConfigSHA Nov 25 19:58 ModuleManager.Physics Nov 25 19:58 ModuleManager.TechTree Oct 12 23:40 ModuleRCSFX Sep 28 19:46 NearFutureConstruction Nov 21 15:59 NearFutureElectrical Sep 28 19:46 NearFutureProps Sep 28 19:46 NearFuturePropulsion Sep 28 19:46 NearFutureSolar Sep 28 19:46 NearFutureSpacecraft Nov 8 11:25 OPM Oct 13 00:34 OrbitalSurveyPlus Nov 6 02:37 PEW Nov 17 21:08 QuizTechAero Nov 15 20:33 SCANsat Nov 11 14:19 Squad Nov 21 15:53 StarLionIndustries Nov 24 08:24 StockNoContracts Sep 28 19:46 TacFuelBalancer Nov 12 21:06 TarsierSpaceTech Nov 10 22:50 ToadicusTools Nov 25 20:01 toolbar-settings.dat Nov 9 18:51 TweakScale Nov 16 15:51 UmbraSpaceIndustries Sep 26 20:58 VesselView Nov 14 13:31 WarpPlugin Nov 24 08:30 WaypointManager ^---- contents of my Game Data folder. Also, the log I uploaded is on a newish save (started over and completed the first few missions to get some data to upload and to ensure save file bloat didn't factor in). Anything else I can provide, let me know. Also, this mod setup is not perfect: if i connect a craft with an alcor pod and a claw to any other craft (using the claw, docking port, kas pipe thingies, etc) RPM freaks out something fierce. Craft is still flyable but none of the MFDs work unless I quickload (then it goes back to normal). Again, not the biggest of deals since quickloading gets things back to normal. One more edit: contents of ContractPacks folder: Anomoly Surveyor KFiles KoF Tourism Edited November 26, 2015 by jhook777 Link to comment Share on other sites More sharing options...
jhook777 Posted November 26, 2015 Share Posted November 26, 2015 (edited) I did a little play testing (more playing than testing) and couldn't get rid of the clones this time. Went on a bombing run with Jeb and a Volwen engineer, dodged an AIM-9, dropped some GBU's, went sub-orbital on the return trip and called it a day. I recovered the craft from the runway expecting the Volwen clones to be removed but they were still there in the Astronaut complex. This time though, they were the same three; two scientists and an engineer. The engineer had even gained experience. So, now I'm puzzled as it is not consistent behavior. It could be that this is a new save that I've started up and there was something else going on causing them to appear/disappear in the old save... edit: 2nd log after some game time: [url]https://www.dropbox.com/s/n6e293ehh5obczb/Player_1.log?dl=0[/url] Edited November 26, 2015 by jhook777 Link to comment Share on other sites More sharing options...
SecretAsianMahn Posted November 26, 2015 Share Posted November 26, 2015 Hey, Great Mod you have. It's one of the main reasons I keep playing KSP right now. Anyways, any news on updating for the newest BD Armory version. It would be great to utilize the radar features. Keep up the good work. Link to comment Share on other sites More sharing options...
civilwargeeky Posted December 13, 2015 Share Posted December 13, 2015 Hey! I really love this pack and it makes me feel like I'm playing Ace Combat or something every time I load it up. A bug I noticed in the latest version is that, if you have targets you haven't visited yet, the log is spammed with "getObtAtUT result is NaN! and then the UT. If you can fix this spam it would be great! It would also be neat if you could add the features from the new BD Armory, but that's not as big of a deal. Link to comment Share on other sites More sharing options...
Hodo Posted December 24, 2015 Share Posted December 24, 2015 (edited) So far been stuck with the first mission. It isn't showing me where to get this Volwen cat from and he is nowhere to be found. Edit- I think I figured out the problem. Edited December 25, 2015 by Hodo Link to comment Share on other sites More sharing options...
visivante Posted January 17, 2016 Share Posted January 17, 2016 Hey guys, First of all let me start by saying I really enjoy this mod! I have a completely separate "Kombat" install just for this and BD Armory and I have a blast with both! However, I'm a bit concerned about logspam every time I accept one of the KoF missions. As soon as I press accept on any KoF mission I immediately start receiving several Null Ref Exceptions per second. They all look like this: [EXC 08:53:16.725] NullReferenceException: Object reference not set to an instance of an object Part.requestResource (.Part origin, Int32 resourceID, ResourceFlowMode flowMode, Double demand, Int32 requestID) Part.RequestResource (Int32 resourceID, Double demand) ModuleGenerator.FixedUpdate () If I quicksave and quickload the logspam goes away, but it's obviously still concerning, anyone have any idea whats going on? Thanks in advance! Link to comment Share on other sites More sharing options...
dcompart Posted February 9, 2016 Share Posted February 9, 2016 (edited) @Volwen I've been solely been wanting to play military missions for BDArmory and was excited to come across your mod as it resumed the desire of the an earlier BDArmory military contract pack that was outdated and bugged in new versions. Unfortunately, some of the missions I've completely are not allowing subsequent contracts from showing up, it's like the chain became broken and I can't continue on. There's also the issue that when there's so many contracts in the list, some of the military missions do not show up. Is there a way that I can prioritize the military missions while maintain the progressive mission style? @BahamutoD one thing that frequently was an issue was that even though I annihilated my targets and parts flew everywhere it was nearly impossible to complete objectives because I couldn't destroy the BDWeapon Managers. I ended up dropping the crash tolerance of the weapon manager from 60 to below 30 so that I could complete missions after successful strikes, with the majority of parts having a crash tolerance under 10, 30 seemed reasonable. Not really related, but for some reason I can't get the Cruise Missiles to work in the new mode, whereas they work flawless in Legacy Targeting. Is there a new way to use them? @Volwen I wouldn't mind adding additional missions to KoF for just myself & brothers that are also obsessed with everything BDArmory. What would I need to do to create more missions? Just duplicate kof12.cfg, rename it kof13.cfg, then change the CONTRACT_TYPE name to kof13, then change the requirement REQUIREMENT contractType to kof12? This would generate an identical mission to kof12, but then I could change the rewards, the failures, I could change the craft file to spawn and the location? How do you find location? Do you just land/drive/walk somewhere on the map and open the debug menu to see the lat, lon & alt? Do rovers move on their own because the BD AI Pilot module was activated when you built the crafts in the SPH or VAH? BDArmory Best KSP Mod! Edited February 9, 2016 by dcompart Link to comment Share on other sites More sharing options...
BahamutoD Posted February 9, 2016 Share Posted February 9, 2016 13 hours ago, dcompart said: @BahamutoD one thing that frequently was an issue was that even though I annihilated my targets and parts flew everywhere it was nearly impossible to complete objectives because I couldn't destroy the BDWeapon Managers. I ended up dropping the crash tolerance of the weapon manager from 60 to below 30 so that I could complete missions after successful strikes, with the majority of parts having a crash tolerance under 10, 30 seemed reasonable. Not really related, but for some reason I can't get the Cruise Missiles to work in the new mode, whereas they work flawless in Legacy Targeting. Is there a new way to use them? Fair enough. I can reduce the weapon manager's crash tolerance. As for cruise missiles - they're GPS guided, so you need to acquire GPS coordinates first using the targeting pod, then select the target from the GPS coordinator module, then fire. Link to comment Share on other sites More sharing options...
dcompart Posted February 10, 2016 Share Posted February 10, 2016 Thanks! I appreciate your continued hard-work on this project while going to school! Link to comment Share on other sites More sharing options...
renoplane Posted February 13, 2016 Share Posted February 13, 2016 On 2/9/2016 at 11:35 PM, dcompart said: @Volwen I've been solely been wanting to play military missions for BDArmory and was excited to come across your mod as it resumed the desire of the an earlier BDArmory military contract pack that was outdated and bugged in new versions. Unfortunately, some of the missions I've completely are not allowing subsequent contracts from showing up, it's like the chain became broken and I can't continue on. There's also the issue that when there's so many contracts in the list, some of the military missions do not show up. Is there a way that I can prioritize the military missions while maintain the progressive mission style? @BahamutoD one thing that frequently was an issue was that even though I annihilated my targets and parts flew everywhere it was nearly impossible to complete objectives because I couldn't destroy the BDWeapon Managers. I ended up dropping the crash tolerance of the weapon manager from 60 to below 30 so that I could complete missions after successful strikes, with the majority of parts having a crash tolerance under 10, 30 seemed reasonable. Not really related, but for some reason I can't get the Cruise Missiles to work in the new mode, whereas they work flawless in Legacy Targeting. Is there a new way to use them? @Volwen I wouldn't mind adding additional missions to KoF for just myself & brothers that are also obsessed with everything BDArmory. What would I need to do to create more missions? Just duplicate kof12.cfg, rename it kof13.cfg, then change the CONTRACT_TYPE name to kof13, then change the requirement REQUIREMENT contractType to kof12? This would generate an identical mission to kof12, but then I could change the rewards, the failures, I could change the craft file to spawn and the location? How do you find location? Do you just land/drive/walk somewhere on the map and open the debug menu to see the lat, lon & alt? Do rovers move on their own because the BD AI Pilot module was activated when you built the crafts in the SPH or VAH? BDArmory Best KSP Mod! Hey dcompart, you might want to check out the documentation for Contract Configurator. It's really extensive, and it helped me learn to create contracts. I totally share your feelings about needing more BDArmory missions, so I've been working on creating my own set of contracts like Volwen's pack. It's really not that hard, feel free to pm me if you have any questions about making military contracts. Link to comment Share on other sites More sharing options...
dcompart Posted February 14, 2016 Share Posted February 14, 2016 6 hours ago, renoplane said: Hey dcompart, you might want to check out the documentation for Contract Configurator. It's really extensive, and it helped me learn to create contracts. I totally share your feelings about needing more BDArmory missions, so I've been working on creating my own set of contracts like Volwen's pack. It's really not that hard, feel free to pm me if you have any questions about making military contracts. Thanks! I've made around 13 missions so far, the problem I'm facing is making sure that the missions aren't overbearing for people's PCs, I have an AMD 295x2, but KSP doesn't seem to be AMD friendly as it is with Nvidia. I've been able to get enemy jets to spawn with their AI modules & engines ignited so that they can automatically take off and shoot me down on spawn so I'm pretty excited! I made the the PirateSwarmMod for Star Citizen, but since they blocked modding I have been itching to work on some other games. Bored Gamer did a review of the mod: https://www.youtube.com/watch?v=so6X2Eb53Yw Link to comment Share on other sites More sharing options...
renoplane Posted February 14, 2016 Share Posted February 14, 2016 2 hours ago, dcompart said: AI modules & engines ignited so that they can automatically take off and shoot me down on spawn so I'm pretty excited! I made the the PirateSwarmMod for Star Citizen, but since they blocked modding I have been itching to work on some other games. Bored Gamer did a review of the mod: https://www.youtube.com/watch?v=so6X2Eb53Yw Wow, that's a beast of a a card compared to my Radeon R9 270. Have you figured out how to spawn a vessel with a pre-existing radar link? I'm working on a contract where you destroy a radar tower to leave a nearby base defenseless, but the linkedVesselID field does not seem to do anything, even with radars pre-activated. Link to comment Share on other sites More sharing options...
LTRyan Posted March 4, 2016 Share Posted March 4, 2016 This missions are fun but way to easy, all of them got no working radars an LR Sams. My RWR reports nothing when flying near them. Link to comment Share on other sites More sharing options...
ArtemsChannel Posted March 9, 2016 Share Posted March 9, 2016 Please can you send an another link to this mission for 1.0.4? KerbalStuff has shutted down already Link to comment Share on other sites More sharing options...
tjsnh Posted March 20, 2016 Share Posted March 20, 2016 Is there an updated download link? Link to comment Share on other sites More sharing options...
Tortoise Posted March 20, 2016 Share Posted March 20, 2016 Any alternatives to this that is updated to 1.0.5 or that we can download? Link to comment Share on other sites More sharing options...
renoplane Posted March 20, 2016 Share Posted March 20, 2016 5 hours ago, Tortoise said: Any alternatives to this that is updated to 1.0.5 or that we can download? Well, last I heard @dcompart was doing some contracts of his own. I've been messing around with these types of contracts too, in fact I might need early testers soon if you are interested. Link to comment Share on other sites More sharing options...
Tortoise Posted March 20, 2016 Share Posted March 20, 2016 18 minutes ago, renoplane said: Well, last I heard @dcompart was doing some contracts of his own. I've been messing around with these types of contracts too, in fact I might need early testers soon if you are interested. I am interested :). Message me with more info. Link to comment Share on other sites More sharing options...
Vonnmillard Posted July 24, 2016 Share Posted July 24, 2016 On 7/28/2015 at 11:51 AM, Volwen said: Kerbin on Fire (KoF) is a military themed contract pack. [Features] Kerbin on Fire currently consists of 12 missions that occur within a ~120km radius of the KSC. Two of these missions are aerial combat, where you are approaching a target that is already in the air. There are 2 types of aircraft with 3 and 6 variants for the player to use, if they are unable or unwilling to create their own in the space plane hangar. The player is assumed to always be Team A. All enemies are Team B and will automatically fire at you if you are within their angle/range. The current method used to spawn enemy aircraft above ground level is not perfect. They have no starting velocity, and there is currently no way to have them spawn with one. Unless requested for future versions, the tech tree is unchanged. There is an additional optional mission offered to provide a boost of science and funds for a player. [Requirements] BDArmory Contract Configurator [Download] Kerbalstuff Extract .zip into \Kerbal Space Program\ The full path should be \Kerbal Space Program\GameData\ContractPacks\KoF [Plans] Future updates/plans include: -Polishing -More contracts -More in-air contracts -Space contracts -More "Kreigslist" vessels -Reward balancing -Tech Tree tweaks I will be changing contracts around to provide a "cleaner" experience. There are currently no failure conditions for missions. For example: if you are destroyed during an aerial combat mission and quit to space center, the enemy vessel is destroyed by the game for being in the atmosphere and you magically complete the contract. I want the player to be able to fail the contract, and start over by accepting the contract again. Be ready to quicksave/quickload if you want an honest experience. I hope to be able to have a few contracts that are infinitely repeatable. It depends if I can figure out how to get enemies or packs of enemies to randomly choose one of several locations to spawn at. [License] Kerbin on Fire is licensed under CC-BY-NC-SA-4.0. [Changelog] 07-25-15 Version 0.1 release. New Link/s to this mod? Link to comment Share on other sites More sharing options...
Guest Posted August 27, 2016 Share Posted August 27, 2016 Is this mod going to be continued? On 3/20/2016 at 5:08 PM, renoplane said: Well, last I heard @dcompart was doing some contracts of his own. I've been messing around with these types of contracts too, in fact I might need early testers soon if you are interested. Can I be a tester? Link to comment Share on other sites More sharing options...
NFunky Posted February 6, 2017 Share Posted February 6, 2017 Another request for a new link here! Seriously, I discovered this contract pack through the 5dim thread and I'd REALLY like to play it. Link to comment Share on other sites More sharing options...
Val Posted February 6, 2017 Share Posted February 6, 2017 It looks like this thread is no longer active. Try these alternatives instead: Link to comment Share on other sites More sharing options...
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