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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2


Syntax

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My first forray into the world of plugins is this pack of 15 contracts. Players will be rewarded for traveling to the most extreme elevations (both high and low) of the various bodies in the Kerbol system and planting flags. The contracts for celestial bodies with unique, non-sea-bed base elevations (Eve, Kerbin, Minmus, Laythe, and Tylo) only require the player to summit the body's highest mountain.

ShWTf52.png

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*** Please note: As this is my first attempt at writing a plugin, I expect there to be hiccups here and there. I encourage reporting of those issues here, and will do my best to address them.

Credit: Coordinates of maximum and minimum elevations obtained from kerbalmaps.com (temporarily located here)

Installation

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Changes/Updates

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Known Issues

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Pack distributed under the MIT License.

Edited by Syntax
02/10/2017 Update 1.1.2
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  On 5/1/2016 at 8:10 AM, RealGecko said:

Can you please update CKAN version of this module to KSP 1.1.2?

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Good call! Thanks for the prod. It has been done now. My apologies for the delay; I'm away on vacation.

  On 5/1/2016 at 8:17 PM, nightingale said:

Neat idea for a contract pack, I'll add it to the list in the Contract Configurator thread.

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Thanks! I didn't know about that list!

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Lovely idea for a contract pack! Installed right away.

 

My game argues with the actual location of the K1 peak.

This was as close as I could get to your marker:

iIwOX1j.jpg

 

And the peak itself (104 meters from the marker). I had to cheat to get the contract done. Terrain detail - Default.

fTSEWFe.jpg

Edited by Enceos
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The Mun valley turned out to be a little off as well. It was exciting to visit a place which is below 0 altitude on the Mun, I've never been there. Some mods even glitched at this anomaly.

r1rhQ0V.png

rxlr4EL.jpg

Edited by Enceos
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  On 5/5/2016 at 7:56 PM, Enceos said:

My game argues with the actual location of the K1 peak.

This was as close as I could get to your marker:

[image omitted]

And the peak itself (104 meters from the marker). I had to cheat to get the contract done. Terrain detail - Default.

[image omitted]

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  On 5/6/2016 at 9:53 AM, Enceos said:

The Mun valley turned out to be a little off as well. It was exciting to visit a place which is below 0 altitude on the Mun, I've never been there. Some mods even glitched at this anomaly.

[image omitted]

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This is awesome insight! Thank you! You will note in my edit of the original post that I obtained all the coordinates from kerbalmaps.com. I did so without verifying them all, and so was afraid they might be out of date or inaccurate. Perhaps a little time playing with scansat and/or hyperedit is in order this week. I intend to fix this when I find some time, and I will try to make it a priority (it's not like I won't enjoy it :wink:).

Any insight that you (or anyone!) can provide on getting the most accurate coordinates for these places would be much appreciated!

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  On 5/6/2016 at 6:06 PM, Syntax said:

 

This is awesome insight! Thank you! You will note in my edit of the original post that I obtained all the coordinates from kerbalmaps.com. I did so without verifying them all, and so was afraid they might be out of date or inaccurate. Perhaps a little time playing with scansat and/or hyperedit is in order this week. I intend to fix this when I find some time, and I will try to make it a priority (it's not like I won't enjoy it :wink:).

Any insight that you (or anyone!) can provide on getting the most accurate coordinates for these places would be much appreciated!

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Actually it's quite easy. HyperEdit and Vessel Mover will allow you to place your kerbal anywhere in seconds, then Waypoint Manager can create a waypoint at your current position, you can copy its coordinates to your contracts' data.

I just don't wanna spoil everything for myself, sorry :P

Edited by Enceos
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  On 5/6/2016 at 8:16 PM, Enceos said:

Actually it's quite easy. HyperEdit and Vessel Mover will allow you to place your kerbal anywhere in seconds, then Waypoint Manager can create a waypoint at your current position, you can copy its coordinates to your contracts' data.

I just don't wanna spoil everything for myself, sorry :P

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Well, playing around with things, I'm not sure where the issue lies... When I use those mods to place a ship at those coordinates, I end up precisely at the point of the highest peak on Kerbin (altitude 6767, not 6764). But the Mun valley is definitely off. I'm not sure why the Kerbin peak waypoint is displaying the way it is in your game... the way I wrote it, it should just default to the level of the terrain (I didn't feed it an altitude). I have my settings completely maxed out, so maybe that's the issue (will test that next). Kerbin and Mun are the only places I've looked into thus far, as they are where you identified issues.

 

EDIT: Do you have Contract Configurator (v 1.10.4 or later) installed?

Edited by Syntax
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@Syntax Yeah, I have the latest CC. Maybe terrain detail affects the shape of things, I have set it on high. Or maybe Kopernicus did something to the planet.

EDIT: Anyway, the precision doesn't really matter. I'm placing a flag where I think it would be good to place it, then walk to the waypoint marker and quest gets completed. I'm having much fun in role-playing these missions, :wink: thanks again.

Edited by Enceos
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  On 5/8/2016 at 3:08 AM, Enceos said:

Yeah, I have the latest CC. Maybe terrain detail affects the shape of things, I have set it on high. Or maybe Kopernicus did something to the planet.

EDIT: Anyway, the precision doesn't really matter. I'm placing a flag where I think it would be good to place it, then walk to the waypoint marker and quest gets completed. I'm having much fun in role-playing these missions, :wink: thanks again.

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Still would like to spend some more time tonight looking into the issue. Will keep you updated.

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  On 5/8/2016 at 6:56 PM, severedsolo said:

@Enceos - not using Kopernicus by any chance? Waypoints being off (specifically CC ones) are a known issue with that mod.

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I see. thanks for notifying, looks like I'll have to cope with that. I'm playing with KerbinSide and all my passengers spawn inside the runways, I was wondering why.

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  • 5 weeks later...

tDKT4a2.png?1

This was fun...  made a plane with a downward facing cargo bay.  Stuck a Mk1 pod with chute on a decoupler in the bay.  Put the copilot in the pod, flew slow over the summit and dropped him.  I missed pretty bad - the red 5.2km on the right is the pod.  No matter, hiked him to the summit and flagged (after landing the plane in the grasslands 20km away).  Then I managed to land the plane on the glacier below the summit to rescue the copilot (took many explody attempts) after I realized how long it would take to hike down to the grasslands.  Good fun!

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@fourfa that's awesome! I can only imagine the fun you had with that. When I developed the pack, I had VTOLs in mind, but it just goes to show that there are many ways to skin a cat, so to speak :P Good job!

Edited by Syntax
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