nightingale Posted July 27, 2016 Share Posted July 27, 2016 @Vonnmillard - please stop quoting the entire OP. Quote Link to comment Share on other sites More sharing options...
Vonnmillard Posted July 27, 2016 Share Posted July 27, 2016 @nightingaleThat doesn't answer my question. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted July 27, 2016 Share Posted July 27, 2016 8 hours ago, Vonnmillard said: How do I do the transmit science for the Buoy Contract/s? Measure temperature or preassure with relevant parts and transmit. You will get much better attention if you qoute only one small relevant part of post instead of whole OP. It will also make whole thread more readable for other users that can benefit from your question/answer. Quote Link to comment Share on other sites More sharing options...
Lupi Posted August 8, 2016 Share Posted August 8, 2016 Anyone else having a problem where the only charter flight they're being offered is flight 4, despite having completed the necessary requirements for flights 45 and 5, and having gotten those flights before updating contract configurator? Quote Link to comment Share on other sites More sharing options...
SpaceCommanderNemo Posted August 9, 2016 Share Posted August 9, 2016 Hey, just an idea I've had floating around in my head for a bit... The recurring contracts for barnstorming and such are useful and fun, but I think it could be taken a step further... How about aircraft design contracts? Perhaps KARPA approaches you with the need for a supersonic fighter plane; able to achieve mach 2, fly to 20km, and carry X-amount crew or X-payload (bombs for bombers, cameras and equipment for spy planes, missiles and guns for fighters, etc). It could even be tiered similarly to the STS missions, beginning with a biplane fighter/bomber and working up to a fifth/sixth-generation fighter. It sounds simple enough as it would just be combining some of the mod's already existing contracts. I could even figure it out, but I figure there are more motivated modders out there. Quote Link to comment Share on other sites More sharing options...
nightingale Posted August 9, 2016 Share Posted August 9, 2016 @SpaceCommanderNemo - We're always looking for Contract Pack authors, and you may find that you are the most motivated to get your vision out! Check out the Contract Configurator wiki if you want to give it a go! Quote Link to comment Share on other sites More sharing options...
Liondrome Posted August 9, 2016 Share Posted August 9, 2016 On 08/08/2016 at 1:02 AM, Lupi said: Anyone else having a problem where the only charter flight they're being offered is flight 4, despite having completed the necessary requirements for flights 45 and 5, and having gotten those flights before updating contract configurator? Yes I am having this same problem, it is also happening to the coast guard contracts and the island tours contracts. I tried setting them to max completion 1 and then the next contracts appeared. For some reason these first contracts are being prioitised even though others have been unlocked. Quote Link to comment Share on other sites More sharing options...
inigma Posted August 9, 2016 Author Share Posted August 9, 2016 I've not looked at GAP since 1.1.2 and only briefly in 1.1.3 to verify it loaded. I've not tested contracts since the CC version mentioned in the OP. I've yet to implement required improvements to GAP code with the new CC updates. Now that I've concluded the Air Superiority Challenge in Challenges, I'm coming back to work on GAP... if only so I can finally play my first ever career game in KSP. I have no other online or gaming commitments, so I will be devoting time to this soon. Quote Link to comment Share on other sites More sharing options...
inigma Posted August 15, 2016 Author Share Posted August 15, 2016 (edited) Hey @nightingale I've been out of the contract dev loop for a while. Based on what you know about GAP, do you have a list of items I need to develop/improve to make it compatible with the new CC? I think you posted in your thread to a group of us modders, but I figured I'd ping you through here if you could help point me in the right direction. I want to get GAP taking advantage of the new KSP 1.1.3 and CC changes. I'll dig through what I can, but any pointers you could send my way would be golden as I get started. For everyone else: GAP Status as of 8/15/16: Well, I have a new Windows 10, clean install. Downloading KSP 1.1.3 as I write this, and will be re-setting up my Github to start working on GAP again. Version: thinking about jumping this into GAP 1.3 to be fully compatible with the new CC and KSP 1.1.3 changes and get the Cargo contracts done at the same time. Targeting for end of month readiness. Popular GAP-Friendly Mods: KAX works in 1.1.3 though its not updated officially for it. TakeCommand works in 1.1.3 with a recompile found here: SM Chute working with 1.1.3 BDArmory has been rescued by PapaJoe and made compatible with 1.1.3 (oh yeah!) Playbility status: it appears some of you are experiencing an issue with only being offered Flight 4 and no further. I will look into this as my top priority and will be one of the fixes in GAP 1.3. Edited August 15, 2016 by inigma Quote Link to comment Share on other sites More sharing options...
nightingale Posted August 16, 2016 Share Posted August 16, 2016 Here you go: Nothing special I can think of for GAP. You'll want to look at the sort keys for child groups and contracts most likely too. Quote Link to comment Share on other sites More sharing options...
Lupi Posted August 16, 2016 Share Posted August 16, 2016 5 hours ago, inigma said: Playbility status: it appears some of you are experiencing an issue with only being offered Flight 4 and no further. I will look into this as my top priority and will be one of the fixes in GAP 1.3. Flight 4, Flight 101, and Aerial Tour: Flight 1 are the only ones i'm getting in terms of airline contracts; I don't think i've gotten any seaplane flights in ages either, or shoreline tours, or submarine tours, but then I don't pay much attention to the shoreline or submarine tours anyway. SSI Aerospace-Economy is a silly mess because i started this career back when the "purchase this stuff" contracts were a lot more broad. Also, I'm getting a ton of Buoy Drop contracts but I don't think i've gotten any SOS/rescue climbers/maydays in a while. I could just not be noticing these contracts when they show up, but then I don't know. I've been focusing on my spaceplane program on stream, so GAP contracts haven't been all too in-demand lately If you want any help, I wouldn't mind trying to test some things on my Tuesday stream, see if we come across any other unintended behaviors. Quote Link to comment Share on other sites More sharing options...
inigma Posted August 16, 2016 Author Share Posted August 16, 2016 1 hour ago, Lupi said: Flight 4, Flight 101, and Aerial Tour: Flight 1 are the only ones i'm getting in terms of airline contracts; I don't think i've gotten any seaplane flights in ages either, or shoreline tours, or submarine tours, but then I don't pay much attention to the shoreline or submarine tours anyway. SSI Aerospace-Economy is a silly mess because i started this career back when the "purchase this stuff" contracts were a lot more broad. Also, I'm getting a ton of Buoy Drop contracts but I don't think i've gotten any SOS/rescue climbers/maydays in a while. I could just not be noticing these contracts when they show up, but then I don't know. I've been focusing on my spaceplane program on stream, so GAP contracts haven't been all too in-demand lately If you want any help, I wouldn't mind trying to test some things on my Tuesday stream, see if we come across any other unintended behaviors. Thank you! I'm well on my way to fix incompatibilities. It's fair to say that CC 1.15 broke GAP, but only in the short term. I'm aiming to post an updated GAP by end of this month. Quote Link to comment Share on other sites More sharing options...
lakajadiwa2 Posted August 19, 2016 Share Posted August 19, 2016 Would it be possible to add a compatibility for SSRSS and/or HalfSizeRSS? Thanks Quote Link to comment Share on other sites More sharing options...
Lupi Posted August 19, 2016 Share Posted August 19, 2016 1 hour ago, lakajadiwa2 said: Would it be possible to add a compatibility for SSRSS and/or HalfSizeRSS? Thanks Due to the transition from PQS to direct coordinates for contracts in the pack, it wouldn't be all that possible. As of that change, any rescaling of Kerbin is entirely unsupported and probably wouldn't work due to how PQS worked and how explicit coordinates don't work. Quote Link to comment Share on other sites More sharing options...
lakajadiwa2 Posted August 19, 2016 Share Posted August 19, 2016 1 hour ago, Lupi said: Due to the transition from PQS to direct coordinates for contracts in the pack, it wouldn't be all that possible. As of that change, any rescaling of Kerbin is entirely unsupported and probably wouldn't work due to how PQS worked and how explicit coordinates don't work. Oh, well that sucks, aircraft are kind of pointless with SSRSS in that case Quote Link to comment Share on other sites More sharing options...
SpaceCommanderNemo Posted August 19, 2016 Share Posted August 19, 2016 10 hours ago, Lupi said: Due to the transition from PQS to direct coordinates for contracts in the pack, it wouldn't be all that possible. As of that change, any rescaling of Kerbin is entirely unsupported and probably wouldn't work due to how PQS worked and how explicit coordinates don't work. 8 hours ago, lakajadiwa2 said: Oh, well that sucks, aircraft are kind of pointless with SSRSS in that case It might be a good idea to offer a version stripped of any location dependencies for RSS/others. The tool shed for the barnstorming contract should still be fine (right? since it spawns at the KSC?) but I imagine with the island hangars moved and such, things could get weird. @inigma, I started messing around with CC and put together a test contract. I don't know if I should work on a whole independent contract pack or if it would be easier to put them in the mod (I'd like to hijack a few things like the tool sheds, and honestly, it's just a copy/paste hackjob of GAP contracts.). Anyway, it follows the form: requires an air-breathing engine, runway check, fly above 2500m, reach 250m/s, barnstorming the tool shed and land safely. Quote Link to comment Share on other sites More sharing options...
Lupi Posted August 19, 2016 Share Posted August 19, 2016 2 hours ago, SpaceCommanderNemo said: -snip- All you'd have to do is replace the specific coordinates with PQS stuff, I believe. I remember Inigma said he moved to coordinates because PQS was being a buggy hassle. I'm probably not the best source, a lot of this stuff is half-remembered. Quote Link to comment Share on other sites More sharing options...
nightingale Posted August 19, 2016 Share Posted August 19, 2016 On 21/06/2016 at 9:06 PM, Lupi said: Makes sense; if the waypoint thing isn't tied to CC, it would also explain why waypoint manager proceeded to get more and more broken each time I touched it in my test save. Kopernicus had (has?) a bug where the PQS coordinates are randomly offset in mission control (when the contracts are generated). I've since put in a workaround, so there shouldn't be any issues there anymore. Not sure if that particular bug is was what steered @inigma away from the PQS stuff or not. Quote Link to comment Share on other sites More sharing options...
Lupi Posted August 19, 2016 Share Posted August 19, 2016 4 minutes ago, nightingale said: Kopernicus had (has?) a bug where the PQS coordinates are randomly offset in mission control (when the contracts are generated). I've since put in a workaround, so there shouldn't be any issues there anymore. Not sure if that particular bug is was what steered @inigma away from the PQS stuff or not. I think it was a problem with things spawning in terrain and exploding, or kerbals dying, or so on. Could've been related to that, maybe? Quote Link to comment Share on other sites More sharing options...
inigma Posted August 19, 2016 Author Share Posted August 19, 2016 4 hours ago, Lupi said: I think it was a problem with things spawning in terrain and exploding, or kerbals dying, or so on. Could've been related to that, maybe? Using PQS was responsible for issues with spawning climbers for the K2 rescue and other spawn issues for other contracts due to collisions with the terrain on spawn. Lat long values were more reliable. It was because of this I decided to forgo PQS. I might revisit it at some point in the future. 7 hours ago, SpaceCommanderNemo said: It might be a good idea to offer a version stripped of any location dependencies for RSS/others. The tool shed for the barnstorming contract should still be fine (right? since it spawns at the KSC?) but I imagine with the island hangars moved and such, things could get weird. @inigma, I started messing around with CC and put together a test contract. I don't know if I should work on a whole independent contract pack or if it would be easier to put them in the mod (I'd like to hijack a few things like the tool sheds, and honestly, it's just a copy/paste hackjob of GAP contracts.). Anyway, it follows the form: requires an air-breathing engine, runway check, fly above 2500m, reach 250m/s, barnstorming the tool shed and land safely. You are welcome to add any changes to the GAP pack as a contributor on GitHub. Anyone is welcome to join the GAP development project there. https://github.com/inigmatus/GAP Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 19, 2016 Share Posted August 19, 2016 4 hours ago, nightingale said: Kopernicus had (has?) a bug where the PQS coordinates are randomly offset in mission control (when the contracts are generated). I've since put in a workaround, so there shouldn't be any issues there anymore. Not sure if that particular bug is was what steered @inigma away from the PQS stuff or not. Oh -- that's been remedied now? I also noticed that even when Kopernicus was messing up in Mission Control, changing back and forth a couple times would reset things back to where they "aught" to be. Not sure it the mission objectives would also "bump" back to their intended locations when using this method, too. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted August 20, 2016 Share Posted August 20, 2016 I'm also going to point out Airplane Plus and Kerbal Rotor Expansion as two very good mods for GAP compatibility. I've built a techtree expansion for APP, am currently tweaking the APP engines to be a little more accurate / useful to gameplay. I feel that KRX is good as is, so far. Quote Link to comment Share on other sites More sharing options...
inigma Posted August 20, 2016 Author Share Posted August 20, 2016 (edited) GAP update: all contracts fully CC 1.17 compatible, and contract sorting finished *whew*. Now on to the critical bug: Charter Flight 4 is all you're being offered. Well, it's actually worse than that. All other repeatable contracts (max completions = 0) that come later in the sort order in Mission Control will never generate. If you set Charter Flight 4 max completions = 1, then Flight 45 will generate.... forever... until you set its max completion above 0 as well. It appears to be a CC bug at this point. I've reported it. This bug affects KSC Coast Guard and other repeatable contracts in other groups. https://github.com/jrossignol/ContractConfigurator/issues/560 Edited August 20, 2016 by inigma Quote Link to comment Share on other sites More sharing options...
armegeddon Posted August 22, 2016 Share Posted August 22, 2016 I'm running into a problem with Flight 4. I can load the outbound passengers with no problem, but when once I land on the island runway and try to unload them, the contract fails as soon as I unload the first passenger. How am I supposed to complete the contract? Quote Link to comment Share on other sites More sharing options...
inigma Posted August 26, 2016 Author Share Posted August 26, 2016 On 8/22/2016 at 3:33 PM, armegeddon said: I'm running into a problem with Flight 4. I can load the outbound passengers with no problem, but when once I land on the island runway and try to unload them, the contract fails as soon as I unload the first passenger. How am I supposed to complete the contract? try unloading your outbound passengers first, then your inbound. GAP update: CC 1.18 will fix the issue with GAP stopping at Charter Flight 4. Quote Link to comment Share on other sites More sharing options...
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