theersink Posted December 18, 2014 Share Posted December 18, 2014 Hey Arsonide,I have a suggestion. Would it be possible to put the waypoint markers in flight view as well as in map view? It would make finding the landing location for some of the ground based scans far easier to find. As of now I'm constantly switching between flight and map view to see how close I am and when/where I should land. As a result I end up under or overshooting the location by quite a bit.You can do that now. Start a flight, go to map view. Click on the marker you want to fly to and choose the option to add as a navigation point. It will then show as a marker on your navball. Link to comment Share on other sites More sharing options...
bdito Posted December 18, 2014 Share Posted December 18, 2014 You can do that now. Start a flight, go to map view. Click on the marker you want to fly to and choose the option to add as a navigation point. It will then show as a marker on your navball.I know, I do that. The problem is it doesn't give you any kind of distance reference until it starts flashing and at that point its too late to land. Another thing is if you're going EVA you can't see the navball and have no idea where the marker is in the event of going past the scan area.I guess another option would be for the Dev's to make the markers targets, similar to targeting another craft or Kerbin stranded in space. Then you could see the distance when your mouse hovers over the target. Link to comment Share on other sites More sharing options...
Trann Posted December 18, 2014 Share Posted December 18, 2014 Congrats on making the stock build. Your mod made KSP a bit more fun. Link to comment Share on other sites More sharing options...
Hyomoto Posted December 18, 2014 Share Posted December 18, 2014 Has the nature of these contracts changed significantly? I notice the waypoint contracts are easier and simpler. Are there more complicated versions later on with multiple way points or are these themselves a new kind of contract (since they use the crew report mechanic)? Link to comment Share on other sites More sharing options...
theersink Posted December 18, 2014 Share Posted December 18, 2014 I know, I do that. The problem is it doesn't give you any kind of distance reference until it starts flashing and at that point its too late to land. Another thing is if you're going EVA you can't see the navball and have no idea where the marker is in the event of going past the scan area.I guess another option would be for the Dev's to make the markers targets, similar to targeting another craft or Kerbin stranded in space. Then you could see the distance when your mouse hovers over the target.Not sure if this has a distance readout or if it can be used with EVA but might be worth a shot.http://forum.kerbalspaceprogram.com/threads/81543 Link to comment Share on other sites More sharing options...
mjl1966 Posted December 18, 2014 Share Posted December 18, 2014 It will plop a waypoint onto your navball that you can fly towards. The icon will blink when you enter the area of the waypoint.So this is basically for ground navigation? Doesn't seem to interact with maneuver nodes or other flight stuff. Link to comment Share on other sites More sharing options...
bdito Posted December 18, 2014 Share Posted December 18, 2014 (edited) Not sure if this has a distance readout or if it can be used with EVA but might be worth a shot.http://forum.kerbalspaceprogram.com/threads/81543Thanks for the link. Pretty cool mod. Unfortunately it doesn't show any of the mission markers on it. It shows everything else though.So this is basically for ground navigation? Doesn't seem to interact with maneuver nodes or other flight stuff.It works for both ground and air navigation markers. It's just a visual indicator so it won't interact with maneuver nodes. Edited December 18, 2014 by bdito Link to comment Share on other sites More sharing options...
hab136 Posted December 18, 2014 Share Posted December 18, 2014 The stock contracts will see the existing save data, but the problem is that the contracts themselves have changed. Some of them now expect to see new data there that wasn't there in 0.25. Luckily, Fine Print has always reverted to default values when it gets confused like this, so the game won't explode or anything, but your contracts might look a little weird. Just a warning. It's possible that you can still complete them, but do not be surprised if you cannot.So, I loaded up 0.90 without FinePrint installed. All my 0.25 contracts disappeared. Oh well. Link to comment Share on other sites More sharing options...
Arsonide Posted December 18, 2014 Author Share Posted December 18, 2014 Has the nature of these contracts changed significantly? I notice the waypoint contracts are easier and simpler. Are there more complicated versions later on with multiple way points or are these themselves a new kind of contract (since they use the crew report mechanic)?They do start simpler, as you progress your space program they will open into clusters, target more planets, ask for different experiments, and have more available at a time. Link to comment Share on other sites More sharing options...
Superfluous J Posted December 18, 2014 Share Posted December 18, 2014 Add me to the "I want them on the screen. Not the map. Not the navball. The screen." camp. Link to comment Share on other sites More sharing options...
ddenis Posted December 20, 2014 Share Posted December 20, 2014 Contracts must not have science as reward or contracts have to be separated by rewardA small discussion about contracts and useless experiments. Link to comment Share on other sites More sharing options...
Drav Posted December 20, 2014 Share Posted December 20, 2014 Hey Arsonide, thanks for the awesome mod!I've never played with Fine Print before 0.9, so I just tried my first satellite mission. I was wondering, what did I do wrong : I reached the designated orbit but the sub-objective "Launch a new probe" shows as not completed (screenshot). The probe is indeed a new probe launched after I accepted the contract, it also has a power source and an antenna.The probe is stock, but I use Ven's Stock Part Revamp and procedural fairings. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 20, 2014 Share Posted December 20, 2014 I was wondering, what did I do wrong : I reached the designated orbit but the sub-objective "Launch a new probe" shows as not completed (screenshot). The probe is indeed a new probe launched after I accepted the contract, it also has a power source and an antenna..By 'power source', it means an actual source of power, such as an RTG or solar panel, not just a lot of batteries Link to comment Share on other sites More sharing options...
Drav Posted December 21, 2014 Share Posted December 21, 2014 By 'power source', it means an actual source of power, such as an RTG or solar panel, not just a lot of batteries I see... I have yet to unlock solar panels, is it normal that I have multiple satellite contracts showing up if I can't complete them? Link to comment Share on other sites More sharing options...
Norpo Posted December 21, 2014 Share Posted December 21, 2014 I see... I have yet to unlock solar panels, is it normal that I have multiple satellite contracts showing up if I can't complete them?It's a bug, the launch clamps technically count as a source of power, thus the contract unlocks early since the game thinks you have a way to make a satellite with one. Since you obviously can't bring launch clamps into space without clever bug exploiting or hyperedit, it's impossible. Leastwise, that's what i've been reading. Link to comment Share on other sites More sharing options...
Robotengineer Posted December 21, 2014 Share Posted December 21, 2014 Add me to the "I want them on the screen. Not the map. Not the navball. The screen." camp.Add me as well. The way it is makes it harder on EVA's. Link to comment Share on other sites More sharing options...
TThor Posted December 24, 2014 Share Posted December 24, 2014 I used FinePrint back in .25, but see now it has been largely integrated into .90. Is Fineprint still worth using, does it add much above what was integrated in .90? Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 24, 2014 Share Posted December 24, 2014 I used FinePrint back in .25, but see now it has been largely integrated into .90. Is Fineprint still worth using, does it add much above what was integrated in .90?There is nothing in the 0.25 release of FinePrint that isn't included and improved on in 0.90 stock. Installing the mod version of FinePrint on 0.90 will lead to sadness. Link to comment Share on other sites More sharing options...
nightingale Posted December 25, 2014 Share Posted December 25, 2014 I have a suggestion. Would it be possible to put the waypoint markers in flight view as well as in map view? It would make finding the landing location for some of the ground based scans far easier to find. As of now I'm constantly switching between flight and map view to see how close I am and when/where I should land. As a result I end up under or overshooting the location by quite a bit.For those who are interested in this feature, I made a mod that does just this: In-Flight Waypoints. Link to comment Share on other sites More sharing options...
Minx Posted December 25, 2014 Share Posted December 25, 2014 It's great mod and my congratulations on the release in the game!Thank you very much for your work.I use only original game, and that's why I'm just here. And as I understand, you're working on contracts in KSP.I noticed a little dis-balance thing on contracts "Science data from space around Kerbin". A player can orbit Kerbin by one single ship and get a lot of such kind of contracts. These contracts are infinite and bring a lot of money and reputation. As a result, player can put ship on Kerbin's orbit (or Mun/Minmus) and get $/rep for nothing. I suppose that it would be better to limit this type of contract somehow. Only one such contract/only one contract per organization/player must get some new science from orbit experiment.And I have one suggestion for new contract: to make a photo of the back side of the Mun. Mun is tidal locked, and Kerbals had never seen the back side of the Mun. Hence, it should be interesting for them. As an example at present original KSP stage of development, "to do Crew Report from the back side when its is at least 90% lit". Link to comment Share on other sites More sharing options...
Spheniscine Posted December 26, 2014 Share Posted December 26, 2014 Bug report (I've seen it in 0.25 + FP too, but wasn't sure it was reproducible until now)If you match a satellite orbital waypoint in flight view, and then switch to map view immediately after, it glitches out, and no orbits or vessels are shown. The workaround is to return to the Space Center and then switch back to your vessel. Link to comment Share on other sites More sharing options...
mkrco Posted December 28, 2014 Share Posted December 28, 2014 Congratulations on getting the mod into stock. I've been using it for a few weeks now. Got a question though.I just started a RO/RSS game, and looking at the waypoint missions (visual surveys, temperature scans, etc.) their ranges seem too small. They're very difficult to target in RSS. How could I increase the range at which I get the message "You are now entering area ...."? Link to comment Share on other sites More sharing options...
Jarardo1 Posted December 29, 2014 Share Posted December 29, 2014 Is there still a way to edit the rewards for the missions now that this is stock? I just edited the cfg file when it was a separate mod Link to comment Share on other sites More sharing options...
asheft Posted December 29, 2014 Share Posted December 29, 2014 (edited) Is there still a way to edit the rewards for the missions now that this is stock? I just edited the cfg file when it was a separate modThey have all been added to GameData/Squad/Contracts/Contracts.cfg. Edited December 29, 2014 by asheft Link to comment Share on other sites More sharing options...
vardicd Posted December 29, 2014 Share Posted December 29, 2014 I would like to see competing contracts at some point. get the same contract by 2 different entities, picking one would lock out the other, and couple that with a system, that as you make these choices, certain contract givers will like/dislike you more by your choices, and give you better/worse reward and or contracts in the future. that would make the contract system feel more rewarding I think, rather than select, complete, repeat. Link to comment Share on other sites More sharing options...
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