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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]


nightingale

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You've been very helpful, I think I'm starting to get it.

A question about the syntax. The following two fragments of code are intended to do the same thing, which is (my intention, anyway) to have the contract_type work with either Minmus or Mun. Did I do it correctly? I'd prefer the first, since it is shorter and easier to maintain:

PARAMETER
{
name = Body3001
type = Any

PARAMETER
{
name = ReachState3001
type = ReachState
targetBody = HomeWorld().GetChildren()
situation = SUB_ORBITAL
}
}

PARAMETER
{
name = Body3001
type = Any

PARAMETER
{
name = ReachState3001
type = ReachState
targetBody = Minmus
situation = SUB_ORBITAL
}

PARAMETER
{
name = ReachState3002
type = ReachState
targetBody = Mun
situation = SUB_ORBITAL
}
}

First, just FYI you're using syntax from 0.7.0 - so that won't work in the release version (0.6.7). But not to worry... release is coming very soon.

Anyway, it doesn't quite work like that for the first one - that would be a little too magical. There are a couple parameters where you can specify the same tag multiple times, but that isn't one of them. The main problem being that I don't currently have an easy way to show akward combinations, such as (altitude > 1000 && (targetBody == Minums || targetBody == Mun)).

Another option is to have targetBody = HomeWorld().GetChildren().Random(). That will only give you one or the other - but at random (one contract may have Mun, another may have Minmus).

- - - Updated - - -

Hmm, maybe that wouldn't be such a bad thing. I'm calling it too late for 0.7.0, but I'll raise an issue on GitHub to look at this for the next version.

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First, just FYI you're using syntax from 0.7.0 - so that won't work in the release version (0.6.7). But not to worry... release is coming very soon.

Anyway, it doesn't quite work like that for the first one - that would be a little too magical. There are a couple parameters where you can specify the same tag multiple times, but that isn't one of them. The main problem being that I don't currently have an easy way to show akward combinations, such as (altitude > 1000 && (targetBody == Minums || targetBody == Mun)).

Another option is to have targetBody = HomeWorld().GetChildren().Random(). That will only give you one or the other - but at random (one contract may have Mun, another may have Minmus).

- - - Updated - - -

Hmm, maybe that wouldn't be such a bad thing. I'm calling it too late for 0.7.0, but I'll raise an issue on GitHub to look at this for the next version.

ummm, what wouldn't be a bad thing, the first one I put there? What I was thinking was something like a list, where this syntax:

PARAMETER
{
name = ReachState3001
type = ReachState
targetBody = HomeWorld().GetChildren()
situation = SUB_ORBITAL
}

would generate a parameter entry for each child returned by the GetChildren() function call. My reading of the docs was that the GetChildren() returned a list, and I thought that if a list was returned in something like this, that it would loop through the list.

Anyway, I won't release this until 0.70 is out. Once I have the contracts for Mun and Minmus set up, I'm going to be creating them for every body in the system. Since I have to do it one at a time, it's going to take a little while. Once you do release 0.70, and I have at least 4-5 contracts, I'll release a beta for people to try and give feedback.

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ummm, what wouldn't be a bad thing, the first one I put there?

Making it work with multiple targetBody attributes (see below).

What I was thinking was something like a list, where this syntax:

PARAMETER
{
name = ReachState3001
type = ReachState
targetBody = HomeWorld().GetChildren()
situation = SUB_ORBITAL
}

would generate a parameter entry for each child returned by the GetChildren() function call. My reading of the docs was that the GetChildren() returned a list, and I thought that if a list was returned in something like this, that it would loop through the list.

What you have there expands to:

PARAMETER
{
name = ReachState3001
type = ReachState
targetBody = Mun
targetBody = Minmus
situation = SUB_ORBITAL
}

Which errors because you're only allowed one targetBody. It would be a lot more work to expand it in the way you're thinking, but would also result in question about how to expand something like this:

PARAMETER
{
name = ReachState3001
type = ReachState
targetBody = HomeWorld().GetChildren()
situation = [SUB_ORBITAL, ORBITING, LANDED]
}

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Been doing some testing.

The VesselDestroyed doesn't seem to be working too well (I know it's mostly untested :-)

I have an unmanned probe crashing into the mun. I don't know if it's speed related. I've done the following tests:

1. Crash in head first at sub-orbital velocity, both with and without time acceleration.

2. I tried reducing the speed to under 200 m/second and crashing in head first

In both cases, the flight results said that:

Outcome: Catastrophic Failure!@

Stayputnick collided into the surface

I'm listing the PARAMETER of the contract and the log below:


PARAMETER
{
name = VPG_test1
type = VesselParameterGroup
// nightingale - I'd let the title default itself in most cases
// title = Vessel: Any; Duration: 1 year


PARAMETER
{
name = HasCrew3001
type = HasCrew
maxCrew = 0
minCrew = 0
}
PARAMETER
{
name = EnterSOI6001
type = EnterSOI
targetBody = Mun
}
PARAMETER
{
name = VPG_TD_test1
type = VesselDestroyed
completeInSequence = true
}
}

Here is part of the log showing the collision. Let me know if you need anything else:

[LOG 08:56:29.076] [PlanetariumCamera]: Focus: mun probe test 1
[LOG 08:56:30.624] Packing mun probe test 1 for orbit
[LOG 08:56:37.156] Unpacking mun probe test 1
[LOG 08:56:39.310] Camera Mode: AUTO
[LOG 08:56:54.578] Packing mun probe test 1 for orbit
[LOG 08:57:05.938] Reference Frame: Rotating
[LOG 08:57:06.104] Unpacking mun probe test 1
[LOG 08:57:22.617] Packing mun probe test 1 for orbit
[LOG 08:57:31.332] Unpacking mun probe test 1
[LOG 08:57:34.050] Packing mun probe test 1 for orbit
[LOG 08:57:38.420] Unpacking mun probe test 1
[LOG 08:57:44.639] Packing mun probe test 1 for orbit
[LOG 08:57:54.915] Unpacking mun probe test 1
[LOG 08:59:41.985] [01:41:26]: Stayputnik Mk. 1 collided into the surface.
[LOG 08:59:41.985] probeCoreSphere (mun probe test 1) Exploded!! - blast awesomeness: 0
[LOG 08:59:41.989] [probeCoreSphere (mun probe test 1)]: Deactivated
[LOG 08:59:41.998] [01:41:26]: Z-200 Rechargeable Battery Bank collided into the surface.
[LOG 08:59:41.998] [Explosion] Combined.
[LOG 08:59:41.999] batteryBankMini Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.005] [batteryBankMini]: Deactivated
[LOG 08:59:42.006] fuelTank.long collided into Xp10000212 - relative velocity: 181.7679 - no impact momentum (no RB)
[LOG 08:59:42.006] [Explosion] Combined.
[LOG 08:59:42.007] fuelTank.long Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.009] [solarPanels5]: Deactivated
[LOG 08:59:42.009] [solarPanels5]: Deactivated
[LOG 08:59:42.010] [solarPanels5]: Deactivated
[LOG 08:59:42.011] [solarPanels5]: Deactivated
[LOG 08:59:42.011] [solarPanels5]: Deactivated
[LOG 08:59:42.012] [solarPanels5]: Deactivated
[LOG 08:59:42.012] [solarPanels5]: Deactivated
[LOG 08:59:42.013] [solarPanels5]: Deactivated
[LOG 08:59:42.013] [fuelTank.long]: Deactivated
[LOG 08:59:42.014] [01:41:26]: FL-T800 Fuel Tank crashed into terrain.
[LOG 08:59:42.018] 1 explosions created.
[LOG 08:59:42.080] liquidEngine collided into Xp10000212 - relative velocity: 111.0087 - no impact momentum (no RB)
[LOG 08:59:42.080] liquidEngine Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.081] [liquidEngine]: Deactivated
[LOG 08:59:42.081] [01:41:26]: LV-T30 Liquid Fuel Engine crashed into terrain.
[LOG 08:59:42.082] winglet collided into Xp10000212 - relative velocity: 87.52572 - no impact momentum (no RB)
[LOG 08:59:42.082] [Explosion] Combined.
[LOG 08:59:42.083] winglet Exploded!! - blast awesomeness: 0.1
[LOG 08:59:42.083] [winglet]: Deactivated
[LOG 08:59:42.084] [01:41:26]: AV-T1 Winglet crashed into terrain.
[LOG 08:59:42.086] 1 explosions created.
[LOG 08:59:42.123] winglet collided into Xp10000212 - relative velocity: 49.99226 - no impact momentum (no RB)
[LOG 08:59:42.123] winglet Exploded!! - blast awesomeness: 0.1
[LOG 08:59:42.124] [winglet]: Deactivated
[LOG 08:59:42.127] 1 explosions created.
[LOG 08:59:42.139] advSasModule collided into Xp10000212 - relative velocity: 77.50561 - no impact momentum (no RB)
[LOG 08:59:42.140] advSasModule Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.142] [advSasModule]: Deactivated
[LOG 08:59:42.142] [01:41:26]: Advanced Inline Stabilizer crashed into terrain.
[LOG 08:59:42.143] fuelTank.long collided into Xp10000212 - relative velocity: 61.83887 - no impact momentum (no RB)
[LOG 08:59:42.143] [Explosion] Combined.
[LOG 08:59:42.143] fuelTank.long Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.145] [fuelTank.long]: Deactivated
[LOG 08:59:42.145] [01:41:26]: FL-T800 Fuel Tank crashed into terrain.
[LOG 08:59:42.148] 1 explosions created.
[LOG 08:59:42.325] fuelTank collided into Xp10000212 - relative velocity: 42.84253 - no impact momentum (no RB)
[LOG 08:59:42.325] fuelTank Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.327] [fuelTank]: Deactivated
[LOG 08:59:42.327] [01:41:26]: FL-T400 Fuel Tank crashed into terrain.
[LOG 08:59:42.330] 1 explosions created.
[LOG 08:59:42.507] winglet collided into Xp10000212 - relative velocity: 42.32727 - no impact momentum (no RB)
[LOG 08:59:42.508] winglet Exploded!! - blast awesomeness: 0.1
[LOG 08:59:42.508] [winglet]: Deactivated
[LOG 08:59:42.509] [01:41:26]: AV-T1 Winglet crashed into terrain.
[LOG 08:59:42.512] 1 explosions created.
[WRN 08:59:47.932] [FlightPersistence]: Vessel mun probe test 1 not saved because it was dead.
[LOG 08:59:47.932] Flight State Captured
[LOG 08:59:47.934] Saving Achievements Tree...
[LOG 08:59:47.934] Saving Achievements Tree...
[LOG 08:59:47.935] Saving Achievements Tree...
[LOG 08:59:47.944] Game State Saved to saves/mod test 1/persistent
[LOG 08:59:47.944] Game Paused!
[LOG 09:00:31.661] Game Unpaused!
[WRN 09:00:31.662] Can not play a disabled audio source
[LOG 09:00:47.095] KerbalEngineer -> ActionMenu->OnDestroy
[LOG 09:00:47.096] KerbalEngineer -> ActionMenuGui was destroyed.

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Been doing some testing.

The VesselDestroyed doesn't seem to be working too well (I know it's mostly untested :-)

I have an unmanned probe crashing into the mun. I don't know if it's speed related. I've done the following tests:

1. Crash in head first at sub-orbital velocity, both with and without time acceleration.

2. I tried reducing the speed to under 200 m/second and crashing in head first

In both cases, the flight results said that:

Outcome: Catastrophic Failure!@

Stayputnick collided into the surface

I'm listing the PARAMETER of the contract and the log below:


PARAMETER
{
name = VPG_test1
type = VesselParameterGroup
// nightingale - I'd let the title default itself in most cases
// title = Vessel: Any; Duration: 1 year


PARAMETER
{
name = HasCrew3001
type = HasCrew
maxCrew = 0
minCrew = 0
}
PARAMETER
{
name = EnterSOI6001
type = EnterSOI
targetBody = Mun
}
PARAMETER
{
name = VPG_TD_test1
type = VesselDestroyed
completeInSequence = true
}
}

Here is part of the log showing the collision. Let me know if you need anything else:

[LOG 08:56:29.076] [PlanetariumCamera]: Focus: mun probe test 1
[LOG 08:56:30.624] Packing mun probe test 1 for orbit
[LOG 08:56:37.156] Unpacking mun probe test 1
[LOG 08:56:39.310] Camera Mode: AUTO
[LOG 08:56:54.578] Packing mun probe test 1 for orbit
[LOG 08:57:05.938] Reference Frame: Rotating
[LOG 08:57:06.104] Unpacking mun probe test 1
[LOG 08:57:22.617] Packing mun probe test 1 for orbit
[LOG 08:57:31.332] Unpacking mun probe test 1
[LOG 08:57:34.050] Packing mun probe test 1 for orbit
[LOG 08:57:38.420] Unpacking mun probe test 1
[LOG 08:57:44.639] Packing mun probe test 1 for orbit
[LOG 08:57:54.915] Unpacking mun probe test 1
[LOG 08:59:41.985] [01:41:26]: Stayputnik Mk. 1 collided into the surface.
[LOG 08:59:41.985] probeCoreSphere (mun probe test 1) Exploded!! - blast awesomeness: 0
[LOG 08:59:41.989] [probeCoreSphere (mun probe test 1)]: Deactivated
[LOG 08:59:41.998] [01:41:26]: Z-200 Rechargeable Battery Bank collided into the surface.
[LOG 08:59:41.998] [Explosion] Combined.
[LOG 08:59:41.999] batteryBankMini Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.005] [batteryBankMini]: Deactivated
[LOG 08:59:42.006] fuelTank.long collided into Xp10000212 - relative velocity: 181.7679 - no impact momentum (no RB)
[LOG 08:59:42.006] [Explosion] Combined.
[LOG 08:59:42.007] fuelTank.long Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.009] [solarPanels5]: Deactivated
[LOG 08:59:42.009] [solarPanels5]: Deactivated
[LOG 08:59:42.010] [solarPanels5]: Deactivated
[LOG 08:59:42.011] [solarPanels5]: Deactivated
[LOG 08:59:42.011] [solarPanels5]: Deactivated
[LOG 08:59:42.012] [solarPanels5]: Deactivated
[LOG 08:59:42.012] [solarPanels5]: Deactivated
[LOG 08:59:42.013] [solarPanels5]: Deactivated
[LOG 08:59:42.013] [fuelTank.long]: Deactivated
[LOG 08:59:42.014] [01:41:26]: FL-T800 Fuel Tank crashed into terrain.
[LOG 08:59:42.018] 1 explosions created.
[LOG 08:59:42.080] liquidEngine collided into Xp10000212 - relative velocity: 111.0087 - no impact momentum (no RB)
[LOG 08:59:42.080] liquidEngine Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.081] [liquidEngine]: Deactivated
[LOG 08:59:42.081] [01:41:26]: LV-T30 Liquid Fuel Engine crashed into terrain.
[LOG 08:59:42.082] winglet collided into Xp10000212 - relative velocity: 87.52572 - no impact momentum (no RB)
[LOG 08:59:42.082] [Explosion] Combined.
[LOG 08:59:42.083] winglet Exploded!! - blast awesomeness: 0.1
[LOG 08:59:42.083] [winglet]: Deactivated
[LOG 08:59:42.084] [01:41:26]: AV-T1 Winglet crashed into terrain.
[LOG 08:59:42.086] 1 explosions created.
[LOG 08:59:42.123] winglet collided into Xp10000212 - relative velocity: 49.99226 - no impact momentum (no RB)
[LOG 08:59:42.123] winglet Exploded!! - blast awesomeness: 0.1
[LOG 08:59:42.124] [winglet]: Deactivated
[LOG 08:59:42.127] 1 explosions created.
[LOG 08:59:42.139] advSasModule collided into Xp10000212 - relative velocity: 77.50561 - no impact momentum (no RB)
[LOG 08:59:42.140] advSasModule Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.142] [advSasModule]: Deactivated
[LOG 08:59:42.142] [01:41:26]: Advanced Inline Stabilizer crashed into terrain.
[LOG 08:59:42.143] fuelTank.long collided into Xp10000212 - relative velocity: 61.83887 - no impact momentum (no RB)
[LOG 08:59:42.143] [Explosion] Combined.
[LOG 08:59:42.143] fuelTank.long Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.145] [fuelTank.long]: Deactivated
[LOG 08:59:42.145] [01:41:26]: FL-T800 Fuel Tank crashed into terrain.
[LOG 08:59:42.148] 1 explosions created.
[LOG 08:59:42.325] fuelTank collided into Xp10000212 - relative velocity: 42.84253 - no impact momentum (no RB)
[LOG 08:59:42.325] fuelTank Exploded!! - blast awesomeness: 0.5
[LOG 08:59:42.327] [fuelTank]: Deactivated
[LOG 08:59:42.327] [01:41:26]: FL-T400 Fuel Tank crashed into terrain.
[LOG 08:59:42.330] 1 explosions created.
[LOG 08:59:42.507] winglet collided into Xp10000212 - relative velocity: 42.32727 - no impact momentum (no RB)
[LOG 08:59:42.508] winglet Exploded!! - blast awesomeness: 0.1
[LOG 08:59:42.508] [winglet]: Deactivated
[LOG 08:59:42.509] [01:41:26]: AV-T1 Winglet crashed into terrain.
[LOG 08:59:42.512] 1 explosions created.
[WRN 08:59:47.932] [FlightPersistence]: Vessel mun probe test 1 not saved because it was dead.
[LOG 08:59:47.932] Flight State Captured
[LOG 08:59:47.934] Saving Achievements Tree...
[LOG 08:59:47.934] Saving Achievements Tree...
[LOG 08:59:47.935] Saving Achievements Tree...
[LOG 08:59:47.944] Game State Saved to saves/mod test 1/persistent
[LOG 08:59:47.944] Game Paused!
[LOG 09:00:31.661] Game Unpaused!
[WRN 09:00:31.662] Can not play a disabled audio source
[LOG 09:00:47.095] KerbalEngineer -> ActionMenu->OnDestroy
[LOG 09:00:47.096] KerbalEngineer -> ActionMenuGui was destroyed.

Hmmm.... nothing particularly useful in the log. Can you turn on debug? I'd also want you to add this to the logging cfg file:

ADD_LOGLEVEL_EXCEPTION
{
// Type name
type = [COLOR=#795DA3][FONT=Consolas]VesselDestroyed[/FONT][/COLOR]
// Possible LogLevel: VERBOSE, DEBUG, INFO, WARNING, ERROR
logLevel = VERBOSE
}

Unrelated to your issue, but be careful with that EnterSOI parameter. It's not a Vessel parameter, which means that it will get met when ANY vessel goes to the Mun (not necessarily the one that meets the rest of the parameters). I may need to revisit and deprecate some of those older ones, they don't seem so useful anymore. :D

Anyway, you probably want ReachState instead.

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For the ReachState, the altitude, is that above ground level? and will that work no matter if it is mountains, valleys, ocean, etc?

I'll be setting up and running another later later with the log changes requested.

It's the altitude above "sea level" (the same thing the altimeter displays). Raised [#144] on GitHub to add separate attributes for terrain altitude.

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Ok. I remoted into my home system and ran a test, here is the log. I was in time acceleration when it crashed. The entire log is about 3 meg in size, let me know if you need the whole thing:


[LOG 12:48:04.656] 3/16/2015 12:48:04 PM,KerbalAlarmClock,AppLauncher: Destroying Button-BEFORE NULL CHECK
[LOG 12:48:04.666] 3/16/2015 12:48:04 PM,KerbalAlarmClock,AppLauncher: Destroying Button-Button Count:6
[LOG 12:48:04.667] 3/16/2015 12:48:04 PM,KerbalAlarmClock,AppLauncher: Destroying Button-AFTER NULL CHECK
[WRN 12:48:04.674] [HighLogic]: =========================== Scene Change : From SPACECENTER to FLIGHT (Async) =====================
[LOG 12:48:04.675] 3/16/2015 12:48:04 PM,KerbalAlarmClock,Scene Change from 'SPACECENTER' to 'FLIGHT'
[LOG 12:48:04.675] 3/16/2015 12:48:04 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag
[LOG 12:48:05.255] 3/16/2015 12:48:05 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue
[LOG 12:48:05.498] 3/16/2015 12:48:05 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACSpaceCenter
[LOG 12:48:05.498] 3/16/2015 12:48:05 PM,KerbalAlarmClock,AppLauncher: Destroying Button-BEFORE NULL CHECK
[LOG 12:48:05.499] 3/16/2015 12:48:05 PM,KerbalAlarmClock,AppLauncher: Destroying Button-AFTER NULL CHECK
[LOG 12:48:05.499] 3/16/2015 12:48:05 PM,KerbalAlarmClock,API Cleaned up
[LOG 12:48:05.502] FAR: save AG actionGroupSpoiler as Brakes
[LOG 12:48:05.503] FAR: save AG actionGroupIncreaseFlapDeflection as None
[LOG 12:48:05.503] FAR: save AG actionGroupDecreaseFlapDeflection as None
[LOG 12:48:05.784] AddonLoader: Instantiating addon 'ActiveTextureManagement' from assembly 'ActiveTextureManagement'
[LOG 12:48:06.610] ContractsWindow.ContractsWindow.CustomAddonLoader: FLIGHT was loaded; instantiating addons...
[LOG 12:48:06.610] ContractsWindow.ContractsWindow.CustomAddonLoader finished; created 0 addons
[LOG 12:48:06.613] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP'
[LOG 12:48:06.614] AddonLoader: Instantiating addon 'ActiveTextureManagement' from assembly 'ActiveTextureManagement'
[LOG 12:48:06.615] AddonLoader: Instantiating addon 'FARGlobalControlFlightObject' from assembly 'FerramAerospaceResearch'
[LOG 12:48:06.620] Parsing rect
[LOG 12:48:06.620] Parsing bool
[LOG 12:48:06.621] Parsing rect
[LOG 12:48:06.621] Parsing rect
[LOG 12:48:06.621] Parsing rect
[LOG 12:48:06.622] Parsing rect
[LOG 12:48:06.622] Parsing rect
[LOG 12:48:06.622] Parsing rect
[LOG 12:48:06.623] Parsing rect
[LOG 12:48:06.623] Parsing string
[LOG 12:48:06.623] Parsing string
[LOG 12:48:06.623] Parsing string
[LOG 12:48:06.624] Parsing string
[LOG 12:48:06.624] Parsing string
[LOG 12:48:06.624] Parsing string
[LOG 12:48:06.625] Parsing string
[LOG 12:48:06.625] Parsing string
[LOG 12:48:06.625] Parsing string
[LOG 12:48:06.626] Parsing bool
[LOG 12:48:06.626] Parsing int
[LOG 12:48:06.626] Parsing string
[LOG 12:48:06.626] Parsing string
[LOG 12:48:06.627] Parsing string
[LOG 12:48:06.627] Parsing string
[LOG 12:48:06.627] Parsing string
[LOG 12:48:06.628] Parsing string
[LOG 12:48:06.628] Parsing string
[LOG 12:48:06.628] Parsing int
[LOG 12:48:06.628] Parsing int
[LOG 12:48:06.629] Parsing string
[LOG 12:48:06.629] Parsing string
[LOG 12:48:06.629] Parsing string
[LOG 12:48:06.630] Parsing string
[LOG 12:48:06.630] Parsing string
[LOG 12:48:06.630] Parsing rect
[LOG 12:48:06.631] Parsing string
[LOG 12:48:06.632] AddonLoader: Instantiating addon 'ActionMenu' from assembly 'KerbalEngineer'
[LOG 12:48:06.632] AddonLoader: Instantiating addon 'DisplayStack' from assembly 'KerbalEngineer'
[LOG 12:48:06.633] AddonLoader: Instantiating addon 'FlightEngineerCore' from assembly 'KerbalEngineer'
[LOG 12:48:06.634] AddonLoader: Instantiating addon 'KACFlight' from assembly 'KerbalAlarmClock'
[LOG 12:48:06.634] 3/16/2015 12:48:06 PM,KerbalAlarmClock,Awakening the KerbalAlarmClock-KACFlight
[LOG 12:48:06.635] 3/16/2015 12:48:06 PM,KerbalAlarmClock,Loading Settings
[LOG 12:48:06.637] 3/16/2015 12:48:06 PM,KerbalAlarmClock,Loading Transfer Modelling Data
[LOG 12:48:06.668] 3/16/2015 12:48:06 PM,KerbalAlarmClock,Transfer Modelling Data Load Complete
[LOG 12:48:06.669] 3/16/2015 12:48:06 PM,KerbalAlarmClock,WarpRates:8
[LOG 12:48:06.669] 3/16/2015 12:48:06 PM,KerbalAlarmClock,API Ready
[LOG 12:48:06.703] ------------------- initializing flight mode... ------------------
[LOG 12:48:06.707] Target vessel index: 8 vessel count: 9
[LOG 12:48:06.708] [FLIGHT GLOBALS]: Switching To Vessel mun probe test 1 ----------------------
[LOG 12:48:06.709] setting new dominant body: the Mun
FlightGlobals.mainBody: the Mun
[WRN 12:48:06.751] [Part]: PartModule FARControlSys at probeCoreSphere, index 3: index exceeds module count as defined in cfg.
Looking for FARControlSys in other indices...
[ERR 12:48:06.752] ...no FARControlSys module found on part definition. Skipping...


[WRN 12:48:06.753] PartModule is null.
[WRN 12:48:06.753] [Part]: PartModule FARBasicDragModel at probeCoreSphere, index 3: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.753] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.754] PartModule is null.
[WRN 12:48:06.756] [Part]: PartModule FARBasicDragModel at batteryBankMini, index 0: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.757] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.757] PartModule is null.
[WRN 12:48:06.761] [Part]: PartModule FARBasicDragModel at fuelTank.long, index 0: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.762] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.762] PartModule is null.
[WRN 12:48:06.766] [Part]: PartModule FARBasicDragModel at advSasModule, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.767] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.767] PartModule is null.
[WRN 12:48:06.771] [Part]: PartModule FARBasicDragModel at fuelTank.long, index 0: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.772] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.773] PartModule is null.
[WRN 12:48:06.777] [Part]: PartModule FARBasicDragModel at fuelTank, index 0: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.777] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.778] PartModule is null.
[WRN 12:48:06.785] [Part]: PartModule FARBasicDragModel at liquidEngine, index 4: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.785] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.786] PartModule is null.
[WRN 12:48:06.798] [Part]: PartModule FARBasicDragModel at solarPanels5, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.799] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.799] PartModule is null.
[WRN 12:48:06.802] [Part]: PartModule FARBasicDragModel at solarPanels5, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.803] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.803] PartModule is null.
[WRN 12:48:06.806] [Part]: PartModule FARBasicDragModel at solarPanels5, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.806] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.807] PartModule is null.
[WRN 12:48:06.810] [Part]: PartModule FARBasicDragModel at solarPanels5, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.811] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.811] PartModule is null.
[WRN 12:48:06.814] [Part]: PartModule FARBasicDragModel at solarPanels5, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.815] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.815] PartModule is null.
[WRN 12:48:06.818] [Part]: PartModule FARBasicDragModel at solarPanels5, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.819] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.819] PartModule is null.
[WRN 12:48:06.822] [Part]: PartModule FARBasicDragModel at solarPanels5, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.823] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.824] PartModule is null.
[WRN 12:48:06.826] [Part]: PartModule FARBasicDragModel at solarPanels5, index 1: index exceeds module count as defined in cfg.
Looking for FARBasicDragModel in other indices...
[ERR 12:48:06.827] ...no FARBasicDragModel module found on part definition. Skipping...


[WRN 12:48:06.827] PartModule is null.
[LOG 12:48:06.828] Camera Mode: AUTO
[LOG 12:48:06.829] stage manager resuming...
[LOG 12:48:07.150] all systems started
[LOG 12:48:07.224] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Vessel Change from 'No Vessel' to 'mun probe test 1'
[LOG 12:48:07.227] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag
[LOG 12:48:07.228] KerbalEngineer -> ActionMenu was created.
[LOG 12:48:07.228] KerbalEngineer -> ActionMenu->Awake
[LOG 12:48:07.229] KerbalEngineer -> FlightEngineerCore->Awake
[LOG 12:48:07.229] KerbalEngineer -> ActionMenu->Start
[LOG 12:48:07.229] KerbalEngineer -> FlightEngineerCore->Start
[LOG 12:48:07.240] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Loading Textures
[LOG 12:48:07.252] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Cannot find texture to load:D:\KerbalInstalls\Beta Than Ever 0.90\ckan modded\KSP_win_mod_development\GameData\TriggerTech\KerbalAlarmClock/Textures/img_buttonWarpToTSApPeOverConfirm.png
[LOG 12:48:07.259] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Loaded Textures
[LOG 12:48:07.268] [KAE] Registering field prefabs for version 1.7.2.0 (latest)
[LOG 12:48:07.268] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit
[LOG 12:48:07.269] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit
[LOG 12:48:07.270] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption
[LOG 12:48:07.271] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption
[LOG 12:48:07.282] 3/16/2015 12:48:07 PM,KerbalAlarmClock,AppLauncher: Creating Button-BEFORE
[LOG 12:48:07.292] 3/16/2015 12:48:07 PM,KerbalAlarmClock,AppLauncher: Creating Button-AFTER
[LOG 12:48:07.300] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 12:48:07.301] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered
[LOG 12:48:07.305] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Setting App Button True
[LOG 12:48:07.308] KerbalEngineer -> ActionMenuGui was created.
[LOG 12:48:07.310] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Setting App Button True
[LOG 12:48:07.314] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
[LOG 12:48:07.314] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Skipping version check
[LOG 12:48:07.332] 3/16/2015 12:48:07 PM,KerbalAlarmClock,Contracts System Ready
[LOG 12:48:07.352] [PlanetariumCamera]: Focus: mun probe test 1
[LOG 12:48:07.461] Flight State Captured
[LOG 12:48:07.462] Saving Achievements Tree...
[LOG 12:48:07.463] Saving Achievements Tree...
[LOG 12:48:07.463] Saving Achievements Tree...
[LOG 12:48:07.474] Game State Saved as persistent
[LOG 12:48:07.474] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(21481310-03c6-4e78-8c16-134f18206819)
[LOG 12:48:07.475] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Incomplete for vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:48:07.476] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[LOG 12:48:07.476] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to that of vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:48:07.477] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to that of vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:48:07.478] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to that of vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:48:07.478] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to that of vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:48:07.479] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to that of vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:48:07.479] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to that of vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:48:08.131] Unpacking mun probe test 1
[ERR 12:48:08.131] Coroutine couldn't be started because the the game object 'Building' is inactive!


[ERR 12:48:08.131] Coroutine couldn't be started because the the game object 'mainBuilding' is inactive!


[ERR 12:48:08.131] Coroutine couldn't be started because the the game object 'Building' is inactive!


[ERR 12:48:08.132] Coroutine couldn't be started because the the game object 'ksp_pad_cylTank' is inactive!


[ERR 12:48:08.132] Coroutine couldn't be started because the the game object 'Tank' is inactive!


[ERR 12:48:08.132] Coroutine couldn't be started because the the game object 'mainBuilding' is inactive!


[ERR 12:48:08.132] Coroutine couldn't be started because the the game object 'Pod Memorial' is inactive!


[ERR 12:48:08.133] Coroutine couldn't be started because the the game object 'Facility' is inactive!


[ERR 12:48:08.133] Coroutine couldn't be started because the the game object 'dish_south' is inactive!


[ERR 12:48:08.134] Coroutine couldn't be started because the the game object 'dish_north' is inactive!


[ERR 12:48:08.134] Coroutine couldn't be started because the the game object 'dish_east' is inactive!


[ERR 12:48:08.134] Coroutine couldn't be started because the the game object 'MainBuilding' is inactive!


[ERR 12:48:08.134] Coroutine couldn't be started because the the game object 'mainBuilding' is inactive!


[ERR 12:48:08.135] Coroutine couldn't be started because the the game object 'building' is inactive!


[ERR 12:48:08.135] Coroutine couldn't be started because the the game object 'ksp_pad_cylTank' is inactive!


[ERR 12:48:08.135] Coroutine couldn't be started because the the game object 'ksp_pad_launchPad' is inactive!


[ERR 12:48:08.135] Coroutine couldn't be started because the the game object 'ksp_pad_sphereTank' is inactive!


[ERR 12:48:08.136] Coroutine couldn't be started because the the game object 'ksp_pad_waterTower' is inactive!


[ERR 12:48:08.136] Coroutine couldn't be started because the the game object 'KSCFlagPoleLaunchPad' is inactive!


[LOG 12:48:25.051] 3/16/2015 12:48:25 PM,KerbalAlarmClock,Toggle Changed:True
[LOG 12:48:28.645] 3/16/2015 12:48:28 PM,KerbalAlarmClock,Toggle Changed:True
[LOG 12:48:28.645] 3/16/2015 12:48:28 PM,KerbalAlarmClock,Button List Changed:5 to 0
[LOG 12:48:38.289] 3/16/2015 12:48:38 PM,KerbalAlarmClock,String Changed:01
[LOG 12:48:42.897] Packing mun probe test 1 for orbit
[LOG 12:48:54.332] [PlanetariumCamera]: Focus: mun probe test 1
[LOG 12:48:56.958] 3/16/2015 12:48:56 PM,KerbalAlarmClock,Reducing Warp-Transition Instant
[LOG 12:48:57.068] 3/16/2015 12:48:57 PM,KerbalAlarmClock,Reducing Warp-Transition Instant
[LOG 12:48:57.260] 3/16/2015 12:48:57 PM,KerbalAlarmClock,Reducing Warp-Transition Instant
[LOG 12:48:58.880] 3/16/2015 12:48:58 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:49:02.577] 3/16/2015 12:49:02 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:49:04.425] 3/16/2015 12:49:04 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:49:06.834] 3/16/2015 12:49:06 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:49:08.549] 3/16/2015 12:49:08 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:49:09.582] Unpacking mun probe test 1
[LOG 12:49:11.191] 3/16/2015 12:49:11 PM,KerbalAlarmClock,Triggering Alarm - mun probe test 1
[LOG 12:49:11.192] 3/16/2015 12:49:11 PM,KerbalAlarmClock,mun probe test 1-Halt Warp
[LOG 12:49:11.193] 3/16/2015 12:49:11 PM,KerbalAlarmClock,Actioning Alarm
[LOG 12:49:17.235] 3/16/2015 12:49:17 PM,KerbalAlarmClock,Toggle Changed:True
[LOG 12:49:21.823] Camera Mode: AUTO
[LOG 12:49:29.510] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to that of vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:49:29.511] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to that of vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:53:16.045] Flight State Captured
[LOG 12:53:16.047] Saving Achievements Tree...
[LOG 12:53:16.047] Saving Achievements Tree...
[LOG 12:53:16.048] Saving Achievements Tree...
[LOG 12:53:16.060] Game State Saved to saves/mod test 1/persistent
[LOG 12:53:16.060] [AutoSave]: Game Saved
[LOG 12:53:16.588] [PlanetariumCamera]: Focus: mun probe test 1
[LOG 12:53:24.401] 3/16/2015 12:53:24 PM,KerbalAlarmClock,Saving Moved Window
[LOG 12:53:24.563] 3/16/2015 12:53:24 PM,KerbalAlarmClock,Toggle Changed:True
[LOG 12:53:29.631] 3/16/2015 12:53:29 PM,KerbalAlarmClock,String Changed:0
[LOG 12:53:32.171] 3/16/2015 12:53:32 PM,KerbalAlarmClock,String Changed:1
[LOG 12:53:33.097] 3/16/2015 12:53:33 PM,KerbalAlarmClock,String Changed:
[LOG 12:53:34.037] 3/16/2015 12:53:34 PM,KerbalAlarmClock,String Changed:2
[LOG 12:53:34.391] 3/16/2015 12:53:34 PM,KerbalAlarmClock,String Changed:20
[LOG 12:53:40.987] Packing mun probe test 1 for orbit
[LOG 12:53:41.840] 3/16/2015 12:53:41 PM,KerbalAlarmClock,Reducing Warp-Transition Instant
[LOG 12:53:42.038] 3/16/2015 12:53:42 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:53:42.139] 3/16/2015 12:53:42 PM,KerbalAlarmClock,Reducing Warp-Transition Instant
[LOG 12:53:42.237] 3/16/2015 12:53:42 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:53:43.376] Reference Frame: Rotating
[LOG 12:53:43.390] 3/16/2015 12:53:43 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:53:45.095] 3/16/2015 12:53:45 PM,KerbalAlarmClock,Reducing Warp-Transition
[LOG 12:53:47.344] Unpacking mun probe test 1
[WRN 12:53:49.580] Vessel mun probe test 1 crashed through terrain on the Mun
[LOG 12:53:49.580] [01:45:44]: mun probe test 1 crashed into the Mun.
[LOG 12:53:49.581] probeCoreSphere (mun probe test 1) Exploded!! - blast awesomeness: 0
[LOG 12:53:49.585] [probeCoreSphere (mun probe test 1)]: Deactivated
[LOG 12:53:49.585] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:53:49.586] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:53:49.587] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(21481310-03c6-4e78-8c16-134f18206819)
[LOG 12:53:49.587] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel 21481310-03c6-4e78-8c16-134f18206819
[LOG 12:53:49.588] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[LOG 12:53:49.599] 1 explosions created.
[WRN 12:53:49.604] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.605] [01:45:44]: mun probe test 1 Debris crashed into the Mun.
[LOG 12:53:49.605] batteryBankMini Exploded!! - blast awesomeness: 0.5
[LOG 12:53:49.609] [batteryBankMini]: Deactivated
[LOG 12:53:49.610] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: 26562c61-8794-4b89-9924-51e92d08ae01
[LOG 12:53:49.610] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel 26562c61-8794-4b89-9924-51e92d08ae01
[LOG 12:53:49.611] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(26562c61-8794-4b89-9924-51e92d08ae01)
[LOG 12:53:49.611] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[LOG 12:53:49.615] 1 explosions created.
[WRN 12:53:49.622] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.622] fuelTank.long Exploded!! - blast awesomeness: 0.5
[LOG 12:53:49.625] [solarPanels5]: Deactivated
[LOG 12:53:49.625] [solarPanels5]: Deactivated
[LOG 12:53:49.626] [solarPanels5]: Deactivated
[LOG 12:53:49.626] [solarPanels5]: Deactivated
[LOG 12:53:49.627] [solarPanels5]: Deactivated
[LOG 12:53:49.628] [solarPanels5]: Deactivated
[LOG 12:53:49.628] [solarPanels5]: Deactivated
[LOG 12:53:49.629] [solarPanels5]: Deactivated
[LOG 12:53:49.629] [fuelTank.long]: Deactivated
[LOG 12:53:49.629] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: 882323fd-ed79-4744-8a22-3bac9c9fb51a
[LOG 12:53:49.630] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel 882323fd-ed79-4744-8a22-3bac9c9fb51a
[LOG 12:53:49.631] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(882323fd-ed79-4744-8a22-3bac9c9fb51a)
[LOG 12:53:49.631] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[LOG 12:53:49.634] 1 explosions created.
[WRN 12:53:49.645] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.645] advSasModule Exploded!! - blast awesomeness: 0.5
[LOG 12:53:49.648] [advSasModule]: Deactivated
[LOG 12:53:49.648] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: 0f879b62-3aff-4655-85f3-2fc8b635b725
[LOG 12:53:49.649] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel 0f879b62-3aff-4655-85f3-2fc8b635b725
[LOG 12:53:49.650] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(0f879b62-3aff-4655-85f3-2fc8b635b725)
[LOG 12:53:49.650] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[LOG 12:53:49.654] 1 explosions created.
[WRN 12:53:49.661] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.661] fuelTank.long Exploded!! - blast awesomeness: 0.5
[LOG 12:53:49.663] [fuelTank.long]: Deactivated
[LOG 12:53:49.664] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: af4dfe2e-c87c-40fb-a4ef-636458e2961a
[LOG 12:53:49.664] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel af4dfe2e-c87c-40fb-a4ef-636458e2961a
[LOG 12:53:49.665] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(af4dfe2e-c87c-40fb-a4ef-636458e2961a)
[LOG 12:53:49.665] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[LOG 12:53:49.668] 1 explosions created.
[WRN 12:53:49.674] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.675] fuelTank Exploded!! - blast awesomeness: 0.5
[LOG 12:53:49.679] [fuelTank]: Deactivated
[LOG 12:53:49.680] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: f4e1bcdc-5af5-4f8a-a184-4575bebd942b
[LOG 12:53:49.680] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel f4e1bcdc-5af5-4f8a-a184-4575bebd942b
[LOG 12:53:49.681] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(f4e1bcdc-5af5-4f8a-a184-4575bebd942b)
[LOG 12:53:49.681] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[LOG 12:53:49.685] 1 explosions created.
[WRN 12:53:49.699] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.700] liquidEngine Exploded!! - blast awesomeness: 0.5
[LOG 12:53:49.700] [liquidEngine]: Deactivated
[LOG 12:53:49.700] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: 79fb58ab-9f83-439f-92cc-4b39a60685e2
[LOG 12:53:49.701] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel 79fb58ab-9f83-439f-92cc-4b39a60685e2
[LOG 12:53:49.702] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(79fb58ab-9f83-439f-92cc-4b39a60685e2)
[LOG 12:53:49.702] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[WRN 12:53:49.703] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.703] [Explosion] Combined.
[LOG 12:53:49.704] winglet Exploded!! - blast awesomeness: 0.1
[LOG 12:53:49.704] [winglet]: Deactivated
[LOG 12:53:49.704] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: 6030c570-85ce-4b22-a501-88770e01a9b9
[LOG 12:53:49.705] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel 6030c570-85ce-4b22-a501-88770e01a9b9
[LOG 12:53:49.705] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(6030c570-85ce-4b22-a501-88770e01a9b9)
[LOG 12:53:49.706] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[WRN 12:53:49.707] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.707] [Explosion] Combined.
[LOG 12:53:49.707] winglet Exploded!! - blast awesomeness: 0.1
[LOG 12:53:49.708] [winglet]: Deactivated
[LOG 12:53:49.708] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: b0f38eae-7462-480a-987f-d18162244e2e
[LOG 12:53:49.709] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel b0f38eae-7462-480a-987f-d18162244e2e
[LOG 12:53:49.709] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(b0f38eae-7462-480a-987f-d18162244e2e)
[LOG 12:53:49.710] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[WRN 12:53:49.711] Vessel mun probe test 1 Debris crashed through terrain on the Mun
[LOG 12:53:49.711] [Explosion] Combined.
[LOG 12:53:49.711] winglet Exploded!! - blast awesomeness: 0.1
[LOG 12:53:49.712] [winglet]: Deactivated
[LOG 12:53:49.712] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: OnVesselWillDestroy: 5156e65e-cf8d-4200-98cf-ae3259e2a6ee
[LOG 12:53:49.713] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: SetState to Complete for vessel 5156e65e-cf8d-4200-98cf-ae3259e2a6ee
[LOG 12:53:49.713] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: -> CheckVessel(5156e65e-cf8d-4200-98cf-ae3259e2a6ee)
[LOG 12:53:49.714] [VERBOSE] ContractConfigurator.Parameters.VesselDestroyed: <- CheckVessel
[LOG 12:53:49.717] 1 explosions created.
[ERR 12:54:01.203] MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException:
at (wrapper managed-to-native) UnityEngine.MeshFilter:set_sharedMesh (UnityEngine.Mesh)
at SpriteMesh.CreateMesh () [0x00000] in <filename unknown>:0
at SpriteMesh.get_mesh () [0x00000] in <filename unknown>:0
at SpriteRoot.Delete () [0x00000] in <filename unknown>:0
at SpriteBase.Delete () [0x00000] in <filename unknown>:0
at UIListItemContainer.Delete () [0x00000] in <filename unknown>:0
at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0
at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0
at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0
at ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0
at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0
at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0


[LOG 12:54:01.230] [PlanetariumCamera]: Focus: Mun
[EXC 12:54:01.235] NullReferenceException
ScreenSafeUIButton.setTextureState (Int32 st)
ScreenSafeUIButton.Unlock ()
MapViewFiltering.OnInputLocksModified (FromToAction`2 action)
EventData`1[GameEvents+FromToAction`2[ControlTypes,ControlTypes]].Fire (FromToAction`2 data)
InputLockManager.RemoveControlLock (System.String lockID)
MapView.OnDestroy ()
[EXC 12:54:01.252] NullReferenceException: Object reference not set to an instance of an object
ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button)
WingProcedural.WingProcedural.OnDestroy ()
[EXC 12:54:01.259] NullReferenceException: Object reference not set to an instance of an object
ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button)
WingProcedural.WingProcedural.OnDestroy ()
[EXC 12:54:01.266] NullReferenceException: Object reference not set to an instance of an object
ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button)
WingProcedural.WingProcedural.OnDestroy ()
[LOG 12:54:01.288] [FlightEngineer]: Destroying Floating Window for HUD 1
[LOG 12:54:01.288] [FlightEngineer]: Destroying Floating Window for HUD 2

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It's the altitude above "sea level" (the same thing the altimeter displays). Raised [#144] on GitHub to add separate attributes for terrain altitude.

So, which state should I look at? The states are:

Valid values from Vessel.Situations:

ESCAPING

FLYING

LANDED

ORBITING

PRELAUNCH

SPLASHED

SUB_ORBITAL

Would LANDED be the right one (I guess that a crashed/destroyed vessel is also landed)?

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So, which state should I look at? The states are:

Valid values from Vessel.Situations:

ESCAPING

FLYING

LANDED

ORBITING

PRELAUNCH

SPLASHED

SUB_ORBITAL

Would LANDED be the right one (I guess that a crashed/destroyed vessel is also landed)?

I'll try to test it out tonight. I have no idea what order stuff happens in - whether you get marked as LANDED and then explode or the other way around (and also if it's even reliable).

An interesting alternative would be to use a waypoint and force the player to crash into a specific spot.

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I'll try to test it out tonight. I have no idea what order stuff happens in - whether you get marked as LANDED and then explode or the other way around (and also if it's even reliable).

An interesting alternative would be to use a waypoint and force the player to crash into a specific spot.

Waypoints are next on my list. My intention for this set of contacts is to first impact anywhere on the destination, then there will be 3-5 more contracts for that destination, but using waypoints.

For now, I'll just use the altitude, with a number which is slightly higher than the highest elevation on the planet.

I thought about using the suborbital, but I found during testing that even if you were headed straight down, if your velocity was greater than orbital velocity then the ship was NOT considered suborbital.

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Waypoints are next on my list. My intention for this set of contacts is to first impact anywhere on the destination, then there will be 3-5 more contracts for that destination, but using waypoints.

For now, I'll just use the altitude, with a number which is slightly higher than the highest elevation on the planet.

I thought about using the suborbital, but I found during testing that even if you were headed straight down, if your velocity was greater than orbital velocity then the ship was NOT considered suborbital.

Right, that's what I had thought:

Be careful if you use the SUB_ORBITAL situation like I do in this example. If you crash, I have no idea what happens first - the situation changing to LANDED or the vessel being destroyed. Also, if you aim at the ground fast enough, I think you may also be able to get a collision course with the situation of ESCAPING. Things to consider in your design. :)

You could also put parameters around on the speed - since I'd think that would be something that they'd want to control when doing an impact test. You can then tweak it so that it conventiently keeps them into one situation or the other (or just makes it so the situation just doesn't matter.

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You could also put parameters around on the speed - since I'd think that would be something that they'd want to control when doing an impact test. You can then tweak it so that it conventiently keeps them into one situation or the other (or just makes it so the situation just doesn't matter.

You just gave me an idea for some additional contracts. My original idea was to simulate the early Ranger and Surveyor missions, the impact one was the first. So now in addition to the impact ones, I'll be adding ones which will includes getting into orbit and then doing an impact, and of course the soft landings that the Surveyors were designed to do.

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You might want to see how KSP-Interstellar does their seismic impactor code as it reliably sees impacts, knows where they impact, how fast they impact and the vessel name that impacts.

Good stuff, leaving this here for myself to fix it tonight - looks like they look at a couple different game events than what I picked. Just another thing pushing out 0.7.0 slightly. :D

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Good stuff, leaving this here for myself to fix it tonight - looks like they look at a couple different game events than what I picked. Just another thing pushing out 0.7.0 slightly. :D

Just so I don't waste time, are you going to use that to fix the current vesselDestroyed parameter?

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Contract Configurator 0.7.0 is finally here! Download it now! New contract pack will follow in 2-3 days or so.

I think this is probably going to be the biggest release, feature-wise. The biggest change is the full introduction of expressions. I gave a bit of a description in a previous post:

I think a few of you may get pretty excited about this one, since it's a pretty powerful system... but it's pretty technical in the details. Anyway, the major new feature for the next version is support for expressions on pretty much any attribute within a contract definition. The expression language has been seriously beefed up, and now supports:

  • Referencing other attributes within the contract (@targetBody)
  • Functions (HomeWorld()) - this one returns "Kerbin" (or "Earth" in RSS ;))
  • Method calls (@targetBody.Radius())
  • Ternary statements (@targetBody.IsMoon() ? 100.0 : 50.0)
  • Randomization (rewardFunds = Random(100.0, 1000.0)
  • Lists ([Mun, Minmus].Random())
  • C# style list filtering (AllBodies().Where(x => x.IsMoon() && x.Parent() != Kerbin).Random()) - select a random moon that doesn't orbit Kerbin

The system is pretty much done, but there's lots and lots of breadth to be added, stuff like randomly selecting a vessel/station and applying filters to it to select it as the contract target. This is going to allow things like resupply contracts, contracts for station upgrading, etc

What's so great about the expression is you can use them anywhere in the contract definition. With this, Contract Configurator can theoretically do anything that could be done in the standard (C#) method of creating contracts - but much quicker and much easier. The documentation for expressions can be found in two wiki pages:

- Contains the details of the C-like expression syntax.

- Contains a listing of all functions and methods available.

The next version of Contract Configurator is likely going to be numbered 1.0.0 - meaning that it has all the major features that I wanted when I first envisioned it (I started work on Contract Configurator nearly 4 months ago!). This doesn't mean I'll stop working on it, but the focus will be on integrating to more mods, adding new parameters and improving the old ones, and flushing out the expressions to make more classes/functions/methods available. And I'm hoping that the contract packs that I (and others) produce will become more and more varied and interesting.

Changes:

  • Support for expressions in config nodes.
    • All config node attributes can now contain expressions (see wiki for syntax details).
    • Added special expression function/methods for Vessel
    • Added special expression function/methods for CelestialBody
    • Added special expression function/methods for Kerbal (ProtoCrewMember)
    • Added special expression function/methods for Lists
    • Added special expression function/methods for Enumerations

    [*]New debugging window feature - contract balancing mode.

    [*]Added HasCrewCapacity parameter.

    [*]Added VesselDestroyed parameter.

    [*]Added SpawnPassenger behaviour.

    [*]Added version check to contract groups.

    [*]Major changes to CollectScience parameter.

    [*]WaypointGenerate now supports a PQS offset - allows setting waypoint using a special offset from the PQSCity location.

    [*]Added minTerrainAltitude and maxTerrainAltitude to ReachState.

    [*]Fixed HasAntenna to work with omnis without having activeVessel attribute set (thanks Eiktyrner).

    [*]Clean up "Input is null" warning messages from stock.

    [*]Lots and lots of minor bug fixes.

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Question about the names, as in the name in the REQUIREMENT, PARAMETER, etc.

Do they have to be totally unique, or just unique within the contract, file, etc?

Thanks

CONTRACT_TYPE - needs to be globally unique.

PARAMETER/REQUIREMENT/BEHAVIOUR - no uniqueness requirements.

The name fields are used for:

  1. Logging/debug window
  2. Easy identifier for module manager patches
  3. Identifier when using special identifiers in expressions (eg. someField = @/SomeParam/SomeChildParam/someOtherField)

Typically I just duplicate the type as the name unless it's something where that type is used a lot and I'd like to differentiate (eg. the VesselParameterGroup).

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Hello nightingale,

can you please tell me why the RemoteTech pack gives these warnings:


ContractConfigurator.PartUnlockedRequirement: CONTRACT_TYPE 'RT_EelooRelay', REQUIREMENT 'PartUnlocked' of type 'PartUnlocked': Error parsing part

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


ArgumentException: 'RTGigaDish1' is not a valid Part.
at ContractConfigurator.ConfigNodeUtil.ParsePartValue (System.String partName) [0x00000] in <filename unknown>:0


at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[AvailablePart] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0


at ContractConfigurator.ConfigNodeUtil.ParseValue[AvailablePart] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0


at ContractConfigurator.ConfigNodeUtil.ParseValue[AvailablePart] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, .AvailablePart defaultValue, System.Func`2 validation) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ContractConfigurator.LoggingUtil:LogException(Exception)
ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, AvailablePart, Func`2)
ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory)
ContractConfigurator.PartUnlockedRequirement:Load(ConfigNode)
ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory)
ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory)
ContractConfigurator.ContractType:Load(ConfigNode)
ContractConfigurator.ContractConfigurator:LoadContractConfig()
ContractConfigurator.ContractConfigurator:Update()

I have modded the Giga dish, changed name and description, but it's still there. These warnings appear right when game loads the main menu.

Edited by Enceos
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