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Found 33 results

  1. Something odd that I don't quite know how to describe: Recently, I rescued a Kerbal from LKO. I got her back safe and sound, but then she disappeared from the Astronaut Center without a trace-- but her capsule is still in orbit. I went to the tracking station to terminate it, but all I can do is to "track" and "untrack" it, as if it were an A-class asteroid. Thinking of sending a mission to deorbit it or plant KAS explosives on it, so it's actually giving me some mission ideas, but I'm still not sure how it happened. Any ideas? I run several mods, primarily parts mods in addition to KCT, Stage Recovery, and KIS/KAS.
  2. I'm using SCANSAT on a 1080 screen. The accuracy required to meet the contract is sub-pixel (aka impossible to eyeball). I have no idea how the heck I'm suppost to do this. Kerbin, above 70km, sub-orbital (I just drop my perapsis under 70km for a moment as I pass- works on the possible contracts.)
  3. The thing that seems really wierd to me are the space station, base and satelite contracts, since you dont actually need them to stay there. I have exploited this many times. Having a lander that has enough crew members, solar panels and a docking port, puting it into orbit, wait for the contract to fininsh, then do the landing and head home. The station/base should be, when all requirements are met, "given" to the contract company for some time or forever. The vessel is still trackable, but no longer controlable. What do you think?
  4. So I got a contract where I have to take pressure readings in 4 different locations at the surface. My tech is quite low but I can just about build a simple airplane (my first airplane which works btw) which can take me to the locations... My problem is that it is quite impossible to land in the rugged hilly terrain and I cannot get to ground level.... So what to do? One solution is to build a bigger airplane and attach a rover to it... (if that is at all possible at my current tech level) and then drop it near the targets... Another is to add parachutes to the plane and hope I can land it like that, and then maybe drive it around.. Probably not going to work since the wheels break off rather easily... Or maybe I can just fly the plane really really low and take the reading while flying? Will require some skill though since my plane is wobbly and the ground is hilly... How do you solve contracts like this? I mean, these are some of the first contracts that are offered so they *should* be easy? First time I tried the career mode - I usually just build big rockets and shoot for the stars so this kind of challenge is rather new. Br Michael
  5. I accepted a contract to rescue a kerbal from the Mun and to recover a piece of debris to Kerbin allow with her. However on arrival at the location on the Mun of the pair, I found I had a slight issue, in that the debris part to be recovered was a command seat. As far as I knew this was an un-grab-able part, but I gave it a go, maneuvering my vehicle over the top of it, then activating the grabber and raising the landing gear to drop on top of it, but as expected the grabber unit do not latch on to the command seat. Other than sending another vehicle up with a cargo bay that opens at ground level, then using a kerbal to nudge it slowly into it (not really a dependable solution for a contract) I can't see any way of satisfying the contract requirement of bringing the part back to Kerbin. So my questions would be 1. Am I correct in thinking that command seats are not grab-able and 2. If so, has anyone had contracts that required the recovery of other seemingly impossible to recover items. Actually a 3rd question would be if I'm just being an idiot and forgetting something obvious as a solution. BTW... I'm looking for a stock game solution to this. Thanks.
  6. When it comes to tourists contracts, what's the difference between a sun fly-by and a sun orbit requirement? Or is it just the wording that's different and they both just need you to pop out of Kerbins SOI and back?
  7. I've just accepted my first contract to expand a base that was built for a previous client. The current contract requires accommodation for 28 Kerbals. Does that mean the new, add on part must have 28 berth's, or that the base as a whole (including the 6 berth's from the original base) must have 28 when the new part (with 22 extra places) is attached?
  8. Hello, I've run across a bug in which a haul contract is not completing despite parameters being met twice. The contract is to 'haul' a RT-10 'Hammer' Solid Fuel Booster in a flight above Kerbin, at an altitude between 47,000m and 54,000m and a velocity between 260m/s and 440m/s. I meet the parameters (just) on the way up AND down but it does not fulfill the contract. I will explain everything in detail below for the purposes of recreation and add relevant save files and screenshots (video link): ACTIVE CONTRACTS: Haul RT-10 'Hammer' Solid Fuel Booster Kerbin Flying Alt 47,000m to 54,000m Spd 260.0m/s to 440.0m/s Test a TR-18A Stack Decoupler (This contract competes normally) Kerbin Flying Alt 21,000m to 28,000m Spd 70.0m/s to 1,870.0m/s CRAFT BUILD: (Top to Bottom)(All parts using the Rigid Attachment option and default settings unless listed) Mk16 Parachute Altitude = 500m Spread Angle = 10 Mk1 Command Capsule MonoPropellant = empty TR-18A Stack Decoupler RT-10 'Hammer' Solid Fuel Booster Thrust Limiter = 30% SolidFuel = 300 FLIGHT PLAN: (Jebediah Kerman as pilot with no experience, SAS active and launched from Launch Pad) I launch straight up with no gravity turn. At approximately 17,100m up, the booster runs dry. The craft continues to rise and when it reaches 47,002m it is traveling at a velocity of 265.5m/s It continues up to about 49,625m then falls and when it reaches 260.1m/s it's at an altitude of 47,165m At both instances when it achieves the contract parameter it only is true for less than 1 second but it does achieve it. Do contracts require you to hold the parameter for a minimum time? EDIT: I have noticed that the speed parameter does not display a tick until I'm traveling at = or > 309m/s, which you can see in my recording. Below is further details for debugging crew: LOGS, RECORDING AND SAVE FILE: Dropbox link to output_log.txt https://www.dropbox.com/s/ilec0d0satnypi3/output_log.txt?dl=0 Dropbox link to save game folder including craft file https://www.dropbox.com/sh/vv8ygl7ajsfmkec/AADwCiXw2X3_49LpeCF1wYb2a?dl=0 (Quicksave name = BUG SAVE, Craft name = BUG MISSION) Youtube link to recorded flight https://youtu.be/CHHTvoX9jug (Be sure to watch in 1080p or you won't be able to read the speed/altitude) KSP VERSION: 1.2.1.1604 Windows x64 bit system x64 bit client through Steam (NOT A CLEAN INSTALL) SYSTEM INFORMATION: Windows 7 x64 bit 16Gb RAM DDR3 Intel Core i7-3770K 3.5GHz CPU GeForce GTX TITAN X version 376.09 (Current as of post) EXTRA NOTE: This is not game breaking for I can achieve the contract by adjusting my craft and/or flight path, however it would be nice to get some clarification on what is occurring here. Thank you kindly for your time.
  9. I have a few tourists who want to orbit the sun. I put them in a ship and fly them past Kerbin and take them home. The contract does not complete. I am running: Docking Port Alignment Indicator KER NavHUD KAC
  10. Hello we have a problem with a specific type of stock contracts and RemoteTech (more precisely "have a vessel in orbit with this <type> of part and this <type> of part") Is it possible to spawn a precise type of stock contracts (career mode) rather than waiting for it to appear? Thanks a lot
  11. Contract disappears after accepting it when you go to vehicle assembly. Strangely you can still fulfill the contract and get science points for it, it just does not appear as an active contract or later in the contract archive (mission control). Only error in output .log is ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Int32].Add (System.String key, Int32 value) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.LoadContractWeights (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem+ .MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Where should I look to redress the LoadContractWeights issue that seems to cause this bug? Looks like it might just be a file entry missing/duplicated somewhere. UPDATE: Thanks for all the replies. The installation was stock and the problem went away with the loud and clear update. I confess to doing some preliminary looking around in anticipation of writing a mod and do not recall changing the stock install, and steam validated the files. Examining the forums though, this problem is only really happening on modded installs so maybe stuffed up somewhere. Anyway, All good now and I can get on with my Kerbal career!
  12. Trouble satisfying contract requirements in your rover? No problem, just step outside a moment... Now that's a well paid EVA. (About your "satellite" though, guys... I think it's getting itchy feet...)
  13. I'm not sure if this has been requested before but could it we see a feature for offering trips to space tourists like tourist agencies do? Currently a customer randomly walks in with their desired plan and bunch of money, you'll accept it or don't. You'll have no control over their will, you can't control when they come or how many of them come. This makes anything with more than 5 seats not worth it, as they'll fly empty most of the time. What I'm proposing is to have feature implemented so we could, as service providers, offer a package deal with a price we could set by ourselves. Higher to make more profits or lower to get more demand. This would make larger passenger spacecraft and SSTO's desirable, as well as it could incentivize building and launching space liners, stations, hotels and other related infrastructure to support space tourism. This would make Mk.3 passenger module properly useful. This would move KSP from where we're now in reality with dawn of space tourism to age of actual space tourism where space travel and tourism are common things. Slightly related cool pic of Rockwell's concept to make this post little more interesting.
  14. Hi, i would love to have a key in the mission control center for "decline contract". Many times i want a specific mission but it just doesnt appear until some contracts have been declined, but that requires a los of mouse movement and clicking. Just the shortcut would be very useful. Another way of getting that mission would be a custom mission creator. Ive seen a mod trying to do this, but havent tested yet. Anyway, although both features are related, still wish that decline key binding...
  15. Question: Tourists want to go to locations A and B. I have interplanetary craft, that scheduled and prepared to go to A and back, and in about 6 months it will be sent to B. Plan is to shuttle tourists to craft (there is free seats), let them stay on-board for duration of the mission, then return crew and tourists to Kerbin, and then in about 6 months, shuttle tourists and new crew back to craft and go to B. Will landing back on Kerbin botch contract, or not?
  16. Hey all, I've just learned that reading contracts thoroughly can make things easier the hard way. All I had to do was mine 1200 Ore on Minmus and land it back on Kerbin. By land, they mean land, not splashdown... So, as my contract did not register, I put together a (particularly) ugly seaplane and dragged the precious payload back to KSC. Today I've sailed 45km through Kerbin's ocean at 20m/s just to bring back a juicy amount of funds... and that was worth it, because it paid for permanent mining outposts on both Mun and Minmus, both associated with orbital fuel depots, equipped with lightweight landers for wealthy tourists. Those investments will pay very soon...
  17. Hi there, I've accepted a contract asking me to enter the atmosphere of Jool. I decided to send a very simple probe in a deadly trip to the Green Planet. (Periapsis 4 km...) I was thinking that "Enter the atmosphere of Jool to achieve this goal" was pretty clear. But my probe exploded a few hundred meters below the surface of Jool, and the contract is still there... https://drive.google.com/folderview?id=0B1cJn_NG58YYSGRSdm1KQXpDSDQ&usp=sharing Do you think I need wings to achieve this contract, or is this just a bug? Thanks for reading
  18. It would be really cool to be able to sort our contracts by expiration date. That way, I don't have to check every contract before a long flight. I could just look at the closest one. Right now, the list seems completely random, and far off contracts muddle up the list for more immediate things.
  19. Do asteroids with modules clawed on still count as stations for fulfilling contracts? I have a class D in orbit of Minmus, and a new contract for a station with 3100 ore, ISRU, 4000 LF, science lab, and 8 Kerbals. I would be able to build a much more "useful" design if I could do mining, refueling, habitat, and fuel modules which would allow for upgrades along the way, but I don't know if I want to accept the contract if it is just another contract required structure that won't have any utilitarian value. I did some searching and was unable to find a definitive answer for 1.1 and a Convert-o-Tron 125 has not fulfilled contrasts that asked for ISRU in the past. Thanks!
  20. I've not played in contract mode since I completed the tech tree back in 0.90 and there is a contract that I can't complete and unfortunately for me it the first I'm doing. The contract is to "Haul RT-10 Hammer Soild Fuel Booster into flight above Kerbin." with specification as to the altitude and velocity. However when I fly the Hammer up over the minimum altitude, although all the objectives are green ticked, when I drop back below the minimum altitude again, that tick is removed and I have no idea how to satisfy this contract. I'm guessing that there is some small detail that I've missed, so any help would be much appreciated.
  21. I have searched around for something similar, but all i could find was an outdated mod I feel science is sacred and precious, it should be "synthesized" in a mobile lab, or be used a payment for a contract...all jokes aside, it is bad to be able to easily complete the tech tree just by doing Kerbin contracts(a max limit on the total of contract science rewards around Kerbin would have helped though, but that way outside scope) Can anyone point me towards something similar? Or even an alternative method that is still practical
  22. This is just one example; They're all like this. I think we all know about this, but I'd like to bring some greater attention to it. The important specifications of the contracts are fine. For instance, I can see how long it lasts, how much Science, Funds, and Rep I get, and where I need to go and what I must do. The only problem is with the briefings. Seriously, what the heck did that have to do with a temperature survey? A briefing should be able to tell me a little about what the agency wants me to do, such as this address to a very important organization by a very prestigious person: The briefings in KSP are totally useless right now. They should really be improved so that they are actually straightforward and related to the contract, if not useful. If that can't be done easily, I suggest these briefings should be removed entirely until it becomes possible to do so. Otherwise, they're dead weight...which is not a great thing to have in a rocketry sim.
  23. Hi, So I installed Realism overhaul and all the prerequisites using CKan. Everything installed fine, no crashes or problems. Once I had started, I noticed the first set of solid boosters, couldn't lift the command pod despite having enough thrust. They always "stuck" to the launch pad, including the 2nd upgraded launch pad and would only take off after using 1/3 of the "fuel". Also, the contracts to "haul thing" in to space, doesn't work, I completed "haul the 30X" solid booster to 40km and got nothing despite all green ticks ... :EDIT: Twealscale doesn't seem to work either, I cannot adjust any "tweakscale" parts, only the procedural parts. I was looking forward to playing at a real-scale with decent "missions" but this just doesn't seem possible... there is no progression, no "science" missions, and nowhere near as fun as "stock" despite the amount of part available.
  24. I received two contracts: Rescue Desbas from a ship in LKO Launch a Kerbal into orbit Contract 2's objectives are to create a vessel called Desbas' Craft, crew it, orbit it >70kms, land or splashdown. I'm not sure what's going on. If Desbas needs rescuing, how can I create a vessel for him? When I actually rescue Desbas from his pod and change the name, contract 2 changes the name of the vessel so somehow they're tied together. By building the rescue vessel, I have completed the first couple of contract 2's objectives. I'm unsure of what to do next. Do I simply land the rescue craft or do I need to recover Desbas' pod and somehow return it to Kerbin?
  25. The apoapsis is negative on the contract, and the orbit isn't rendering at all (save for a few misplaced icons).