Svm420 Posted October 18, 2015 Share Posted October 18, 2015 Just tested and confirmed Thank you NG you are a great dev! Quote Link to comment Share on other sites More sharing options...
chrisl Posted October 20, 2015 Share Posted October 20, 2015 Just wondering when you're going to release the latest fixes? I want post some contract changes to RP-0 but figure I should wait until 1.7.7 releases. - - - Updated - - -This may simply be that I haven't researched enough but is there a way to select a random biome on a given planet/moon? I want to create a contract for manned lunar landings in RP-0 but rather than letting you land any old place, I wanted to increase the stacks by having the contract require you land in a specific biome. I see that the "ReachState" parameter can take the "biome" attribute. So now I just need to pull a ranomd biome from those available on the indicated targetBody. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 20, 2015 Author Share Posted October 20, 2015 Just wondering when you're going to release the latest fixes? I want post some contract changes to RP-0 but figure I should wait until 1.7.7 releases. - - - Updated - - -This may simply be that I haven't researched enough but is there a way to select a random biome on a given planet/moon? I want to create a contract for manned lunar landings in RP-0 but rather than letting you land any old place, I wanted to increase the stacks by having the contract require you land in a specific biome. I see that the "ReachState" parameter can take the "biome" attribute. So now I just need to pull a ranomd biome from those available on the indicated targetBody.I thought there was something to get the biomes for a celestial body, but couldn't find it. Raised [#329].I'll try to get a release out tonight or tomorrow. Quote Link to comment Share on other sites More sharing options...
chrisl Posted October 20, 2015 Share Posted October 20, 2015 I thought there was something to get the biomes for a celestial body, but couldn't find it. Raised [#329]. I'll try to get a release out tonight or tomorrow.Closest things I've found so far:Under "CelestialBody" there is a "List < Biome > Biomes()"Under "List" there is a "T Random()"Trouble I'm having is can't seem to make the first work. I tried the following: DATA { type = List SelectBiome = List < Biome > Biomes() }But I'm getting an error about "Value is not a convertible object". The full error from KSP.log is as follows:[ERR 09:46:39.926] ContractConfigurator.ContractType: CONTRACT_TYPE 'HSFLandingMoon1Repeatable': Error parsing SelectBiome[EXC 09:46:39.927] InvalidCastException: Value is not a convertible object: System.String to Boo.Lang.List System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) System.String.System.IConvertible.ToType (System.Type targetType, IFormatProvider provider) System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) System.Convert.ChangeType (System.Object value, System.Type conversionType) ContractConfigurator.ConfigNodeUtil.ParseSingleValue (System.String key, System.String stringValue, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue (.ConfigNode configNode, System.String key, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, Boo.Lang.List defaultValue, System.Func`2 validation) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory) System.Reflection.MethodBase:Invoke(Object, Object[]) ContractConfigurator.ExpressionParser.DataNode:ParseDataNodes(ConfigNode, IContractConfiguratorFactory, Dictionary`2, Dictionary`2) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractConfig>d__1e:MoveNext() ContractConfigurator.<ContractConfiguratorReload>d__13:MoveNext() Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 20, 2015 Author Share Posted October 20, 2015 Closest things I've found so far:Under "CelestialBody" there is a "List < Biome > Biomes()"Under "List" there is a "T Random()"Trouble I'm having is can't seem to make the first work. I tried the following: DATA { type = List SelectBiome = List < Biome > Biomes() }But I'm getting an error about "Value is not a convertible object". The full error from KSP.log is as follows:[ERR 09:46:39.926] ContractConfigurator.ContractType: CONTRACT_TYPE 'HSFLandingMoon1Repeatable': Error parsing SelectBiome[EXC 09:46:39.927] InvalidCastException: Value is not a convertible object: System.String to Boo.Lang.List System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) System.String.System.IConvertible.ToType (System.Type targetType, IFormatProvider provider) System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) System.Convert.ChangeType (System.Object value, System.Type conversionType) ContractConfigurator.ConfigNodeUtil.ParseSingleValue (System.String key, System.String stringValue, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue (.ConfigNode configNode, System.String key, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, Boo.Lang.List defaultValue, System.Func`2 validation) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory) System.Reflection.MethodBase:Invoke(Object, Object[]) ContractConfigurator.ExpressionParser.DataNode:ParseDataNodes(ConfigNode, IContractConfiguratorFactory, Dictionary`2, Dictionary`2) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractConfig>d__1e:MoveNext() ContractConfigurator.<ContractConfiguratorReload>d__13:MoveNext()That's the one. The syntax you're using is wrong. Try something like this:DATA{ type = CelestialBody cb = HomeWorld()}DATA{ type = Biome biome = @cb.Biomes().Random()} Quote Link to comment Share on other sites More sharing options...
chrisl Posted October 20, 2015 Share Posted October 20, 2015 That's the one. The syntax you're using is wrong. Try something like this:DATA{ type = CelestialBody cb = HomeWorld()}DATA{ type = Biome biome = @cb.Biomes().Random()}Just needed the correct syntax. Thanks Nightingale. Quote Link to comment Share on other sites More sharing options...
chrisl Posted October 21, 2015 Share Posted October 21, 2015 I know this kind of report is next to useless but there still seems to be some kind of problem with duration. I'm running the 3/LEO contract from RP-0. I have my Apollo CSM in the proper orbit and the contract says "Orbiting.... 7 days, 23:56:38" and counting. Problem is, it said that 6 days ago when I first got into orbit. Rather then just staying with the craft for the last 6 days, I jumped to several other craft, plus launched one. I only came back to this flight to check on the Life Support and noticed that the timer got reset. I don't know what actually happened for the timer to reset itself. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 21, 2015 Author Share Posted October 21, 2015 I know this kind of report is next to useless but there still seems to be some kind of problem with duration. I'm running the 3/LEO contract from RP-0. I have my Apollo CSM in the proper orbit and the contract says "Orbiting.... 7 days, 23:56:38" and counting. Problem is, it said that 6 days ago when I first got into orbit. Rather then just staying with the craft for the last 6 days, I jumped to several other craft, plus launched one. I only came back to this flight to check on the Life Support and noticed that the timer got reset. I don't know what actually happened for the timer to reset itself.Can you provide a link in GitHub to the actual 3/LEO contract (or paste the relevant content here)? That'll help me dig a bit deeper. Quote Link to comment Share on other sites More sharing options...
chrisl Posted October 21, 2015 Share Posted October 21, 2015 Can you provide a link in GitHub to the actual 3/LEO contract (or paste the relevant content here)? That'll help me dig a bit deeper.Here's the actual file that I'm using. It's slightly altered from what is on RP-0's github since I'm waiting for 1.7.7 to post my alterations. I should also point out. I gave my craft enough life support to run for another 6 days (what I "lost" when the contract reset) then advanced time until the contract said I'd completed the time. Then I change the orbit I was in, moved to another craft, then back and found that the timer had been reset again. Though, strangely, now that I am no longer in the proper oribt, the timer is still counting down and it's acting as if I was in the correct orbit. (hopefuly that makes sense).////////////////////////////CONTRACT_TYPE{ name = HSFOrbitalLEO3Repeatable group = HumanContracts title = Human Orbital (3/LEO) description = Launch a crewed spacecraft capable of supporting at least three people into orbit for a routine mission (must orbit for @/DurationText days) and return safely home. synopsis = Fly a three-person LEO Orbital mission. completedMessage = Crew alive and well after the mission--congratulations! cancellable = true declinable = true deadline = 720 // 6 months *4 prestige = Trivial targetBody = HomeWorld() maxSimultaneous = 1 // reward block advanceFunds = 100000 * (1 + (2 * @DurationText / 10)) rewardReputation = 100.0 * (1 + (2 * @DurationText / 10)) rewardFunds = 100000 * (1 + (2 * @DurationText / 10)) failureReputation = 1000.0 * (1 + (2 * @DurationText / 10)) failureFunds = 150000 * (1 + (2 * @DurationText / 10)) REQUIREMENT { name = ReqCapsules type = TechResearched tech = commandModules } REQUIREMENT { name = CompleteContractHSFOrbit type = CompleteContract contractType = HSFOrbitalLEO2Repeatable } DATA { type = Duration Duration = Round(Random(7d, 14d), 1d) } DATA { type = int DurationText = double(@Duration) / 86400 } DATA { type = int startPeA = 150000 + Round(Random(0, 55000), 10000) } DATA { type = int startApA = 300000 + Round(Random(0, 100000), 25000) } DATA { type = double Eccentricity = (1000.0 - Reputation() ) / 10000.0 } PARAMETER { name = VesselGroup type = VesselParameterGroup title = Crewed Orbital define = orbitalCrewedSpacecraft PARAMETER { name = NewVessel type = NewVessel } PARAMETER { name = HasCrew type = HasCrew minCrew = 3 } PARAMETER { name = Orbit type = Orbit minPeA = @/startPeA maxApA = @/startApA maxEccentricity = @/Eccentricity targetBody = HomeWorld() disableOnStateChange = true } PARAMETER { name = Duration type = Duration duration = @/Duration preWaitText = Reach specified orbit. waitingText = Orbiting... completionText = Orbits completed, you may fire retros when ready. } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } }} Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 21, 2015 Author Share Posted October 21, 2015 Here's the actual file that I'm using. It's slightly altered from what is on RP-0's github since I'm waiting for 1.7.7 to post my alterations. I should also point out. I gave my craft enough life support to run for another 6 days (what I "lost" when the contract reset) then advanced time until the contract said I'd completed the time. Then I change the orbit I was in, moved to another craft, then back and found that the timer had been reset again. Though, strangely, now that I am no longer in the proper oribt, the timer is still counting down and it's acting as if I was in the correct orbit. (hopefuly that makes sense).<snip>Okay, raised [#330]. The plan is to introduce a small delay before allowing the state to get reset - that should cover off any scenarios where the states of the other parameters are still in flux. Still planning for 1.7.7 to go out tonight with this change - we'll see if I can hit that or not. Quote Link to comment Share on other sites More sharing options...
chrisl Posted October 21, 2015 Share Posted October 21, 2015 Question about parameters. In the 1/LEO, 2/LEO and 3/LEO RP-0 contracts, there is (amongst others) an Orbit Parameter and a Duration Parameter:Parameter{...type=Orbit...}Parameter{...type=Duration...}In the Lunar Orbit contract, the Duration Parameter is inside the Orbit Parameter:Parameter...type=orbit... Parameter { ... type=Duration ... }}How does that make the duration parameter work differently? Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 22, 2015 Author Share Posted October 22, 2015 Question about parameters. In the 1/LEO, 2/LEO and 3/LEO RP-0 contracts, there is (amongst others) an Orbit Parameter and a Duration Parameter:Parameter{...type=Orbit...}Parameter{...type=Duration...}In the Lunar Orbit contract, the Duration Parameter is inside the Orbit Parameter:Parameter...type=orbit... Parameter { ... type=Duration ... }}How does that make the duration parameter work differently?The first one will stop the parent parameter (orbit) from completing until the timer reaches zero. The second will start the timer after the previous sibling (orbit) completes. It becomes significant when used with the disableOnStateChange attribute - the first one allows you to specify the player hits and orbit, keeps it for the duration, and then move on to other parameter (like the ReturnHome).- - - Updated - - -New version out, with a few bug fixes. Download now!Contract Configurator 1.7.7Fixed issues with PartTest parameter not making the "Run Test" option show up on parts to be tested (thanks Sticky32).Fixed issue with double() and other cast functions not working when casting from a non-numeric type (thanks chrisl).Fixed issue with disabled contracts not actually staying disabled (thanks DeCi & Svm420).Additional fixes to Duration reset issues (thanks chrisl).Additional error handling in string parsing for expressions. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted October 26, 2015 Share Posted October 26, 2015 Any idea why the duration timer is sometimes not starting when it's meant to on this contract?CONTRACT_TYPE{ name = RepairFaultyModule title = Repair a faulty Power Module on @/targetVessel1 description = Telemetry indicates that the power module on @/targetVessel1 is malfunctioning, send an engineer to repair it. synopsis = Send an Engineer on EVA to repair the faulty power module. completedMessage = Telemetry seems to be all ok. The faulty module is repaired! minExpiry = 1 maxExpiry = 7 group = UsefulSpaceStations deadline = Random(500, 1000) cancellable = true declinable = true rewardScience = 0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1.0, 10.0) failureFunds = Random(1.0, 10000.0) advanceFunds = Random(1.0, 10000.0) weight = 0.5 targetBody = @targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() }DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() }PARAMETER{ name = Sequence type = Sequence hiddenParameter = EngineerPARAMETER{ name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1PARAMETER{ name = HasCrew type = HasCrew trait = Engineer title = Kerbal must be an engineer and on board @/targetVessel1}}PARAMETER{name = Engineertype = AllPARAMETER{ name = VesselIsType type = VesselIsType vesselType = EVA}PARAMETER{ name = HasCrew type = HasCrew trait = Engineer }}}PARAMETER{ name = Duration type = Duration duration = 2m preWaitText = Waiting for an Engineer. waitingText = Repair in progress completionText = Module repaired! Get back to the station. completeInSequence = true}REQUIREMENT{ name = Tier3 type = CompleteContract contractType = RepairFaultyModule minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) }} Quote Link to comment Share on other sites More sharing options...
chrisl Posted October 26, 2015 Share Posted October 26, 2015 As of 1.7.7 I've started to get a "Contract Configurator 1.7.7 Exception". I know it's not CC that is causing the error. I'm almost positive it's an issue in RSS though I can't figure out what needs to be corrected in RSS to fix it. Basically, the error is a result of the RP-0 contract, flybyUranus. The error is apparently connected to the fact that for some reason CelestialBody is relating "Eeloo" to "Uranus". I've looked in the RSS file that relabels the planets and moons but from what I can find, Eeloo was relabeled as "Europa" and Jool was relabeled as "Uranus". So I don't understand why CelestialBody is seeing Eeloo instead of Uranus. If you've encountered this and know how to fix it, that would be great. Barring that, is there any way to "auto-ignore" the exceptions? Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 26, 2015 Author Share Posted October 26, 2015 Any idea why the duration timer is sometimes not starting when it's meant to on this contract?CONTRACT_TYPE{ name = RepairFaultyModule title = Repair a faulty Power Module on @/targetVessel1 description = Telemetry indicates that the power module on @/targetVessel1 is malfunctioning, send an engineer to repair it. synopsis = Send an Engineer on EVA to repair the faulty power module. completedMessage = Telemetry seems to be all ok. The faulty module is repaired! minExpiry = 1 maxExpiry = 7 group = UsefulSpaceStations deadline = Random(500, 1000) cancellable = true declinable = true rewardScience = 0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1.0, 10.0) failureFunds = Random(1.0, 10000.0) advanceFunds = Random(1.0, 10000.0) weight = 0.5 targetBody = @targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() }DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() }PARAMETER{ name = Sequence type = Sequence hiddenParameter = EngineerPARAMETER{ name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1PARAMETER{ name = HasCrew type = HasCrew trait = Engineer title = Kerbal must be an engineer and on board @/targetVessel1}}PARAMETER{name = Engineertype = AllPARAMETER{ name = VesselIsType type = VesselIsType vesselType = EVA}PARAMETER{ name = HasCrew type = HasCrew trait = Engineer }}}PARAMETER{ name = Duration type = Duration duration = 2m preWaitText = Waiting for an Engineer. waitingText = Repair in progress completionText = Module repaired! Get back to the station. completeInSequence = true}REQUIREMENT{ name = Tier3 type = CompleteContract contractType = RepairFaultyModule minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) }}I found a minor bug where the timer text doesn't update (only affects the stock window, Contract Window+ is fine). In the background, the timer is still ticking down. I suspect that's the problem. Give a the dev version a try and see if that fixes the issue.- - - Updated - - -As of 1.7.7 I've started to get a "Contract Configurator 1.7.7 Exception". I know it's not CC that is causing the error. I'm almost positive it's an issue in RSS though I can't figure out what needs to be corrected in RSS to fix it. Basically, the error is a result of the RP-0 contract, flybyUranus. The error is apparently connected to the fact that for some reason CelestialBody is relating "Eeloo" to "Uranus". I've looked in the RSS file that relabels the planets and moons but from what I can find, Eeloo was relabeled as "Europa" and Jool was relabeled as "Uranus". So I don't understand why CelestialBody is seeing Eeloo instead of Uranus. If you've encountered this and know how to fix it, that would be great. Barring that, is there any way to "auto-ignore" the exceptions?Assuming the RSS config is all correct, and the RP-0 contracts are all correct, then do a search for Eeloo in your persistence file and change it to Uranus. This assumes that the problem was a bug in the contract that someone has since fixed, and you've got something leftover in your save causing a problem. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted October 27, 2015 Share Posted October 27, 2015 I found a minor bug where the timer text doesn't update (only affects the stock window, Contract Window+ is fine). In the background, the timer is still ticking down. I suspect that's the problem. Give a the dev version a try and see if that fixes the issue.I suspect you are right, as I couldn't reproduce it, and I know the users who reported it were using the stock window, whereas I was using CW+. I'll report back to them - I don't think a full test of the dev version is needed in this case, but I'll let you know if anything else comes up. Cheers! Quote Link to comment Share on other sites More sharing options...
Sticky32 Posted October 27, 2015 Share Posted October 27, 2015 Downloaded the new update, glad to see I could help. Finally figured out why my contracts wouldn't reload, turns out I needed to update module manager. Now update contracts will be much faster instead of reloading the whole game with every new change. I've started work on a new type of contract, this one requires you to rescue tourists and the pilots from various types of downed planes and recover them at the KSC. However I am having trouble figuring out the proper syntax for parsing the latitude, longitude, and altitude from the waypoint I've spawned in for the spawn vessel behavior, also how would you define a random set of coordinates? Just lat = Random()? Another issue was how do I define which vessel for the kerbals to spawn in with the spawnpassengers behavior? I tried making it a child node of the spawnvessel node, but that is clearly incorrect. Finally if I am able to get everything else working, I would like to make it so that after a set(random) amount of time the passengers start to die off from their injures, with all of them dieing past a certain time limit causing contract failure. So is there a killkerbal function? http://s000.tinyupload.com/index.php?file_id=36266335239728758307 Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 27, 2015 Author Share Posted October 27, 2015 Downloaded the new update, glad to see I could help. Finally figured out why my contracts wouldn't reload, turns out I needed to update module manager. Now update contracts will be much faster instead of reloading the whole game with every new change.Yup, that's a change from a while back, I now use the new module manager method for reloading contracts (which means if you do a module manager reload, it will also reload the Contract Configurator contracts).I've started work on a new type of contract, this one requires you to rescue tourists and the pilots from various types of downed planes and recover them at the KSC. However I am having trouble figuring out the proper syntax for parsing the latitude, longitude, and altitude from the waypoint I've spawned in for the spawn vessel behavior, also how would you define a random set of coordinates? Just lat = Random()?You can't get coordinates out of the SpawnVessel (but you can just reference the attributes within it). Just do something like this:DATA{ type = double lat = Random() * 180 - 90 lon = Random() * 360}And then put those coordinates in for your spawn vessel. Of course, the method above is a bit silly, because it'll generate far more coordinates near the poles. You can instead generate a waypoint using SpawnWaypoint, and use @waypoint.Latitude() and @waypoint.Longitude() to get its location. Or Another issue was how do I define which vessel for the kerbals to spawn in with the spawnpassengers behavior? I tried making it a child node of the spawnvessel node, but that is clearly incorrect.Yes, you can't nest behaviours like that, it won't do anything (and hopefully it'll output some warnings in the log). Aside from that, SpawnPassengers is for spawning passengers (like tourists) on the launchpad. You want to look at the CREW node in SpawnVessel.Finally if I am able to get everything else working, I would like to make it so that after a set(random) amount of time the passengers start to die off from their injures, with all of them dieing past a certain time limit causing contract failure. So is there a killkerbal function? http://s000.tinyupload.com/index.php?file_id=36266335239728758307Nothing like that is supported. Raise a feature request and I'll look into it when I can. Quote Link to comment Share on other sites More sharing options...
chrisl Posted October 27, 2015 Share Posted October 27, 2015 Assuming the RSS config is all correct, and the RP-0 contracts are all correct, then do a search for Eeloo in your persistence file and change it to Uranus. This assumes that the problem was a bug in the contract that someone has since fixed, and you've got something leftover in your save causing a problem.I tried but still get the errors. I did notice that in my savegame file there is a section "SCENARIO", "name=RemoteTechProgressTracker". In there I find a "CelestialBodyInfo" with "body=Eeloo" but when I delete that and reload the save, it gets recreated. So something looks like it was missed. I'll dig more but so far I just can't seem to figure out which file (presumably in RSS) needs to be corrected. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 27, 2015 Author Share Posted October 27, 2015 I tried but still get the errors. I did notice that in my savegame file there is a section "SCENARIO", "name=RemoteTechProgressTracker". In there I find a "CelestialBodyInfo" with "body=Eeloo" but when I delete that and reload the save, it gets recreated. So something looks like it was missed. I'll dig more but so far I just can't seem to figure out which file (presumably in RSS) needs to be corrected.Sounds like an RSS problem, but I can't say much more without the full stack trace. Quote Link to comment Share on other sites More sharing options...
mer Posted October 27, 2015 Share Posted October 27, 2015 Problem is not with default contract panel as it's same with contract+. debug menu show that(if i read it properly, screenshot attached)REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) }cause problems. it's same whether my engineer is on eva or is on board of space station. space station is orbiting minmus 28K(apo)/26K(per)http://imgur.com/aGD8KuL Quote Link to comment Share on other sites More sharing options...
Sticky32 Posted October 28, 2015 Share Posted October 28, 2015 Thanks for the quick response, I was able to correct the crew spawning behavior with your help. However I think you misunderstood me about the one part, I am trying to get the lat/long/alt from the waypoint, not the spawn vessel. However I still can't seem to get it to call the name of the waypoint right, I've tried using: WaypointGenerator1, CrashLocation, waypoint, RANDOM_WAYPOINT but it says it's an unknown identifier. // Using this(and many iterations of it) under spawn vessel to call it:lat = @RANDOM_WAYPOINT.Latitude()lon = @RANDOM_WAYPOINT.Longitude()alt = @RANDOM_WAYPOINT.altitude()// This is the waypoint I am tiring to get the coordinates from, for now just the top one, but eventually the bottom one, and two more just like it underneath. BEHAVIOUR { name = WaypointGenerator1 type = WaypointGenerator RANDOM_WAYPOINT { name = CrashLocation parameter = ReachState1 hidden = true icon = report targetBody = Kerbin waterAllowed = false count = 1 altitude = 0.0 } // count = Random(2,5) RANDOM_WAYPOINT_NEAR { name = Crash Location Alpha parameter = ReachState1 hidden = true count = 1 nearIndex = 0 icon = sample altitude = 0.0 waterAllowed = false minDistance = 1500 maxDistance = 5000 } Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 28, 2015 Author Share Posted October 28, 2015 Problem is not with default contract panel as it's same with contract+. debug menu show that(if i read it properly, screenshot attached)REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) }cause problems. it's same whether my engineer is on eva or is on board of space station. space station is orbiting minmus 28K(apo)/26K(per)http://imgur.com/aGD8KuLThe REQUIREMENT shouldn't have anything to do with it. Are you able to provide a KSP.log file? I wasn't able to reproduce this one.- - - Updated - - -Thanks for the quick response, I was able to correct the crew spawning behavior with your help. However I think you misunderstood me about the one part, I am trying to get the lat/long/alt from the waypoint, not the spawn vessel. However I still can't seem to get it to call the name of the waypoint right, I've tried using: WaypointGenerator1, CrashLocation, waypoint, RANDOM_WAYPOINT but it says it's an unknown identifier. // Using this(and many iterations of it) under spawn vessel to call it:lat = @RANDOM_WAYPOINT.Latitude()lon = @RANDOM_WAYPOINT.Longitude()alt = @RANDOM_WAYPOINT.altitude()// This is the waypoint I am tiring to get the coordinates from, for now just the top one, but eventually the bottom one, and two more just like it underneath. BEHAVIOUR{ name = WaypointGenerator1 type = WaypointGenerator RANDOM_WAYPOINT { name = CrashLocation parameter = ReachState1 hidden = true icon = report targetBody = Kerbin waterAllowed = false count = 1 altitude = 0.0 } RANDOM_WAYPOINT_NEAR { name = Crash Location Alpha parameter = ReachState1 hidden = true count = 1 nearIndex = 0 icon = sample altitude = 0.0 waterAllowed = false minDistance = 1500 maxDistance = 5000 }}You want something like this:lat = @/WaypointGenerator1.Waypoints().ElementAt(0).Latitude() Quote Link to comment Share on other sites More sharing options...
lextacy Posted October 28, 2015 Share Posted October 28, 2015 been a year now, still waiting on a GUI version of this Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 28, 2015 Author Share Posted October 28, 2015 been a year now, still waiting on a GUI version of thisYou'll be waiting a long time - not something I'm planning on doing. Quote Link to comment Share on other sites More sharing options...
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