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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485


Nereid

KSP 1.1.0  

875 members have voted

  1. 1. Is FinalFrontier working in KSP 1.1.0?

    • Yes
      283
    • No
      68
    • It doesn't matter; this poll was just created to remove the outdated old one...
      553


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Oh man, I would absolutely love to have support for Planet Factory. It's the only planet mod I tend to use since it has the most well done planets in my opinion.

I already have quite a few ribbons for some generic kind of planets. I will just have to do some kind of "mapping algorithm". I will try some planet mods myself and will add some default mapping for them. Currently 11 additional ribbons sets exists:

A: up to 8 moons

B: up to 8 moons

C: up to 4 moons

D: up to 4 moons

E: up to 2 moons (maybe 4)

F: up to 2 moons (maybe 4)

G,H,I,J,K: no moons

Some colors are not done yet; but plan is: just create a generic mapping so that all planets with their moons can be covered and save this mapping for later editing.

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I am loving Final Frontier to bits for quite a while, now. So much in fact, that I ask myself sometimes: What would make it even more awesome?

And, gosh, I came up with something!

First: Please let me see the KSP built-in stats (courage and stupidity).

Second: Please let me see KSP's assigned roles (Pilot, Engineer, Scientist) below the kerbinaut's names in the list.

Third, and this is my very personal view: FinalFrontier should auto-badge the kerbinauts with the appropriate first-level-badge regarding their Pilot/Scientist/Engineer skill. Every other level should be manual as before. (I like having a five star pilot with just the entry level operations badge :)

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I am loving Final Frontier to bits for quite a while, now. So much in fact, that I ask myself sometimes: What would make it even more awesome?

And, gosh, I came up with something!

First: Please let me see the KSP built-in stats (courage and stupidity).

Second: Please let me see KSP's assigned roles (Pilot, Engineer, Scientist) below the kerbinaut's names in the list.

Third, and this is my very personal view: FinalFrontier should auto-badge the kerbinauts with the appropriate first-level-badge regarding their Pilot/Scientist/Engineer skill. Every other level should be manual as before. (I like having a five star pilot with just the entry level operations badge :)

Consider it "in work". But this will take a while...

EDIT: build-in stats and roles are done (but not all at the same time; you will have to choose).

EDIT2: Its not possible to award custom ribbons automatically; at least not without doing a large overhaul of the code. Normal (i.e. non-custom) ribbons are based on achievements. Achievements have a fixed name while custom ribbons have not. But I can add some new ribbons for Engineers, Pilots and Scientists that had at least one accomplished mission.

Edited by Nereid
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Final Frontier 0.5.14-304 released

Important: If you have downloaded 0.5.13-302 the window titles gets corrupted. 0.5.14-304 will avoid this issue. However, if you have installed 0.5.13-304 this will happen again after upgrading to 0.5.14-304. This can be fixed by renaming the window titles once in the config (and restarting KSP) or by deleting the file GameData/FinalFrontier.dat.

New features:

  • skills and specialist now shown in the hall of fame (you will have to choose "Skills" instead of "Statistics" to view them)
  • New ribbons for completing a mission as engineer, scientist or pilot
  • Some custom ribbons now supersede some other. If you have used them, the superseded ones will disappear!

Important: This is the one of the first releases that will replace the halloffame.ksp. If you use this relase or a later one, there is no way back! You can't add ribbons by editing the halloffame.ksp anymore then!

Please make a backup of your save game before starting KSP with this release!

Edited by Nereid
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The update to 0.5.14-304 appears to have reset all counters and ribbons to zero :'( Reloading older saves doesn't help either

EDIT: the Hall of fame entries appear to be gone in the persistent file, but are (of course) present in the earlier save. Loading that doesn't help though

EDIT 2: bizarre. Reverting back to the earlier version doesn't help. Counters reset to zero on all previous saves. For the record, I have no " Mods that are changing names of celestial bodies or add new celestial bodies" (AFAIK)

Mods on this install:

Toolbar

Active Texture Management

EVE

Chatterer

Contracts Window

Distant Object Enhancer

DMagic Orbital Science

Mechjeb

Planetshine

Lazor Docking Cam

Ship Manifest

Texture Replacer

Kerbal Alarm Clock

If anyone has any smart ideas please let me know

Edited by Jirnsum
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Any other with this problem? I have tested this several times and it was working every time. But maybe there is a problem in the hotfix 304 (its just barely tested but has only minor changes compared to 302) . If you have problems revert to a backup (I have strongly suggested to create a backup) and try the previous one. I will take a look into that tomorrow.

Reverting back can only help, if its a version which still loads the halloffame.ksp.

FF is not deleting the halloffame.ksp. But its not loaded anymore, if data in the save game is found. I will send you my email address, so you can send me your save file and logs. Maybe I can see what went wrong then.

EDIT: Reproduced. There is a bug that causes FF to load the statistics from another game, that were previously loaded, if no data is present in the persistent file. I will create a reimport button tomorrow to fix this.

If you are loading a game without starting another one before, it will load the correct data from the halloffame.ksp (at least some times; its late, I can't test this often at tme moment).

Workaround until fix is out: Quit KSP. Copy your backup into the save folder. Start KSP and load your save without starting another game. If this won't work, please report.

Build 302 and 304 seems to be affected by this bug.

Fixed in 0.5.15-308

Edited by Nereid
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Hi Nereid, I love the plugin and have been using it for quite a while!

I've noticed a couple of small mistakes in some of the UI text that have existed for several versions at least: Some of your Roman numerals are incorrect, for example the G-Force 13 ribbon should be XIII and not XIIV. Also 'effect' is misspelled (mis-translated, I suppose) as 'effekt' in the Config UI :D

Thanks for your work on this mod, it adds a nice additional layer of depth to the career mode.

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Final Frontier 0.5.15-308 released

Important: This version fixes some import issues from the deprecated halloffame.ksp. If you have any loss of data after installing earlier releases, open the config dialog and click Reimport Hall of Fame. But be careful! There is no "are you sure? yes/no?" dialog! This version will just import the old data and override the new data! Don't click this button if you have no issues! (I will remove this button in the next release).

Important: This is the one of the first releases that will replace the halloffame.ksp. If you use this relase or a later one, there is no way back! You can't add ribbons by editing the halloffame.ksp anymore then!

Please make a backup of your save game before starting KSP with this release!

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If I install the mod now, in the middle of the career, will it award my Kerbals for the things they've already done or it will start from the beginning?

No, it can't do that. KSP doesn't keep track of all things that are done. So, if you want to get first ribbons for the things that are truly done first, you will have to restart.

But you can start later in a career, but the first kerbal landing on moon after (!) FF was installed will get the first kerbal on moon ribbon. Mission counts/times will only reflect changes since FF was installed, too. It this don't bother you, you are free to use it this way (I have done it myself in 0.24 this way).

EDIT: but hey! 0.90 is out! If this is not a good reason to start a new career, there will never be a reason for that. ;)

Edited by Nereid
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No, it can't do that. KSP doesn't keep track of all things that are done. So, if you want to get first ribbons for the things that are truly done first, you will have to restart.

But you can start later in a career, but the first kerbal landing on moon after (!) FF was installed will get the first kerbal on moon ribbon. Mission counts/times will only reflect changes since FF was installed, too. It this don't bother you, you are free to use it this way (I have done it myself in 0.24 this way).

EDIT: but hey! 0.90 is out! If this is not a good reason to start a new career, there will never be a reason for that. ;)

I meant I'm in the middle of a new 0.90.0 career :) Another 800K funds and I'll upgrade to R&D tier three with 5K science accumulated... so

I installed your mod anyway. :)

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Some files on their way to you Nereid!

Thank you. But since you have solved the issue for yourself and I have found the bug in the code (one missing line; a boolean wasn't set correctly), I will just keep them, if further issues occur.

And: there is still the possibility to add ribbons and stats: Just edit the persistent.sfs, look for "FinalFrontierHallOfFameRoot" and change/add the entries. But they have to be in chronological order to work.

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I meant I'm in the middle of a new 0.90.0 career :) Another 800K funds and I'll upgrade to R&D tier three with 5K science accumulated... so

I installed your mod anyway. :)

Well, at least you will have the full amount of fun in your next career. :)But please: make a backup of your saves every then and now!

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well, Ive had your mod installed for some time now... Anyway. Have been using a previous version without concern on 0.90 for the last few days.

If I install the new version, will it work on my current 0.90 career? Ive started 3 of them so far, so Im not thrilled at the idea of starting again just to update this mod when it already works with the 0.25 version.... :P

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well, Ive had your mod installed for some time now... Anyway. Have been using a previous version without concern on 0.90 for the last few days.

If I install the new version, will it work on my current 0.90 career? Ive started 3 of them so far, so Im not thrilled at the idea of starting again just to update this mod when it already works with the 0.25 version.... :P

It will work with the 0.90. But make a copy of your save first. If the ribbon stats are not found in the persistence.sfs then it will load the old halloffame.ksp ONCE.

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I lost all my ribbons while playing tonight. Version 308 was installed and it was a new .90 save that had been working fine. I looks like something triggered a Hall of Fame import but since this was a new game that never had one everything was wiped out. I do have some older saves so I'll try finding and replacing the hall of fame in one of them so I get most of my stats back. Log

Thanks for all your hard work, this is one of my favorite mods!

Edit: Just looked through my saves and backups and the damage may have been done by version 304 since I didn't play for a couple days and my main save backup on the 21st is also wiped but an earlier KAC jump save from the same day has a good Hall of Fame.

Edited by wiviking
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I lost all my ribbons while playing tonight. Version 308 was installed and it was a new .90 save that had been working fine. I looks like something triggered a Hall of Fame import but since this was a new game that never had one everything was wiped out. I do have some older saves so I'll try finding and replacing the hall of fame in one of them so I get most of my stats back. Log

Thanks for all your hard work, this is one of my favorite mods!

Edit: Just looked through my saves and backups and the damage may have been done by version 304 since I didn't play for a couple days and my main save backup on the 21st is also wiped but an earlier KAC jump save from the same day has a good Hall of Fame.

I'm sorry to hear that. But the good news: As still as you have a save game with stats included, you can import those into your new game. Just follow this steps:

  1. Make a backup of your save game folder: <KSP-Home>/saves/<name of game> (the most important step)
  2. Open the file persistent.sfs in the editor of your choice (I recommend Notepad++) or the quicksave with existing data and search for "FinalFrontierHallOfFameRoot"
  3. Copy the whole section "FinalFrontierHallOfFameRoot" to clipboard.
  4. Open the file persistent.sfs (or the quicksave you want to load) in the editor of your choice and search for "FinalFrontierHallOfFameRoot"
  5. Replace the (empty?) section "FinalFrontierHallOfFameRoot" with the clipboard.
  6. If you cannot find it just add the copied section before the last "}" in the file.

Unfortunately 304 has a very nasty major bug: the hall of fame remembers if it was loaded from the persistent file. If it was, it won't import the halloffame.ksp. Unfortunately it never resets its memory of this and thinks it was loaded from a persistent file even if it won't if you load or start a game without FF data in its persistent file after starting a new game (or loading another one). Unfortunately I have done all my tests with a single game and without older quicksaves, so this bug get unnoticed.

Summary: dont use 304 at all. After this bug was reported (at 02:00 in the night) I was fixing this ASAP, but some others may still use 304.

if you want to be sure, that the halloffame.ksp gets never imported again: just delete it (or better: move it to a different location). FF won't delete it by itself, because I want to leave this by the decision of the user.

EDIT: It seems that you are right. The log states that a halloffame.ksp was tried to load (because there was no FinalFrontierHallOfFameRoot in the save), but the file wasn't found (so, I think you have deleted it, which is a good idea if you don't load older saves). Without any data in the save file and without a halloffame.ksp FF assumes (correctly) no data present. The problem is: to load older files, we will still need the halloffame.ksp. Loading them and deleting the halloffame.ksp will get you in trouble.

So an advice for others: Don't revert back to older games before 308 or keep at least the halloffame.ksp until you need those save files anymore. There is not much I can do about this. Data migration is a tricky thing sometimes - even in this simple case. ;)

EDIT2: And we really need a good backup plugin for KSP saves. I have lost a few saves because of bugs in KSP myself (prior to 0.25). I'm currently thinking of one. The one I have tested a few months ago (forgot the name), did not comply to my needs.

Edited by Nereid
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Since my save was messed up anyway I did some playing around and you may want to add an Exists() check for the Hall of Fame that will abort an import if there is no file. Since I started this save after you depreciated it, the file was never created but clicking the button does reset all ribbon information. It might not hurt to build a once per run backup save right into FF like KAC uses for ship jumps, those have saved my games a couple times when I did something stupid to mod installs. I would create a FF backup file at start up just before initializing any changes to the persistence using a rotating number schema just like you did with the hall of fame in the past.

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This is not intended as a bug request for action since I can live with it but I commonly have been deleting the ribbons I have not interest in while playing KSP with this mod. Since the last update I have noticed that the game will not 'go to the spaceport' after clicking accept if I remove the Helldiver ribbons. I just thought I would mention it in case it is something more sinister for you to be aware of and not just something with my install.

I can remove the Kerbal landing/atmosphere/EVA/space and SOI and the splashdown, Dangerous EVA and flag ribbons without problem.

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This is not intended as a bug request for action since I can live with it but I commonly have been deleting the ribbons I have not interest in while playing KSP with this mod. Since the last update I have noticed that the game will not 'go to the spaceport' after clicking accept if I remove the Helldiver ribbons.

Hmmm. Deleting the ribbon graphics should work. I will take a look into this.

EDIT: fixed. Thanks for reporting.

Since my save was messed up anyway I did some playing around and you may want to add an Exists() check for the Hall of Fame that will abort an import if there is no file. Since I started this save after you depreciated it, the file was never created but clicking the button does reset all ribbon information.

Clicking the "Reimport" button should always done with care. ;) It's gone anyway. This was just a quick solution for those with problems. I've learned myself that the persistence files can edited anyway, so it could be done manually.

It might not hurt to build a once per run backup save right into FF like KAC uses for ship jumps, those have saved my games a couple times when I did something stupid to mod installs. I would create a FF backup file at start up just before initializing any changes to the persistence using a rotating number schema just like you did with the hall of fame in the past.

That's the reason why I'm currently thinking about a more or less simple backup plugin. I have not started yet but it should took a few days only.

Edited by Nereid
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Love this mod! One question about summary window here. Is there any option to show this window only if it has ribbons? I would like to know about new ribbons gained during flight, but I don't like to see this window with no ribbons every time I test engines and etc.

And another notification: sometimes when I hover my mouse over the ribbons on the left side of summary window the hint text crops so I cannot read the text properly. Not a big problem but it would be a pleasure if this will be fixed.

Edited by orven
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