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License: MIT License
Need to add artwork for all the strategies.
Reported here:
Need to make it so that it's clear when a strategy could be available when a building is upgraded, but isn't available now. Need to not switch on stuff that changes rapidly (like funds).
The Vessel Recovery bonuses are really high, and can easily be gamed (by recovering off the launch pad).
CSM keeps re-rolling the values for the contracts - could be that it's not saving to the persistent, or the cache size needs to be still bigger.
From HenryBlatbugIII on the forums:
Is it just me, or is anyone else not receiving bonuses from To Boldly Go? It's correctly adjusting milestone funds rewards for non-Kerbin bodies (at level 3), but none of the levels have correctly given funds for the first science from a biome or body.
Either automatically modify the cost (if possible) or refund the player when they upgrade a strategy.
Show the changed delta-V when a pilot is in the crew manifest in the VAB/SPH.
In actuality, this is just changing the ISP, and KER/MechJeb shows the delta-V.
Custom Barn Kit has the value "reputationKerbalRecovery = 25" which also applies to tourists at recovery giving too many reputation points compared to mission rewards. This makes reputation too easy to max out.
Im not sure I understand the mission related Strategies incorrectly, or if I have a bug. Ive accepted the Minmus crewed strategy, which says it improves milestones funding rewards for minmus by 400%, and also says that it has an advance of 75K funds. Havent gotten to minmus to test the milestone rewards part just yet, but I also havent gotten the advance payment of 75K funds. Misunderstanding, or bug?
Have gotten to minmus now, and I did not get the 400% milestone reward either! I got 78,000 from the milestone, plus a bonus 62,400, instead of a bonus 312,000 funds.
I dont have a log from just after accepting the strategy, although I can get one by starting a new save. This log is from shortly after entering Minmus' SOI.
Add compatibility with Kerbal Construction Time.
Actual details will be dependent on what can be provided by magico13/KCT#109.
When changing scenes, kill pending currency popups.
Strategies still to be done:
Raised by _Zee:
Having an issue with the Mun/Minmus Probe Strategies not actually giving an advance payment. I've tested with both Mun and Minmus, tried changing scenes several times, nothing seems to actually give the +100k or +75k advance payment. This is after confirming that the Contract spawned by Mun Probes is in my active list.
and confirmed by ibanix:
I can confirm this behavior. The 'Mun Program' did not give me the 100k advance when I took the strategy.
This is to track balancing work that needs to be done.
From here.
Active strategies were Pilot Focus I, then Mun Program.
From smjjames:
Also, minor bug with the messaging for modified rewards via contracts, namely the 'to boldly go' strategy. It'll pop up the notification for science transmitted, but any other science transmitted while the notification is still there don't get added to it (like I've seen for those distance and speed records you get early on). I'm pretty sure the bonus is still getting added.
Such as when the crew providing the bonus leaves the ship, or on decoupling.
Noticed by smjjames.
Add a new type of probe program for moons of gas giants.
Raised by ibanix.
See the forum posts around http://forum.kerbalspaceprogram.com/index.php?/topic/131808-112-strategia-v123-2016-05-27/&do=findComment&comment=2632954 for more info.
Hi, found a minor issue.
The OnScienceReceiver listener in ScienceBooster is crediting extra science based on amount of data. However, that amount need to be normalized against the experiment dataScale.
This is not an issue with early-game stock experiments, as these all have dataScale = 1.
To verify that this is an issue:
From lude on the forums:
After the engine switches to closed cycle it has about 12-15 times the thrust for the same amount of fuel, the X-44 Mattock for example from MK2 expansion, but also all others that follow that module design
i think it's because it takes the ISP rating for the JET/opencycle in closed cycle
-- edit -- 12-15 times meaning 4000kn thrust on a rather small, it's easy to speed up to ~15000m/s right after leaving atmosphere with rather small fuel tanks, there's a few mods that offer these dual cycle engines
Need to confirm if 1.1 broke the vessel enroute check, reported by ibanix:
Oh, another thought: The "not have any vessels enroute to [body X]" does not seem to count future SOI intercepts. I have probes with existing SOI changes into Eve and Duna space, but I still can qualify for the Eve and Duna Probes strategies.
From ibanix:
Great ideas! I like these a lot more than the stock strategies. I still have something of a bug where the third-level strategies say "can't handle more than 70% commitment at this level" (when my building is level 2); but that's a cosmetic issue.
Raised by nobodyhasthis2:
I am still having problems getting "To boldly go" to work in the game. I do have a ton of mods installed and something is stopping Strategia. Although contract configure is running fine. Can I send you a PM with a link to a save file?
and _Zee:
I am not sure if you need a save with craft holding all the data just before recovery or the a save from the space center after recovery. What is more useful?
Also worth mentioning that I have science funding running (in lieu of some stock contracts). So the OnScienceReceived event would also be generating money anyway. I am wondering if blocks the biomes bonus shown above.
I'm also having issues getting To Boldly Go to pay out any bonuses. Tested this watching my funds like a hawk after landing on the Mun for the first time.
Branchoff of issue 22, detailed in forum post: http://forum.kerbalspaceprogram.com/index.php?/topic/131808-105-strategia-v100-2016-02-10/&page=2#comment-2410404 Output log is also there.
From Norcalplanner:
Suggestions: This biggest drawback seemed to be when running an actual space program, using KAC and having multiple missions on the way at the same time to different destinations. To help, you might consider making some vaguer, weaker strategies, such as "Kerbin's Moons" which would let you run multiple manned and unmanned missions to the Mun and Minmus simultaneously at a reduced benefit level. Similarly, a weaker strategy for "Kerbin's Neighbors" would allow simultaneous missions to Eve and Duna, while "Far Out, Man" would allow simultaneous missions to Moho, Dres, Jool, and Eeloo.
When in the KSC, if you right click over a level 1 Admin Facility, the tooltip will inform you that you can select up to two strategies, which is the description for the stock limit instead.
From smjjames:
The planetary programs and probe missions along with the flybys and impact mission strategies keep flipping to unavailable when I go to a ship in flight mode (still in the Kerbin SoI) and then flipping back to available when I go to KSC, so, the notification pops up every time.
I have absolutely no idea why they are doing that.
Looks like the milestones are getting reduced for the Mun instead of increased.
Need to update the strategies to work for mod parts:
There's some problems with reputation coming from nowhere. Raised by Wercho here:
I'm getting 25 reputation for each kerbal recovered, with no strategies active. I first noticed this on Strategia 1.0, but it is still happening with 1.1.0. Here's a log with just Strategia, its dependencies, and GCmonitor installed.
I can't find anything relevant, but this section seems odd:
[WRN 08:20:28.117] [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER (Async) ===================== [LOG 08:20:28.658] Added -461.4915 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added -320.1254 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added -166.1564 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added -68.18783 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.658] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.659] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.659] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.659] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.659] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.659] Added 0.1293579 (-500) reputation: 'Strategies'. [LOG 08:20:28.659] Added 0.1293579 (-500) reputation: 'Strategies'. Playing on Linux x64.
Thanks for another great mod!
Add some downsides to some strategies. Suggestions from ibanix:
Some of the strategies are a lot more generous than others:
"To Boldly Go" has no downsides except for the startup costs, which are really not bad at all. It could use some sort of drawback, such as -X% less funds from non-science contracts, or -X% reputation to contracts in a celestial/biome you've already visited. You're trying to Boldly Go somewhere new, right?
The same problem exists for "Local Science", because you can get a stupidly huge amount of science just from KSC/Kerbin alone, with no downsides. I'd suggest something like a large -X% funds modifier to all contract rewards while in effect. Another idea would be that a certain amount of science has to be collected from Kerbin to satisfy Local Science; if you drop the strategy before reaching this goal, you forefit lots of funds/reputation/science.
Right now if Sigma Binary is installed, the Duna Program becomes the DunaIke program. There's some logic that needs to be pulled in from Contract Configurator to handle this.
The uncrewed missions need balancing.
The Admin building level is available only in some scenes. Fix the strategy notifier to only run in the scenes where it does work.
Provide notifications when a strategy does a currency action.
Provide integration to Kerbal Construction Time. Actual details will be dependent on what can be provided by magico13/KCT#109.
From vardicd on the forums:
Question, are the probe strategies meant to be repeatable? I just did the minmus probe program and completed it, now I can take it again... doesn't seem right that you could just do this over and make the money for it again.
The strategy should be unavailable once one has orbited the body in question. However, it may be that it's messed up with the whole manned/unmanned thing. Here's the relevant bit from the save file:
Minmus
{
reached = 13761096.4699808
Orbit
{
completedUnmanned = 13768884.712759
vessel
{
name = Minmus 2
flag = Flags/UAC 3
}
}
Landing
{
completedUnmanned = 13771213.4841106
vessel
{
name = Minmus 2
flag = Flags/UAC 3
}
}
Science
{
completedUnmanned = 13771228.8041102
vessel
{
name = Minmus 2
flag = Flags/UAC 3
}
}
Suborbit
{
completedUnmanned = 13769373.7550907
vessel
{
name = Minmus 2
flag = Flags/UAC 3
}
}
Flyby
{
completedUnmanned = 13761096.4699808
}
}
The Gene and Wernher avatars get darkened in the various places they show up (other than the admin building).
Add a bonus scaled based on planet weight for reaching orbit from a landed/splashed state on bodies other than the homeworld.
Jaxx raised on the forums:
Does anyone else have issues with the Contract Slot Machine's rewards not actually being aligned to the ones it says on the contracts list? I have CSM III and this tends to be what happens for me
Suggestion from sp1989:
Have you considered adding a shuttle program and a space station program? I only ask because the only reason I don't build shuttles in career mode is because.......there are no reasons to build shuttles. Like launch a space telescope or add sections to a station and dock a fixed wing vehicle.
Need some agent artwork (currently refers to a missing file, causes some log warnings/errors).
That way the Mun and Minmus requirements get their own line.
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