Caerfinon Posted November 27, 2020 Author Share Posted November 27, 2020 In the mean time... testing all this stuff is pretty fun! Quote Link to comment Share on other sites More sharing options...
Acvila Posted November 28, 2020 Share Posted November 28, 2020 Nice mod, but with 75 Kerbals on board i get like 20 FPS... can we have a version which count only seats when there are more than 10 Kerbals? It's hard to fly at low FPS. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted November 28, 2020 Author Share Posted November 28, 2020 4 minutes ago, Acvila said: can we have a version which count only seats when there are more than 10 Kerbals? I'll see what I can come up with. but the passengers are created when the contract is accepted so I currently do not know how large the aircraft is until it's on the runway. Let me think about it Ive added this as Issue #6 In the mean time you can do one of the following; Simply decline any Airline-Flight mission that ends in a "3". You do get a -1 rep hit for it in game Go to your KSP folder GameData\ContractPacks\KerbinSideRemasteredGAP\Flights and delete all Airline-Flight-xxx3.cfg files. This won't impact any thing else in the mod and you will be limited to flights carrying 4-8 or 8-12 passengers only. (you would have to do this whenever the mod updates) Quote Link to comment Share on other sites More sharing options...
Acvila Posted November 28, 2020 Share Posted November 28, 2020 (edited) 1 hour ago, Caerfinon said: I'll see what I can come up with. but the passengers are created when the contract is accepted so I currently do not know how large the aircraft is until it's on the runway. Let me think about it Ive added this as Issue #6 In the mean time you can do one of the following; Simply decline any Airline-Flight mission that ends in a "3". You do get a -1 rep hit for it in game Go to your KSP folder GameData\ContractPacks\KerbinSideRemasteredGAP\Flights and delete all Airline-Flight-xxx3.cfg files. This won't impact any thing else in the mod and you will be limited to flights carrying 4-8 or 8-12 passengers only. (you would have to do this whenever the mod updates) Thx for reply, i can manage it even so for now, but I'll be better with no crew . Before last patches it was even harder to put over 10 Kerbals in a plane... but i remember there was a mod which bypass this deleting Kerbals window, i think... i should find that mod. Sorry for edits... i just found an old fix for this, i will try to see if it works now. Sadly this fix comes with cost of losing IVA... so will be better with counting only seats. Edited November 28, 2020 by Acvila Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted November 28, 2020 Author Share Posted November 28, 2020 1 hour ago, Acvila said: i can manage it even so for now Turns out the solution was just a matter of defining a new contract group. The 12-80 passenger flight missions are now all part of the Trans Kerbin Airlines Prime contract group. This means that you can toggle them on or off in the settings of ContractConfigurator. The code is on GitHub now and you can download it manually, otherwise it will be on Spacedock/CKAN with the next release. It doesn't address determining the # seats of the craft on the runway and then assigning passengers but it does let you avoid the missions that limit FPS and not have to loose rep or delete files Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted November 29, 2020 Author Share Posted November 29, 2020 (edited) Version v1.1.0 is on Space Dock Issue #6 - Trans Kerbin Airlines moved all passenger flights with over 12 passengers to a new contract group Trans Kerbin Airlines Prime. If you do not want to fly these mission due to performance issues you can toggle this group off in Contract Constructor settings. Issue #7 - The United Knations Navy is looking for a few good Kerbals to join the Naval Auxiliary Reserve. Two initial certification missions are available. Mission 1 is for helicopters and VTOL aircraft. Mission 2 is for patrol seaplanes. Additional rescue/recovery and patrol/deployment missions are planed for future releases. Edited November 29, 2020 by Caerfinon Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted November 30, 2020 Author Share Posted November 30, 2020 A couple more fun test planes I've been using. Moa Mk3 - seats 42, and the Accelereze seats 4. Both required the Airplane Plus mod. For Navy testing I've been using the KC-10A Seabird. Seats 8, packed full of science experiments and lands nicely on water at 40 m/s full flaps and a pitch of 5-6 degrees. Stock + Making History DLC required All available on KerbalX. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 2, 2020 Author Share Posted December 2, 2020 Current Status: The Kola Island recurring Rescue mission is now on Git Hub for testing. Working on the other Naval Air Stations. Made some cosmetic changes to the way-point markers Quote Link to comment Share on other sites More sharing options...
killerkenny42 Posted December 3, 2020 Share Posted December 3, 2020 I'm having an issue where I'm supposed to land kola island but there is no landing strips and vtol is impossible for me, what can I do to remove kola island as a landing site Quote Link to comment Share on other sites More sharing options...
Sppion1 Posted December 3, 2020 Share Posted December 3, 2020 @killerkenny42 Do you have installed dependencies ? KerbinSide remastered and Kerbal Konstructs ? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 3, 2020 Author Share Posted December 3, 2020 4 hours ago, killerkenny42 said: what can I do to remove kola island as a landing site All of the locations for the missions belong to the Kerbin Side Remastered, and Kerbal Konstructs mods. If you don't have these installed, the vast majority of the missions will not work for you. If you have these two mods installed and want to simply remove Kola Island then you would need to delete the cfg files related to them, but that would stop the progression to all other missions. See the Wiki for a chart on how the Airline-Flights are linked. If you don't want to install the the required mods then the original flying mod Contract Pack: Giving Aircraft a Purpose (GAP) still works on KSP 1.10.1 and only has flights to the Island, and Desert locations as well as rescue missions and early flight challenges Quote Link to comment Share on other sites More sharing options...
killerkenny42 Posted December 3, 2020 Share Posted December 3, 2020 I have installed both but for some reason, it's not showing up in game, probably messed up on my end gonna try and remove the island from contracts Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 3, 2020 Author Share Posted December 3, 2020 (edited) 5 minutes ago, killerkenny42 said: gonna try and remove the island from contracts If you do remove the Kola Island contracts make sure that you edit the Airline-flight-1020 contract and change as follows; /// Original REQUIREMENTS FOR CONTRACT TO APPEAR REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Airline-Flight-1010 minCount = 1 } // After you remove Kola Island flights REQUIREMENTS FOR CONTRACT TO APPEAR REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Airline-Flight-1000 minCount = 1 } Otherwise none of the follow on missions will appear. Edited December 3, 2020 by Caerfinon Quote Link to comment Share on other sites More sharing options...
killerkenny42 Posted December 3, 2020 Share Posted December 3, 2020 Thank you Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 3, 2020 Author Share Posted December 3, 2020 2 hours ago, killerkenny42 said: Thank you Any time. FYI - You may want to note that in the upcoming release to include Navy Rescue and Patrol missions, Kola Island plays a big role in those. Not sure if you will be able to get that location active or not in your game. If not you can disable the Navy contract group in your Contract Configurator settings and you won't be presented with these missions. Or change the flight requirements in the various mission files like above. The new release should be on Saturday or Sunday Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 4, 2020 Author Share Posted December 4, 2020 Current Status Naval Air Station Missions (Kola Island, Sandy Island, Meeda and Hazard Shallows) available on GitHub for testing 4 Navy rescue missions - recover the downed pilot from the water. 4 Navy patrol missions - go to the patrol zone and complete the checkpoints Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 5, 2020 Author Share Posted December 5, 2020 New favourite test aircraft... The Chieftain by blackheart612 on KerbalX or as I like to call it "The Ride of the Val-Kerbals" Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 5, 2020 Author Share Posted December 5, 2020 Version v1.1.1 is on Space Dock Issue #8 - Four new Navy Patrol missions in and around the Naval Air Station bases. Issue #9 - Four new Navy Rescue missions in and around the Naval Air Station bases. Quote Link to comment Share on other sites More sharing options...
hemeac Posted December 6, 2020 Share Posted December 6, 2020 @Caerfinon, what do you use to pull altitude and position with your screenshots? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 6, 2020 Author Share Posted December 6, 2020 (edited) @hemeac it's Historian Expanded. You can configure a template with lots of in-game information in it. Edited December 6, 2020 by Caerfinon Quote Link to comment Share on other sites More sharing options...
hemeac Posted December 6, 2020 Share Posted December 6, 2020 Thanks, that's really a great idea for a mod! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 6, 2020 Share Posted December 6, 2020 2 hours ago, Caerfinon said: @hemeac it's Historian Expanded. You can configure a template with lots of in-game information in it. 2 hours ago, hemeac said: Thanks, that's really a great idea for a mod! It's a spectacular mod -- Really encourages documentation of nearly every launch & mission. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 6, 2020 Author Share Posted December 6, 2020 12 hours ago, Beetlecat said: Really encourages documentation of nearly every launch & mission It works well along side Automated Screenshots for the times you want to take a bunch of shots during a mission but are too busy trying to not crash or are otherwise unable to press the screenshot key. Quote Link to comment Share on other sites More sharing options...
Sppion1 Posted December 8, 2020 Share Posted December 8, 2020 Hi ! @Caerfinon I noticed your mod waypoints are not in right categories : in the tracking station, the "active waypoints" button toggles your offered waypoints, and the "offered waypoints" button toggle the waypoints for greyed mission. for example, the active offered mission is to rescue a kerbal in sea. Its waypoints should be toggled via the "offered waypoints" button, but are toggled with the "active waypoints" one. And those for a greyed mission (example : navy test 2, that I have not done yet) should not even be visible, but are toggled via the "offered waypoints". And thanks for the mod ! I'm still waiting to be able to unlock every bases, as I'm randomised on already unlocked flight, and very rarely on new bases.... I'm still at cap Kerman ^^ Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 8, 2020 Author Share Posted December 8, 2020 (edited) @Sppion1 I'll take a look at it. Issue 11 has been opened in GitHub. I'm essentially limited by Contract Configurator's "VisitWaypoint parameter" and" WaypointGenerator behaviour" features and nothing in the current documentation there indicates a category selection mechanism. but I'll see what I can do. Issue 12 has been opened in GitHub On the mission unlock issue. I was planning to experiment with the weighting feature to favour new bases, or putting new bases in a separate contract group so there would always be a new base mission until they were finished, and random routine flights would progress separately.. Edited December 8, 2020 by Caerfinon Quote Link to comment Share on other sites More sharing options...
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