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


Nereid

KSP 1.1.0  

871 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    • It doesn't matter; this poll was just created to remove the outdated old one...
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Man, it's been a while since I posted on the forums... Anyways, attempted to install Final Frontier in my KSP Renaissance Compilation, and I ran into a slight (read: pretty big) problem. It seems that KSP isn't loading FF at all. I've made sure I put the files in the right place... All the FF lines from my latest log:

[...]

I'm running on a Mac, and seem to be getting a lot of references to KSP.app, which doesn't contain any of the GameData files or anything like that.... Just thought you should know. Any help would be much appreciated :) (Really want to give my kernels some recognition!)

Well... we already had this problem on Macs and I thought it was fixed. Unfortunately the textures are loaded by KSP now (I have changed this to prevent loading them twice). Maybe on windows no ".png" suffix is needed but on Mac it is.

EDIT: "celestial body Kerbol"???

have you changed the name of some celestial bodies? FF only works with the default names.

"celestial body 'Sun' not found" is suspicious, too. Maybe its a bug (the ribbon Closer Solar Orbit won't work in this case), maybe you have change the name of the sun, too?

Edited by Nereid
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What's the difference between being a crew member and launching? I assume the crew ribbon is awarded to any craft launching with more than 1 kerbal and the landing/launching ribbon is for single-kerbed craft?

Also I think the values should start at 50, given that with FAR you don't need as much Delta-V and can design lighter more efficient rockets (I've launched over 30 to kerbin orbit as high as 779km and also to Mun and the heaviest was 49 tons). Better just to start lower-end I think to cover the whole range with 50 and 100 ton ribbons

The difference is easy to tell: For a launch you have to get a landed vehicle into flight (only for a fraction of a second, it doesn't matter if you crash instantly). For a crew member its sufficent to get into it via EVA or to dock multiple parts together.

Regarding the range of tons. This is may change in future. But I have testet a bit and dont want to award ribbons for stock rockets. The "Kerbal X" has a mass von over 100 tons if I remember right. So 250 tons would be easy to accomplish but not an everyday task. I have not tested my personal rockets so far - only some hacked vessels in my development KSP, but 250 tons seems to be an reasonable mass for the first ribbon.

maybe I reduce the tons for the landing ribbons, because landing 250 tons may be quite a thrill....

And remember: these ribbons and the rover ribbons are fresh. Maybe they are not working as intended in every case. It's hard to take every possible circumstance into account while just testing them.

Edited by Nereid
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I'm thinking the next version can use some GUI love. Can you add sort options for the hall of fame for number of missions, mission time, time since recruitment and number of total ribbons? Also can you add window resize options?

Ok. I will see what I can do. Window resize options may be a little more complicated than sorting entries...

"@ Retirement of Kerbals, removing them from the pool (and reactivation?)."

SO MUCH YES.

Also, is there a way to randomize the list of active Kerbals. I'm getting tired of Jeb always automatically jumping in the first ship that's ready for launch. The guy wont let any other Kerbs get a shot into space without a fight.

This is already on my todo list. This should have already been implemented, but because of other things it gets delayed.

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I think I suggested this earlier but it didn't seem to make it into the latest wish list compilation - can we add EVA time to the log? It doesn't have to be a blow-by-blow accounting, I'm thinking it's an additional line below the "[timestamp] [kerbal] has returned from a mission" log item that states "[kerbal] accumulated [time] of EVA this mission". That would break the log format however, and I don't know how you feel about that nereid (I wouldn't mind), or if you even can break the log format (i.e. it's coded to just print a timestamp and a message).

Given that EVA time is a stat that's very actively tracked in real life, I figure it would be a good addition. Also, if you make the "Accumulated Mission Time" button clickable then it could switched between mission time and EVA time. (as a short-term solution since the UI could indeed use some attention as previously stated)

Edit: also can we have a code guide for all the ribbons? My one kerbal has 6 missions but no 5 mission badge so I'd like to add it in without needing to dig through the source (it's M:5, M:20, etc for anyone interested)

Edited by Gaiiden
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I think I suggested this earlier but it didn't seem to make it into the latest wish list compilation - can we add EVA time to the log? It doesn't have to be a blow-by-blow accounting, I'm thinking it's an additional line below the "[timestamp] [kerbal] has returned from a mission" log item that states "[kerbal] accumulated [time] of EVA this mission". That would break the log format however, and I don't know how you feel about that nereid (I wouldn't mind), or if you even can break the log format (i.e. it's coded to just print a timestamp and a message).

Hey, a nice idea. :) But it could be a little complicated to detect an EVA return. I will give it a try. But it seems to be doable.

If this could be done, a kerbal would get new statistics "total time in EVA", "max total time in a single mission" and "max EVA time". This would lead to numerous new ribbons. :)

EDIT: and we finally get a good use for the well done EVA icon made by Unistrut. For the celestial body EVA, I still prefer the "double orb" icon. :)

EDIT2: Easy to do, because there is an ingame event to check this. :)

Edited by Nereid
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Also I think the values should start at 50, given that with FAR you don't need as much Delta-V and can design lighter more efficient rockets (I've launched over 30 to kerbin orbit as high as 779km and also to Mun and the heaviest was 49 tons). Better just to start lower-end I think to cover the whole range with 50 and 100 ton ribbons

I don't think that would be a good idea because these are supposed to to be achievements/merits, not just an activity tracker. Launching 50t rockets is doable every time, I don't want my guys to get a badge every time they launch, I want them to get a badge every time they launch something spectacular. 50t rockets aren't, but 250t ones are.

FAR shouldn't even come into this: first off, some people don't use it and second, there are times when your rocket is transporting something heavy, such as a KSPI or Near Future 3.75m reactor or something, so it's going to be a beast of a rocket, whether you have FAR or not.

No, I like it starting at 250t. Keep it.

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No, I like it starting at 250t. Keep it.

I think the same way. Unfortunately the other ribbons for Landing are linked to them for more or less technical reasons. Maybe I will add some similar but not identical ribbons for landing vessels with less than 250 tons (for example: same ribbon color but dots instead of stripes ). And if somebody is really landing a 4000 ton vessel even if he will crash (its hard to detect a landing without a crash, but perhaps I can do it later), then he really deserves a ribbon. ;)

BTW: The idea for those new ribbons was caused by examining the KSP classes. I was searching for a solution to detect an aircraft launch or landing (to automatically award wings) but stumbled over GetTotalVesselMass(). So it seems to be a cheap (hopefully this method will not sum up all single parts each time it is called) way to get the mass of a vessel.

Edited by Nereid
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Edit: also can we have a code guide for all the ribbons? My one kerbal has 6 missions but no 5 mission badge so I'd like to add it in without needing to dig through the source (it's M:5, M:20, etc for anyone interested)

I will add a ingame code guide in the next release. I need it myself, because the codes are hardcoded in the Achievement-classes. FF won't start, if the codes are not unique for each ribbon. But it gets more and more difficult to create new ribons with new codes that aren't already taken.

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Now that you've knocked off that list, what are your plans from here, Nereid?

My wishlist (others may vary):

@ Ranks;

@ Specialisation/role/etc. assignment;

@ Retirement of Kerbals, removing them from the pool (and reactivation?).

I have tried to break FF into multiple dlls for a new ranking mod, but this had screwed everthing up. So this would take a bit more time to accomplish. The idea of Ranks is not completely trashed, but delayed.

The next days I will implement some easier to accomplish goals:

  • Sortable list of kerbals in the hall of fame
  • Code guide (via config window)
  • Keeping track of EVA times
  • EDIT: Persistent Hall of Fame Kerbal Filter buttons based on the scene.

Edited by Nereid
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I have tried to break FF into multiple dlls for a new ranking mod, but this had screwed everthing up. So this would take a bit more time to accomplish. The idea of Ranks is not completely trashed, but delayed.

The next days I will implement some easier to accomplish goals:

  • Sortable list of kerbals in the hall of fame
  • Code guide (via config window)
  • Keeping track of EVA times

Great, thanks for the update. :)

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Shoot, I hate to add more crap to the list, but I'm sure your keeping track.

- Persistent Hall of Fame Kerbal Filter buttons based on the scene.

I like to see active kerbals on missions, available kerbals at the space center and turn on and off the dead kerbals if I want to honor the fallen. Now I'm sure if you just make each different scene's filter options persistent that would work fine.

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Shoot, I hate to add more crap to the list, but I'm sure your keeping track.

- Persistent Hall of Fame Kerbal Filter buttons based on the scene.

I like to see active kerbals on missions, available kerbals at the space center and turn on and off the dead kerbals if I want to honor the fallen. Now I'm sure if you just make each different scene's filter options persistent that would work fine.

Consider it done. :)

A code browser is implemented, too (screenshot at first page).

Now I will implement some kind of custom sorting in the hall of fame and then perhaps I will release a new version.

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Final Frontier 0.3.22 is online

Changes:

  • Code for Closer Solar Orbit fixed
  • Persistent filtering in the hall of fame depending on scene (Flight, Space Center, ...)
  • Hall of fame sortable; persistent depending on scene
  • Ingame Code-Browser

Download FinalFrontier

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Just wanted to stop by and say that I really like this mod, and to thank you for creating it. For immersion purposes (some may think immersion in KSP is unnecessary but I disagree) I would say change the words "Final Frontier Hall of Fame" on the UI to something different, like "Astronaut Merits" or allow us to name it ourselves. Other than that, keep up the good work.

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For immersion purposes I would say change the words "Final Frontier Hall of Fame" on the UI to something different, like "Astronaut Merits" or allow us to name it ourselves.

Well that's an easy one. I will add a section in the config window where you can redefine the most important window titles.

EDIT: Consider it done.

Edited by Nereid
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May want to update the OP with the patch notes as well, so it's a convenient place to keep up with what version we're on as well as the changes since our current version. Also, have some rep, because I love this mod. Encouraging people to use kerbals to get them all into space like a big team is a great thing.

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Does this play well with RSS and RO and whatnot? The latest version seems to corrupt my saves, making them incompatible.

Real Solar Systems? Currently not. FF depends on the celestial body names at the moment and RSS changes them. But FF doesn't do anything with your save file, so it's hard to believe it gets corrupted because of FF. FF uses the Game.Updated() method, maybe there is a threading issue or its not intended to be used like this. But it never has corruped any of my saves (and I save/quit/reload often while I'm testing FF) and it works for others well, too. So I doubt there is an issue.

What is RO?

The good news regarding RSS: I think its not hard to make FF and RSS compatible. But Is beyond the scope of the next release. This will focus on keeping track of time spent in EVA and its nearly done. It was a little more tricky than I thought, but I think I get it right this night. I will just have to test it a little more add a few things and release it today.

The code is getting way to complicated in some places and needs a redesign, too.

Edited by Nereid
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RO is realism overhaul, commonly used with RSS. I realized it's probably planet factory that's causing me to crash. BTW when you say it depends on the celestial body names, Do you mean names like Kerbin, Eve, Jool and so on? Because RSS doesn't change those. It can, but by default their left alone i'm pretty sure. Unless you're talking about something code related.

Either way nice to see this developing. Hopefully it will be more flexible at some point, Would love to use this.

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RO is realism overhaul, commonly used with RSS. I realized it's probably planet factory that's causing me to crash. BTW when you say it depends on the celestial body names, Do you mean names like Kerbin, Eve, Jool and so on? Because RSS doesn't change those. It can, but by default their left alone i'm pretty sure. Unless you're talking about something code related..

Well, I had one bug report, where FF didn't find some textures. And this was caused by RSS and different names for "Sun" and "Kerbin". If RSS won't change any names of the celestial bodies (Kerbin, Moho, Sun,...) then all should be fine.

FF just need the names to get the correct ribbons and ribbon graphics and to know which body is the Sun.

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Nereid, I just want to say what a pleasure it is helping brainstorm with you and the others. This mod is so simple but yet one of my favorites.

Well, I do my best. :) But I have to say that the KSP community is one of the friendliest I have ever participiated so far.

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Well, I do my best. :) But I have to say that the KSP community is one of the friendliest I have ever participiated so far.

Well.. that's because the average KSP player has higher IQ (should be stated in game hardware requirements) then the average Counter Strike or WoW player :wink:

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