gdw098 Posted June 5, 2016 Share Posted June 5, 2016 Too bad... It would be nice if you were able to do something about it. In the mean time I will then simply accept and complete the contract using cheats and leave it there. Quote Link to comment Share on other sites More sharing options...
SpiralOut Posted June 5, 2016 Share Posted June 5, 2016 Hi all! I'm wondering if it's possible to set a time-from-launch requirement for a contract parameter. I'm working on a Career mod with BDArmory and FAR in mind, to challenge players to build progressively more sophisticated jet fighters that mirror the performance of real-life counterparts throughout history. For one such contract, I want the player to build something similar to the first supersonic interceptors, like the F-104 Starfighter. These planes were designed to get up to high altitudes as fast as possible to intercept enemy bombers at a moment's notice. So along those lines, I'd like to stipulate that the player must reach an altitude of 5,000m within 90 seconds of launch (as in mission start, not takeoff) to complete the contract. But after reading through the docs on GitHub, I'm not seeing a built-in way to do that. My backup plan is to just ask the player to sustain a minimum climb rate for x number of seconds, but that's not really ideal, since one could just take their sweet time to get up to a high rate of speed in level flight before they start climbing. It seems like it should be possible to do this through an extended/custom parameter, but that looks to be way beyond my current abilities. Would anyone be willing to help me out? Quote Link to comment Share on other sites More sharing options...
Chris97b Posted June 5, 2016 Share Posted June 5, 2016 1 hour ago, SpiralOut said: Hi all! I'm wondering if it's possible to set a time-from-launch requirement for a contract parameter. I'm working on a Career mod with BDArmory and FAR in mind, to challenge players to build progressively more sophisticated jet fighters that mirror the performance of real-life counterparts throughout history. For one such contract, I want the player to build something similar to the first supersonic interceptors, like the F-104 Starfighter. These planes were designed to get up to high altitudes as fast as possible to intercept enemy bombers at a moment's notice. So along those lines, I'd like to stipulate that the player must reach an altitude of 5,000m within 90 seconds of launch (as in mission start, not takeoff) to complete the contract. But after reading through the docs on GitHub, I'm not seeing a built-in way to do that. My backup plan is to just ask the player to sustain a minimum climb rate for x number of seconds, but that's not really ideal, since one could just take their sweet time to get up to a high rate of speed in level flight before they start climbing. It seems like it should be possible to do this through an extended/custom parameter, but that looks to be way beyond my current abilities. Would anyone be willing to help me out? It's a bit of a hack, but could you just set the mission deadline to something like 2 minutes? That way as soon as they accept the contract they have a limited time to roll out the aircraft and reach altitude. There's a certain amount of realism there too That wouldn't work for anyone using KCT, but it might do as a work around if there isn't any other way to do that. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted June 5, 2016 Share Posted June 5, 2016 (edited) 1 hour ago, SpiralOut said: So along those lines, I'd like to stipulate that the player must reach an altitude of 5,000m within 90 seconds of launch (as in mission start, not takeoff) to complete the contract. But after reading through the docs on GitHub, I'm not seeing a built-in way to do that. My backup plan is to just ask the player to sustain a minimum climb rate for x number of seconds, but that's not really ideal, since one could just take their sweet time to get up to a high rate of speed in level flight before they start climbing. Try Timer and ReachState in an All wrapper Edit: actually I think you don't need the All Edited June 5, 2016 by severedsolo Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 6, 2016 Author Share Posted June 6, 2016 Just a quick heads up that I'm going to be travelling for work (boo) and then for vacation (yay), so I'll be somewhat unavailable for the next two weeks. Just to leave you guys hanging, here's a very early preview of the next big feature that I've been working on for Contract Configurator: Quote Link to comment Share on other sites More sharing options...
paelleon Posted June 6, 2016 Share Posted June 6, 2016 Hi all! I got an error message from the plugin. It reads as follow: Exception occured while saving contract parameter 'RecoverKerbal' in contract 'KerbinSideJobs.VIKRecruit': System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Boolean].get_Item (System.String key) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.RecoverKerbalCustom.OnParameterSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 as asked I posted the error message. thank you for this great mod. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted June 7, 2016 Share Posted June 7, 2016 18 hours ago, nightingale said: Just a quick heads up that I'm going to be travelling for work (boo) and then for vacation (yay), so I'll be somewhat unavailable for the next two weeks. Just to leave you guys hanging, here's a very early preview of the next big feature that I've been working on for Contract Configurator: You b@5t#rd! Oh well, we all need vacations sooner or later. Enjoy the time off and we'll all be waiting patiently (right, everyone?) for your return. Quote Link to comment Share on other sites More sharing options...
SpiralOut Posted June 7, 2016 Share Posted June 7, 2016 18 hours ago, nightingale said: Just a quick heads up that I'm going to be travelling for work (boo) and then for vacation (yay), so I'll be somewhat unavailable for the next two weeks. Just to leave you guys hanging, here's a very early preview of the next big feature that I've been working on for Contract Configurator: What am I looking at here? Is this a WYSIWYG editor for contracts? Enjoy your vacation! Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 7, 2016 Author Share Posted June 7, 2016 1 hour ago, SpiralOut said: What am I looking at here? Is this a WYSIWYG editor for contracts? Enjoy your vacation! Noooo, no WYSIWYG editor. That's the prototype for the new contract view in mission control (to hopefully address the question "how do I get contract X to show", among other things). Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 7, 2016 Author Share Posted June 7, 2016 6 hours ago, paelleon said: Hi all! I got an error message from the plugin. It reads as follow: Exception occured while saving contract parameter 'RecoverKerbal' in contract 'KerbinSideJobs.VIKRecruit': System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Boolean].get_Item (System.String key) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.RecoverKerbalCustom.OnParameterSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 as asked I posted the error message. thank you for this great mod. Raised #527. Quote Link to comment Share on other sites More sharing options...
hargn Posted June 8, 2016 Share Posted June 8, 2016 Hello, I havn't found my answer on the topic or in the documentation so I allow myself to ask this question : I want to make flyby contract (for RP-0 and RSS Expansion) for dual body : Pluto/Charon or Ida/Dactyl eg. - So I need to specify both bodies into the ReachState parameter : are the bodies separated by comma, or have I to make a list of strings? - For the CollectScience parameter, are many bodies allowed? Else, is there a way to specify to collect science on the first body or the second one? Thanks for your help! Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 8, 2016 Author Share Posted June 8, 2016 1 hour ago, hargn said: Hello, I havn't found my answer on the topic or in the documentation so I allow myself to ask this question : I want to make flyby contract (for RP-0 and RSS Expansion) for dual body : Pluto/Charon or Ida/Dactyl eg. - So I need to specify both bodies into the ReachState parameter : are the bodies separated by comma, or have I to make a list of strings? - For the CollectScience parameter, are many bodies allowed? Else, is there a way to specify to collect science on the first body or the second one? Thanks for your help! On a plane waiting to take off, so apologies for the brevity. ReachState - just have two targetBody lines. CollectScience - only one body. Wrap in an Any parameter to have a choice of two. Quote Link to comment Share on other sites More sharing options...
hargn Posted June 9, 2016 Share Posted June 9, 2016 Ok, thanks @nightingale, No problems for the CollectScience wraped into the Any statement. But to be sure about the ReachState when you say to use two targetBody lines, is this example valid? PARAMETER { name = ReachState type = ReachState targetBody = Pluto targetBody = Charon maxAltitude = 20000000 disableOnStateChange = true } Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 9, 2016 Author Share Posted June 9, 2016 6 hours ago, hargn said: Ok, thanks @nightingale, No problems for the CollectScience wraped into the Any statement. But to be sure about the ReachState when you say to use two targetBody lines, is this example valid? PARAMETER { name = ReachState type = ReachState targetBody = Pluto targetBody = Charon maxAltitude = 20000000 disableOnStateChange = true } Yup, you got it. Quote Link to comment Share on other sites More sharing options...
hargn Posted June 9, 2016 Share Posted June 9, 2016 Ok, thanks Quote Link to comment Share on other sites More sharing options...
pap1723 Posted June 11, 2016 Share Posted June 11, 2016 I am trying to write a satellite contract that requires a synchronous orbit. Is there an easy function that allows me to pull the sidereal period of a body to be orbited? Thanks again for your great mod! Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 12, 2016 Author Share Posted June 12, 2016 11 hours ago, pap1723 said: I am trying to write a satellite contract that requires a synchronous orbit. Is there an easy function that allows me to pull the sidereal period of a body to be orbited? Thanks again for your great mod! Nothing that gets the sidereal period directly, but should be possible using expressions and the available attributes. Quote Link to comment Share on other sites More sharing options...
Tokamak Posted June 12, 2016 Share Posted June 12, 2016 I love this mod, and the variety of interesting contract packs for it. It is REALLY cool to have goals set for me that I might not have thought of myself. I am having a reoccurring problem, though. It happens with contracts of all sorts that require me to dock with, and stay docked with a vessel for some amount of time, like the "bring tourists to visit station" contracts. After docking, the mission parameter "vessl: xxx station" remains unchecked, and there is a note in blue text saying "no vessel currently matching parameters", which persists even if I undock and re-dock. Basically, mission parameters that have to be completed on a specific vessel seem to break, and decide that the vessel in question doesn't exists, especially if docking is involved. Do you have any ideas as to what I ought to look into, or what information would be useful to send to you? Thanks for you time, and for the cool mod! Quote Link to comment Share on other sites More sharing options...
icedown Posted June 13, 2016 Share Posted June 13, 2016 I'm having trouble with completing contracts. the ones on this flight were observations. I did the crew report and the waypoints would advance but they would not show as complete, therefore the mission could not be completed. There are some null references in the logs. KSP.log output_log.txt Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 13, 2016 Author Share Posted June 13, 2016 8 hours ago, Tokamak said: I love this mod, and the variety of interesting contract packs for it. It is REALLY cool to have goals set for me that I might not have thought of myself. I am having a reoccurring problem, though. It happens with contracts of all sorts that require me to dock with, and stay docked with a vessel for some amount of time, like the "bring tourists to visit station" contracts. After docking, the mission parameter "vessl: xxx station" remains unchecked, and there is a note in blue text saying "no vessel currently matching parameters", which persists even if I undock and re-dock. Basically, mission parameters that have to be completed on a specific vessel seem to break, and decide that the vessel in question doesn't exists, especially if docking is involved. Do you have any ideas as to what I ought to look into, or what information would be useful to send to you? Thanks for you time, and for the cool mod! For now I'd raise a GitHub issue with a ksp.log. There's some extra debug that is helpful on the ContactVesselTracker class (set it to verbose). There are instructions in the wiki (normally I'd send a link, but currently I'm out of town with limited access). 2 hours ago, icedown said: I'm having trouble with completing contracts. the ones on this flight were observations. I did the crew report and the waypoints would advance but they would not show as complete, therefore the mission could not be completed. There are some null references in the logs. KSP.log output_log.txt Sounds like you're describing the stock contracts - you may have better luck posting a topic in the support forum. Quote Link to comment Share on other sites More sharing options...
inigma Posted June 20, 2016 Share Posted June 20, 2016 (edited) @nightingale can you confirm that the All parameter is coded to accept the "optional = true" statement? This is how I'm using mine: //Navigate to new waypoint and plant flag PARAMETER { name = All type = All title = optional: plant a flag near the tower PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 3 title = walk your pilot to the Island Air Tower waypoint distance = 5 hideOnCompletion = true completeInSequence = true disableOnStateChange = false hideChildren = true } PARAMETER { name = PlantFlag type = PlantFlag title = and plant a flag targetBody = Kerbin completeInSequence = true disableOnStateChange = true } completeInSequence = false disableOnStateChange = true optional = true } Edited June 20, 2016 by inigma Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 20, 2016 Author Share Posted June 20, 2016 1 hour ago, inigma said: @nightingale can you confirm that the All parameter is coded to accept the "optional = true" statement? This is how I'm using mine: <snip> Should be, since it's not in the parameter itself that the optional checks are performed. I assume you're having a problem somewhere? Quote Link to comment Share on other sites More sharing options...
inigma Posted June 20, 2016 Share Posted June 20, 2016 1 hour ago, nightingale said: Should be, since it's not in the parameter itself that the optional checks are performed. I assume you're having a problem somewhere? I worked around it for now. Setting up a Requirement for astronaut complex 2 for flag planting. Not optional, but required if one has the building. It makes more sense anyways to do it. I've not run into any other issue. Disregard for now. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 21, 2016 Author Share Posted June 21, 2016 Contract Configurator seems to be working in 1.1.3 without issue, although I will be releasing an update soon anyway (likely tonight). Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted June 22, 2016 Share Posted June 22, 2016 (edited) 2 hours ago, nightingale said: Contract Configurator seems to be working in 1.1.3 without issue, although I will be releasing an update soon anyway (likely tonight). unfortunately: EDIT: KSP.log: https://gist.githubusercontent.com/anonymous/31dc8c0425c12c6216b3147f1d95e49d/raw/1bf7f82ec70c2cc8894d44016b7cdd6b2a325309/KSP.log Also if it helps, I'm not remotely where I'd be flying by Venus, and I'm doing Moon impactor contracts, so that was definitely not an accepted contract. I think I remember seeing it in my available list though. Edited June 22, 2016 by Jim DiGriz Quote Link to comment Share on other sites More sharing options...
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