avalancha Posted December 21, 2018 Share Posted December 21, 2018 (edited) 1 hour ago, nightingale said: with this method it would still show up as a contract, it would just be disabled with a requirement stating that contract requires MH ... Which will drive some people to write angry tweets/posts about Take 2 and monetisation, guaranteed Edited December 21, 2018 by avalancha Quote Link to comment Share on other sites More sharing options...
pap1723 Posted December 23, 2018 Share Posted December 23, 2018 We are looking to add some "downrange" missions to the setup we have. Essentially, we want to have the player reach a distance AWAY horizontally from the launch site. My thought was that we could use the Waypoint Generator, but since we have many different launch sites, just setting it as a distance from the KSC would not work great. Ideally I could use the current location to then set a waypoint from that. Is that possible? Or is there a better way to accomplish my goal? Thanks! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 23, 2018 Share Posted December 23, 2018 is 1.27 for sure not ksp1.5.1-friendly? It's marked as such in the version file, but I didn't know if that was 100% intentional. Danke! Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 24, 2018 Author Share Posted December 24, 2018 8 hours ago, pap1723 said: We are looking to add some "downrange" missions to the setup we have. Essentially, we want to have the player reach a distance AWAY horizontally from the launch site. My thought was that we could use the Waypoint Generator, but since we have many different launch sites, just setting it as a distance from the KSC would not work great. Ideally I could use the current location to then set a waypoint from that. Is that possible? Or is there a better way to accomplish my goal? Technically, the WaypointGenerator behaviour supports that through RANDOM_WAYPOINT_NEAR. You would have to set one waypoint for the launch site (it can be hidden), and then have one generated "near" it with min/max distances set. Be careful though, because there's a known bug/limitation where it uses a stock method that only supports maxDistance (not minDistance) and just re-rolls the waypoints until it hits one that fits the bill. So there could be poor performance if you choose a very small window (or if you make minDistance = maxDistance it'll probably be an infinite loop). 8 hours ago, Beetlecat said: is 1.27 for sure not ksp1.5.1-friendly? It's marked as such in the version file, but I didn't know if that was 100% intentional. Danke! For sure not tested on 1.5.1, for sure not supported. Most likely does work though, just reproduce stuff on 1.6.x if you want to report bugs is all. Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 24, 2018 Author Share Posted December 24, 2018 @pap1723 - I've fixed the performance problem described above for the next release. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted December 28, 2018 Share Posted December 28, 2018 Thanks @nightingale What are your thoughts on us backporting one of your releases to 1.4.5? We are trying to get it listed on CKAN so we can release RP-1 for that version. Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 28, 2018 Author Share Posted December 28, 2018 13 hours ago, pap1723 said: Thanks @nightingale What are your thoughts on us backporting one of your releases to 1.4.5? We are trying to get it listed on CKAN so we can release RP-1 for that version. Question - does the current release work on 1.4.5? From memory, there wasn't anything I needed to change for 1.5.x or 1.6.x compatibility, so there's a good chance that it's already backwards compatible. If yes, then I'll just do a new release and set the minimum version to 1.4.5. If not, then I can do a one-off recompiled against 1.4.5 (that way all the CKAN stuff will happen automatically). Quote Link to comment Share on other sites More sharing options...
pap1723 Posted December 29, 2018 Share Posted December 29, 2018 Let me test it out and I will let you know! Quote Link to comment Share on other sites More sharing options...
pap1723 Posted December 29, 2018 Share Posted December 29, 2018 1.27.0 works like a charm on 1.4.5 with no warnings or errors in the log Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 29, 2018 Author Share Posted December 29, 2018 40 minutes ago, pap1723 said: 1.27.0 works like a charm on 1.4.5 with no warnings or errors in the log Great, then I'll do a release right away with 1.4.5 compatibility enabled. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted December 29, 2018 Share Posted December 29, 2018 3 minutes ago, nightingale said: Great, then I'll do a release right away with 1.4.5 compatibility enabled. Thank You!! And NathanKell says hello! Quote Link to comment Share on other sites More sharing options...
nightingale Posted December 29, 2018 Author Share Posted December 29, 2018 (edited) It's done (and hello @NathanKell)! Contract Configurator 1.27.1 Improved performance of WaypointGenerator's RANDOM_WAYPOINT_NEAR when the min/max distances are very close to each other. Fixed issue where too many waypoints can get generated by WaypointGenerator when count > 1. Renable backwards compatibility to KSP 1.4.5. Edited December 29, 2018 by nightingale Quote Link to comment Share on other sites More sharing options...
strudo76 Posted January 2, 2019 Share Posted January 2, 2019 So I have a few questions regarding CC Can a contract make a part available to use when it's accepted? I assume this would be the same as a stock part testing contract where you don't actually have the part. Can a contract change part parameters of a part? i.e. change the name or the modules it contains? Can a contract remove a vessel? If any of these are not possible, is it possible to do by writing an extension? I do some VB.net programming, but I've not ventured into the C style languages, and I don't have a build environment set up. Not sure if my skills would be sufficient to do an extension. Thanks Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 2, 2019 Author Share Posted January 2, 2019 2 hours ago, strudo76 said: Can a contract make a part available to use when it's accepted? I assume this would be the same as a stock part testing contract where you don't actually have the part. Yes, there's three related behaviours you may want to use (that all do something slightly different): UnlockTech, UnlockPart, and ExperimentalPart. The last is equivalent to what the stock part test contracts do. 2 hours ago, strudo76 said: Can a contract change part parameters of a part? i.e. change the name or the modules it contains? No, you'd have to code up a custom PartModule and custom ContractParameter to make that work. 2 hours ago, strudo76 said: Can a contract remove a vessel? Through the DestroyVessel behaviour - but you have to know the craft that you're removing. 2 hours ago, strudo76 said: If any of these are not possible, is it possible to do by writing an extension? I do some VB.net programming, but I've not ventured into the C style languages, and I don't have a build environment set up. Not sure if my skills would be sufficient to do an extension. Yes, through C# (other threads will have more specific details). Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted January 2, 2019 Share Posted January 2, 2019 (edited) 3 hours ago, strudo76 said: Can a contract make a part available to use when it's accepted? I assume this would be the same as a stock part testing contract where you don't actually have the part. I did this quite extensively in Parts Unlimited, my (poorly implemented) attempt at divorcing unlocking parts from gathering science. Feel free to peruse those contracts to see how it works, or even just copy stuff willy nilly. Edited January 2, 2019 by 5thHorseman Quote Link to comment Share on other sites More sharing options...
SoonerTed Posted January 4, 2019 Share Posted January 4, 2019 So, the Contract Pack: Bases and Stations Reborn (version 3.7.1.1) contracts keep flickering in and out, then disappearing before I can accept them. I'm using 1.27.1 of Contract Configurator on KSP 1.5.1. If you need a log, a link to instructions on how to do that is appreciated. Thanks! Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 4, 2019 Author Share Posted January 4, 2019 1 hour ago, SoonerTed said: So, the Contract Pack: Bases and Stations Reborn (version 3.7.1.1) contracts keep flickering in and out, then disappearing before I can accept them. I'm using 1.27.1 of Contract Configurator on KSP 1.5.1. If you need a log, a link to instructions on how to do that is appreciated. I did notice that the contract generation isn't working as smoothly as it used to. It's on my list of things to check out. Quote Link to comment Share on other sites More sharing options...
SoonerTed Posted January 4, 2019 Share Posted January 4, 2019 16 hours ago, nightingale said: I did notice that the contract generation isn't working as smoothly as it used to. It's on my list of things to check out. Not sure if this data point helps, but I have yet to see a rescue mission show up. The only contracts that flicker in and out are the Bases and Stations Reborn. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 5, 2019 Share Posted January 5, 2019 3 hours ago, SoonerTed said: Not sure if this data point helps, but I have yet to see a rescue mission show up. The only contracts that flicker in and out are the Bases and Stations Reborn. I reported the same problem with flickering contracts in August and got no answers. I'm still seeing the behavior. I seem to get rescue missions in clumps, 2 or 3 almost on top of each other and then nothing for weeks. Before Christmas I added the Anomaly Surveyor pack and keep getting contracts that involve conducting experiments In Flight on Minmus. You can't be in flight without an atmosphere otherwise you are in space. Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2019 Author Share Posted January 5, 2019 4 hours ago, Tonka Crash said: Before Christmas I added the Anomaly Surveyor pack and keep getting contracts that involve conducting experiments In Flight on Minmus. You can't be in flight without an atmosphere otherwise you are in space. Can you show me a screenshot of this? I'd like to see what contract pack it's coming from so I can track it down. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 5, 2019 Share Posted January 5, 2019 Just now, nightingale said: Can you show me a screenshot of this? I'd like to see what contract pack it's coming from so I can track it down. I'll have to wait for one to come up again, but I only have the Bases and Stations and Anomaly Surveyor contract packs. Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2019 Author Share Posted January 5, 2019 26 minutes ago, Tonka Crash said: I'll have to wait for one to come up again, but I only have the Bases and Stations and Anomaly Surveyor contract packs. Must be Bases and Stations - Anomaly Surveyor doesn't have anything like that. It sounds more like Field Research though. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 5, 2019 Share Posted January 5, 2019 6 minutes ago, nightingale said: Must be Bases and Stations - Anomaly Surveyor doesn't have anything like that. It sounds more like Field Research though. I just reread my first post in this thread and I wasn't very clear. The contracts I'm having problems with are to investigate anomalies and conduct 2-3 experiments near the anomaly one always being using the DMagic anomaly scanner landed near the anomaly. The others have typically had telescopic observations or multispectral scan "in flight" or "above" the anomaly. These are impossible to complete as I always I get an error that I need to be closer to the anomaly. Hovering 1 meter over it is not close enough. It would also be useful to have an indication of which anomaly is the target when there are multiple anomalies. Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2019 Author Share Posted January 5, 2019 1 minute ago, Tonka Crash said: I just reread my first post in this thread and I wasn't very clear. The contracts I'm having problems with are to investigate anomalies and conduct 2-3 experiments near the anomaly one always being using the DMagic anomaly scanner landed near the anomaly. The others have typically had telescopic observations or multispectral scan "in flight" or "above" the anomaly. These are impossible to complete as I always I get an error that I need to be closer to the anomaly. Hovering 1 meter over it is not close enough. It would also be useful to have an indication of which anomaly is the target when there are multiple anomalies. DMagic Orbital Sciences has its own contracts that don't use Contract Configurator - so you'll have more luck if you check out that thread. Quote Link to comment Share on other sites More sharing options...
SoonerTed Posted January 6, 2019 Share Posted January 6, 2019 19 hours ago, nightingale said: Must be Bases and Stations - Anomaly Surveyor doesn't have anything like that. It sounds more like Field Research though. Do you think Field Research is pushing out the "Rescue Kerbal" missions? I have Field Research and played for nearly 200 days with no rescue missions. It's killing my budget due to having to buy each kerbal Quote Link to comment Share on other sites More sharing options...
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