Jim Starluck Posted December 20, 2016 Share Posted December 20, 2016 So, I looked through the changelog and poked around in game searching for it... ...there's still no setting or config file we can use to turn off or adjust the "show all contracts all the time" thing, is there? Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 20, 2016 Author Share Posted December 20, 2016 9 hours ago, Jim Starluck said: So, I looked through the changelog and poked around in game searching for it... ...there's still no setting or config file we can use to turn off or adjust the "show all contracts all the time" thing, is there? Nope, and it's likely to stay that way. Quote Link to comment Share on other sites More sharing options...
Jim Starluck Posted December 20, 2016 Share Posted December 20, 2016 1 hour ago, nightingale said: Nope, and it's likely to stay that way. That is disappointing. A big part of the reason I like Career over either of the other two modes is because contracts can help give me direction, when I'm feeling aimless in the sandbox. But having every single one available all the time kind of negates that; makes it harder to settle on which contracts to take, too easy to take some of them over and over. If this is how it's going to stay, I may just wind up uninstalling Configurator -- and all the contract packs that rely on it. And I'd rather not do that. Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 20, 2016 Author Share Posted December 20, 2016 13 minutes ago, Jim Starluck said: That is disappointing. A big part of the reason I like Career over either of the other two modes is because contracts can help give me direction, when I'm feeling aimless in the sandbox. But having every single one available all the time kind of negates that; makes it harder to settle on which contracts to take, too easy to take some of them over and over. If this is how it's going to stay, I may just wind up uninstalling Configurator -- and all the contract packs that rely on it. And I'd rather not do that. It's something I may revisit when I have time - but that's something that is in very short supply, so it's not likely that I would even consider this in the near future (< 3 months). Sorry! Quote Link to comment Share on other sites More sharing options...
severedsolo Posted December 21, 2016 Share Posted December 21, 2016 (edited) 20 hours ago, Jim Starluck said: That is disappointing. A big part of the reason I like Career over either of the other two modes is because contracts can help give me direction, when I'm feeling aimless in the sandbox. But having every single one available all the time kind of negates that; makes it harder to settle on which contracts to take, too easy to take some of them over and over. If this is how it's going to stay, I may just wind up uninstalling Configurator -- and all the contract packs that rely on it. And I'd rather not do that. Talk to your contract pack authors. The ability to make contracts not always appear is there, you just have to write it into the pack. So to give an example: In Bases and Stations, there is a contact where you have to evacuate your space station. People complained because under the new system, that contract always generated (which is silly). So, I make CC roll a random number between 1 and 10, if the roll is 2 or under, that contract generates, otherwise it doesn't. (Ie, it only has a 20% chance of appearing). It's not difficult to write in, but the authors would need to add it. I feel Tourism Plus needs this. Easy tourism missions all the time kinda feels a bit OP, and they pay quite well too. BTW: Stock has this problem too. Under the new weighting system, if you are spamming easy contracts, that's basically all you are going to see. Edited December 21, 2016 by severedsolo Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 22, 2016 Author Share Posted December 22, 2016 12 hours ago, severedsolo said: I feel Tourism Plus needs this. Easy tourism missions all the time kinda feels a bit OP, and they pay quite well too. Good point, something that I'd meant to do but haven't yet. #27 is raised. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 23, 2016 Share Posted December 23, 2016 (edited) Does the last version of this mod work with latest version of infernal robotics? I read here and there that they were incompatible. Edit: I just want more missions about doing experiments in kerbin atmosphere or landed, because they disapear very quickly in career. Is this mod going to help me, or is there a simpler way I can get those early missions later? Edited December 23, 2016 by Agustin Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 23, 2016 Author Share Posted December 23, 2016 3 hours ago, Agustin said: Does the last version of this mod work with latest version of infernal robotics? I read here and there that they were incompatible. Nobody's ever reported anything like that here, so I have to assume it works. 3 hours ago, Agustin said: Edit: I just want more missions about doing experiments in kerbin atmosphere or landed, because they disapear very quickly in career. Is this mod going to help me, or is there a simpler way I can get those early missions later? Maybe. Contract Configurator doesn't add any contracts on its own, it's a toolset for contract packs. There's a number that do stuff with experiments, but you can try my Field Research contract pack. Quote Link to comment Share on other sites More sharing options...
pwhk Posted December 24, 2016 Share Posted December 24, 2016 (edited) I have submitted several issues on Github when writing my own contract pack, can anyone take a look? @nightingale Edited December 24, 2016 by pwhk Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 24, 2016 Share Posted December 24, 2016 (edited) 7 hours ago, nightingale said: Nobody's ever reported anything like that here, so I have to assume it works. Maybe. Contract Configurator doesn't add any contracts on its own, it's a toolset for contract packs. There's a number that do stuff with experiments, but you can try my Field Research contract pack. This changed my game entirely! Thank you so much! I installed your contract packs and some other as well and I now have a lot of missions to do Ohhh... So glad I installed this... I also installed X science and similar things it changed everything. For the first time I am building and using planes and going all over kerbin.. Also using the timer mod. Sorry to post this nonsense... I am so grateful for all of you- Edited December 24, 2016 by Agustin Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 24, 2016 Author Share Posted December 24, 2016 3 hours ago, pwhk said: I have submitted several issues on Github when writing my own contract pack, can anyone take a look? @nightingale I've seen them, but haven't had a chance to look into them. It's a busy time with family, so it's not likely that I'll be able to in the next couple days, but will try to early next week. Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted December 24, 2016 Share Posted December 24, 2016 9 hours ago, nightingale said: I've seen them, but haven't had a chance to look into them. It's a busy time with family, so it's not likely that I'll be able to in the next couple days, but will try to early next week. Family and christmas first, thats for sure. I would say. Quote Link to comment Share on other sites More sharing options...
Spheniscine Posted December 25, 2016 Share Posted December 25, 2016 (edited) On 12/21/2016 at 10:31 PM, severedsolo said: Talk to your contract pack authors. The ability to make contracts not always appear is there, you just have to write it into the pack. So to give an example: In Bases and Stations, there is a contact where you have to evacuate your space station. People complained because under the new system, that contract always generated (which is silly). So, I make CC roll a random number between 1 and 10, if the roll is 2 or under, that contract generates, otherwise it doesn't. (Ie, it only has a 20% chance of appearing). It's not difficult to write in, but the authors would need to add it. I feel Tourism Plus needs this. Easy tourism missions all the time kinda feels a bit OP, and they pay quite well too. BTW: Stock has this problem too. Under the new weighting system, if you are spamming easy contracts, that's basically all you are going to see. Yeah I did find it weird that I'd now get a bunch of ever-present Field Research and Tourism contracts, but what is really a problem for me is that there is now this weird thing where CC contracts periodically are offered or withdrawn while I'm on the Mission Control screen. What's worse is that if I was looking at a contract at the time, regardless of which contract it is (it could even be active or completed), it would deselect and I have to select it again. Also I dislike the stock weighting system. I find if I get a bunch of contracts of type X early on, and I accept them early on, well, that particular career save will get a lot more contracts of type X, creating an unstable equilibrium. I pretty much turned it off using the stock contracts.cfg Edited December 25, 2016 by Spheniscine Quote Link to comment Share on other sites More sharing options...
danielboro Posted December 28, 2016 Share Posted December 28, 2016 Exception occured while saving ScenarioModule 'ContractPreLoader': System.InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.List`1+Enumerator[ContractConfigurator.ConfiguredContract].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1+Enumerator[ContractConfigurator.ConfiguredContract].MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[ContractConfigurator.ConfiguredContract].MoveNext () [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractPreLoader.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 the CC window was open i left the game to run and rerturnd after ~ 2h this message was on i reopened CC window it worked as normal Quote Link to comment Share on other sites More sharing options...
omelaw Posted December 31, 2016 Share Posted December 31, 2016 I don't know why, but contract list refreshes too fast, like once per 5 second. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 1, 2017 Share Posted January 1, 2017 (edited) 1. Is it possible to require a stationary (is this KEO?) orbit to be over KSC? 2. What is the difference between STATIONARY and SYNCHRONOUS for orbit types? 3. For the new parameters of AntennaTransmitPower and AntennaRelayPower, how are they used? I'm guessing PARAMETER { name = XYZ, type = AntennaRelayPower, minRelayPower = 0.0, maxRelayPower = 200.0 } 4. Without RemoteTech installed, is there any way to test KSC connectivity? 5. Can AllVessels().Where() retrieve only vessels with a specific parameter (e.g. has a specific part, or has AntennaRelayPower above some value)? Edited January 2, 2017 by WuphonsReach added question #5 Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 2, 2017 Share Posted January 2, 2017 (edited) So, not sure if I have a bug in maxCompletions and maxSimultaneous https://github.com/WuphonsReach/KSP-StockAntennaBalance/blob/e7ec0d72b5eb7efc512ce76e1e319fee9405f2ad/Contract_KEO_HG5R.cfg https://github.com/WuphonsReach/KSP-StockAntennaBalance/blob/e7ec0d72b5eb7efc512ce76e1e319fee9405f2ad/ContractGroup.cfg Brand new career save (nothing installed except my contract files, Contract Configurator 1.22.2 and ModuleManager 2.7.5). According to the settings in the contract group and type: ContractGroup - maxCompletions is undefined (defaults to unlimited) ContractGroup - maxSimultaneous is set to 3 ContractType - maxCompletions is 5 ContractType - maxSimultaneous is set to 1 Looking at the contract in-game shows: Which is odd, as I have not run any contracts yet in this career save. Here's the debug log from the log/ folder. No errors. Spoiler Debug information for CONTRACT_TYPE 'SYBSAB_KEO_HG5R': Configuration: CONTRACT_TYPE { targetBody = @StockAntennaBalance:homeworld advanceFunds = 18000.0 failureFunds = 10000.0 failureReputation = 2.0 rewardFunds = 48000.0 rewardReputation = 10.0 rewardScience = 0.0 maxSimultaneous = 1 maxCompletions = 5 prestige = Trivial deadline = 300 motivation = generic subject = generic topic = relay satellite notes = Please note that this must be a new relay satellite, constructed after the contract is accepted. completedMessage = Success! The relay satellite is up and running around @StockAntennaBalance:homeworld. synopsis = We want you to build a new communications satellite using a relay antenna of at least 2.0G power (such as the HG-5R or HG-55R antenna) and place it into stationary orbit around @StockAntennaBalance:homeworld. title = Launch stationary relay satellite around @StockAntennaBalance:homeworld. group = StockAntennaBalance name = SYBSAB_KEO_HG5R DATA { relayVessels = AllVessels().Where(v => (v.VesselType() == Relay) && (v.CelestialBody() == @targetBody) && (v.IsOrbiting())) requiredValue = false type = List<Vessel> } PARAMETER { targetBody = @/targetBody title = Launch a new relay satellite. type = NewVessel name = NewVessel } PARAMETER { targetBody = @/targetBody minQuantity = 1200.0 resource = ElectricCharge title = Have at least @minQuantity electric charge (EC) storage. type = HasResourceCapacity name = HasResourceCapacityEC } PARAMETER { targetBody = @/targetBody dissassociateVesselsOnContractCompletion = true dissassociateVesselsOnContractCompletion = true duration = 15d title = Place satellite into a stable orbit for @duration. type = VesselParameterGroup name = VesselParameterGroup PARAMETER { targetBody = @/targetBody partModule = ModuleSAS type = PartValidation name = PartValidationSAS } PARAMETER { targetBody = @/targetBody partModule = ModuleCommand type = PartValidation name = PartValidationCommand } PARAMETER { targetBody = @/targetBody part = SYB_Squad_HighGainAntenna part = HighGainAntenna5 type = PartValidation name = PartValidationAntenna } PARAMETER { targetBody = @/targetBody minQuantity = @/HasResourceCapacityEC/minQuantity * 0.1 resource = ElectricCharge title = Maintain at least @minQuantity electric charge type = HasResource name = HasResourceEC } PARAMETER { targetBody = @/targetBody deviationWindow = 3.0 index = 0 displayNotes = true type = ReachSpecificOrbit name = ReachSpecificOrbit0 } } BEHAVIOUR { type = OrbitGenerator name = OrbitGenerator RANDOM_ORBIT { targetBody = @/targetBody deviationWindow = 2.0 eccentricity = 0.0 inclinationFactor = 0.8 type = STATIONARY } } REQUIREMENT { targetBody = @/targetBody type = Orbit name = Orbit } REQUIREMENT { targetBody = @/targetBody tech = basicScience type = CanResearchTech name = CanResearchTech1 } } Data Nodes: SYBSAB_KEO_HG5R StockAntennaBalance:name = StockAntennaBalance, deterministic = True StockAntennaBalance:displayName = Stock Antenna Balance, deterministic = True StockAntennaBalance:minVersion = 1.22.2, deterministic = True StockAntennaBalance:maxCompletions = 0, deterministic = True StockAntennaBalance:maxSimultaneous = 3, deterministic = True StockAntennaBalance:disabledContractType = [], deterministic = True StockAntennaBalance:agent = null, deterministic = True StockAntennaBalance:sortKey = Stock Antenna Balance, deterministic = True StockAntennaBalance:tip = Cutting the Cord..., deterministic = True StockAntennaBalance:homeworld = Kerbin (CelestialBody), deterministic = True name = SYBSAB_KEO_HG5R, deterministic = True trace = False, deterministic = True title = Launch stationary relay satellite around Kerbin., deterministic = True tag = , deterministic = True description = null, deterministic = True topic = relay satellite, deterministic = True subject = generic, deterministic = True motivation = generic, deterministic = True notes = Please note that this must be a new relay satellite, constructed after the contract is accepted., deterministic = True synopsis = We want you to build a new communications satellite using a relay antenna of at least 2.0G power (such as the HG-5R or HG-55R antenna) and place it into stationary orbit around Kerbin., deterministic = True completedMessage = Success! The relay satellite is up and running around Kerbin., deterministic = True agent = null, deterministic = True minExpiry = 5, deterministic = True maxExpiry = 100, deterministic = True deadline = 300, deterministic = True cancellable = True, deterministic = True declinable = True, deterministic = True autoAccept = False, deterministic = True prestige = [ Trivial ], deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True maxCompletions = 5, deterministic = True maxSimultaneous = 1, deterministic = True rewardFunds = 48000, deterministic = True rewardReputation = 10, deterministic = True rewardScience = 0, deterministic = True failureFunds = 10000, deterministic = True failureReputation = 2, deterministic = True advanceFunds = 18000, deterministic = True relayVessels = [], deterministic = False genericTitle = Launch stationary relay satellite around Kerbin., deterministic = True genericDescription = null, deterministic = True sortKey = Launch stationary relay satellite around Kerbin., deterministic = True NewVessel type = NewVessel, deterministic = True name = NewVessel, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = Launch a new relay satellite., deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True HasResourceCapacityEC type = HasResourceCapacity, deterministic = True name = HasResourceCapacityEC, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = Have at least 1200 electric charge (EC) storage., deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True minQuantity = 1200, deterministic = True maxQuantity = 1.79769313486232E+308, deterministic = True resource = PartResourceDefinition, deterministic = True VesselParameterGroup type = VesselParameterGroup, deterministic = True name = VesselParameterGroup, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = Place satellite into a stable orbit for 15 days., deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True duration = 15 days, deterministic = True define = null, deterministic = True defineList = null, deterministic = True vessel = [], deterministic = True dissassociateVesselsOnContractFailure = True, deterministic = True dissassociateVesselsOnContractCompletion = True, deterministic = True hideVesselName = False, deterministic = True PartValidationSAS type = PartValidation, deterministic = True name = PartValidationSAS, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = null, deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True minCount = 1, deterministic = True maxCount = 2147483647, deterministic = True part = [], deterministic = True partModule = [ ModuleSAS ], deterministic = True partModuleType = [], deterministic = True category = null, deterministic = True manufacturer = null, deterministic = True PartValidationCommand type = PartValidation, deterministic = True name = PartValidationCommand, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = null, deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True minCount = 1, deterministic = True maxCount = 2147483647, deterministic = True part = [], deterministic = True partModule = [ ModuleCommand ], deterministic = True partModuleType = [], deterministic = True category = null, deterministic = True manufacturer = null, deterministic = True PartValidationAntenna type = PartValidation, deterministic = True name = PartValidationAntenna, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = null, deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True minCount = 1, deterministic = True maxCount = 2147483647, deterministic = True part = [ HighGainAntenna5, SYB.Squad.HighGainAntenna ], deterministic = True partModule = [], deterministic = True partModuleType = [], deterministic = True category = null, deterministic = True manufacturer = null, deterministic = True HasResourceEC type = HasResource, deterministic = True name = HasResourceEC, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = Maintain at least 120 electric charge, deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True minQuantity = 120, deterministic = True maxQuantity = 1.79769313486232E+308, deterministic = True resource = ElectricCharge, deterministic = True ReachSpecificOrbit0 type = ReachSpecificOrbit, deterministic = True name = ReachSpecificOrbit0, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = null, deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True index = 0, deterministic = True displayNotes = True, deterministic = True deviationWindow = 3, deterministic = True OrbitGenerator type = OrbitGenerator, deterministic = True name = OrbitGenerator, deterministic = True targetBody = null, deterministic = True ORBIT_0 type = STATIONARY, deterministic = True count = 1, deterministic = True altitudeFactor = 0.8, deterministic = True inclinationFactor = 0.8, deterministic = True eccentricity = 0, deterministic = True deviationWindow = 2, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True Orbit type = Orbit, deterministic = True name = Orbit, deterministic = True title = null, deterministic = True hideChildren = False, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True checkOnActiveContract = False, deterministic = True invertRequirement = False, deterministic = True checkType = null, deterministic = True CanResearchTech1 type = CanResearchTech, deterministic = True name = CanResearchTech1, deterministic = True title = null, deterministic = True hideChildren = False, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True checkOnActiveContract = False, deterministic = True invertRequirement = False, deterministic = True tech = [ basicScience ], deterministic = True Output log: [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'SYBSAB_KEO_HG5R' [INFO] ContractConfigurator.ContractType: Successfully loaded CONTRACT_TYPE 'SYBSAB_KEO_HG5R' Is there a reason that ActualCompletions() isn't just: Quote return ConfiguredContract.CompletedContracts.Count(c => c.contractType != null && c.contractType.name == name); (you changed that back on July 6th) Edited January 2, 2017 by WuphonsReach Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 2, 2017 Share Posted January 2, 2017 @WuphonsReach Forgive me if I'm missing something obvious, but isn't that showing what you would expect? From the screenshot you posted, it looks like it is saying that you have not completed the contract 5 times yet (that is, it "met" the requirement of ContractType MaxCompletions being 5) and you do not have more than 3 offered/active Stock Antenna Balance contracts at a time (that is, it "met" the requirement of ContractGroup MaxSimultaneous being 3). That matches with what you said, namely, that you haven't run any contracts yet in that save. From your picture, it looks like if you perform an orbit of Kerbin and are able to research Basic Science, you will then meet all of the requirements, and the contract will be offered. Isn't that what's supposed to happen? Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 2, 2017 Share Posted January 2, 2017 @Merkov Yeah... you're right. I'm reading that backwards. If the element is "unmet", then the contract will not be offered. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 2, 2017 Share Posted January 2, 2017 According to the wiki, I should be able to set a requirement{} block which is only true if a particular tech is not researched. https://github.com/jrossignol/ContractConfigurator/wiki/CanResearchTech-Requirement But requirement{} blocks don't have a "Not" set, unlike parameters. How do you specify that you want the contract to be offered if tech A is researched, but not if tech B is researched? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted January 2, 2017 Share Posted January 2, 2017 5 hours ago, WuphonsReach said: 2. What is the difference between STATIONARY and SYNCHRONOUS for orbit types? I don't know about the contracts specifics, but: STATIONARY orbits are fixed over a location. They must be equatorial and at the exact right altitude. Eccentricity is 0 and Ap and Pe are equal to the correct altitude for that orbit type. SYNCHRONOUS orbits pass over the same location at the same time every day. They are generally similar to stationary orbits in that they orbit prograde around the planet with a 24 (for Earth) or 6 (for Kerbin) hour orbit that is likely pretty circular, but that is not necessary so long as, every 24 or 6 hours, they are at the exact same spot. They could be very eccentric, retrograde, polar, even 3 or 2 hours long... doesn't matter so long as at the same time every day they're over the same spot. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 2, 2017 Share Posted January 2, 2017 https://github.com/jrossignol/ContractConfigurator/wiki/HasAntenna-Parameter That example uses "minPower" and "maxPower", when it's in the code as "minAntennaPower" and "maxAntennaPower". The following PARAMETER works in my tests. PARAMETER { name = AntennaRelayPower type = HasAntenna antennaType = RELAY minAntennaPower = @/minAntennaPowerG * 1000000000 //maxAntennaPower = } (I have yet to complete a contract with it, but it did parse correctly.) Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 2, 2017 Share Posted January 2, 2017 43 minutes ago, WuphonsReach said: According to the wiki, I should be able to set a requirement{} block which is only true if a particular tech is not researched. https://github.com/jrossignol/ContractConfigurator/wiki/CanResearchTech-Requirement But requirement{} blocks don't have a "Not" set, unlike parameters. How do you specify that you want the contract to be offered if tech A is researched, but not if tech B is researched? I haven't played with this personally, but I think you would need to use the invertRequirement function, described on this page: https://github.com/jrossignol/ContractConfigurator/wiki/Requirements Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 2, 2017 Share Posted January 2, 2017 (edited) 13 hours ago, WuphonsReach said: But requirement{} blocks don't have a "Not" set, unlike parameters. How do you specify that you want the contract to be offered if tech A is researched, but not if tech B is researched? 12 hours ago, Merkov said: I haven't played with this personally, but I think you would need to use the invertRequirement function, described on this page: https://github.com/jrossignol/ContractConfigurator/wiki/Requirements What Merkov said - you'd put "invertRequirement = true" under the requirement for tech B. Quote 5. Can AllVessels().Where() retrieve only vessels with a specific parameter (e.g. has a specific part, or has AntennaRelayPower above some value)? Yup. That's exactly what that function is for. You can filter by anything in the Vessel Methods on the wiki Quote 3. For the new parameters of AntennaTransmitPower and AntennaRelayPower, how are they used? I'm guessing PARAMETER { name = XYZ, type = AntennaRelayPower, minRelayPower = 0.0, maxRelayPower = 200.0 } See Docs Edited January 2, 2017 by severedsolo Quote Link to comment Share on other sites More sharing options...
Errol Posted January 2, 2017 Share Posted January 2, 2017 Does it matter where the agencies folders included with many mods is located? I'm noticing that a lot of mods by default have the agencies folder in the gamedata folder instead of inside their own mod folder, and a lot of them also have a file called agents.cfg, which creates conflicts. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.