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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]


nightingale

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Alright, took a quick peek - I know what Firebird's issue is - no need for a save from you. Wiseman, I'm not 100% sure why you're not getting the casino contract (unless it's not have the slots open, which sucks but the only work around is to get more prestige). If that doesn't appear to be the problem, I'd still like to see a save.

- - - Updated - - -

New version out, fixes the issues above. Download it now!

ContractPack-Tourism 1.0.1

  • Fix problem with null station/base contracts showing up (thanks Firebird).
  • Move investor contract into Tourism group.

EDIT: Be careful when upgrading - you may want to finish any active tourism contracts (or they may get cancelled automatically).

Edited by nightingale
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Downloaded 1.0.1 and it killed 3 tourism contracts that I had in progress. (2 station visits and the investor contract)

The log indicated that the contracts no longer met requirements. (Ex. ContractConfigurator.ConfiguredContract: Removed contract 'Tourism: three tourists to visit Station K1', as it no longer meets the requirements.)

Log file if you want it:

https://www.dropbox.com/s/m200eu6jjqbry03/output_log.tourism.zip?dl=1

For now I'm reverting back to 1.0 to see if I can complete those contracts and then maybe update...

EDIT:

Ack, I left out the most important part. It didn't just kill those contracts, I had some null ref errors and was unable to click buildings or go to the investor tour rover. (didn't look at the errors too closely but maybe that was caused by having an investor in the rover who had been deleted by ContractConfigurator?)

Edited by Starwaster
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Raised [#182] on Contract Configurator for the NRE errors - I'm pretty sure your theory is right.

It does look like the changes I made will have that affect (cancelling in-progress contracts), unfortunately. It's not something that's easily fixable, so I'll add a disclaimer for updating. If you have any issues after finishing out or cancelling the contracts and then upgrading, let me know.

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Well, trying to finish those contracts except now the investor keeps catching fire and exploding before I can give him a tour. :confused:

I don't see a causal relationship to Contract Configurator, Tourism Pack or Waypoint Manager, those being the only changes before this started happening. Unless CC or WM add PartModules to the kerbalEVA part??

> INVESTIGATE EXPLODING KERBAL

Time passes...

doing some poking and prodding here and in the quicksave file it looks like when Neldos (the investor Kerbal) is part of a vehicle, his reference transform is named kerbalEVA (Neldos Kerman) when it should be referenceTransform.... not saying that's the cause but it's raising some red flags in my head. Still poking at it including taking steps to ensure that it's not either of two of some of my own mods (Stock Drag Fix and Deadly Reentry)

Edit: Well, I have to conclude it wasn't any of the mods... I think it was just a KSP glitch. I found the process behind it all... the part's state field in the save file was set... which then apparently caused an error when the part went off rails. The part never properly loaded in and absorbed heat from the rover which it couldn't dissipate because its own code wasn't executing. As to the ultimate cause, who knows.

Edited by Starwaster
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Just an update to your update on fixing the timer reset error. I have completed many tourist contracts and none have had the timer problem since. I even tried to break it a few times by dropping the PE below 75km right before and after the timer hits zero and it worked like a charm.

Looks like your fix has fixed it for me:)

I have all the contract packs loaded except for the remote tech one (not running that mod). Only issue I have seen is upgrading my space station adding a science lab. When I docked the lab, my station exploded. I think I'll blame the 5 m/s docking speed instead of the station contract mod though :)

Great set of mods by you and the other authors, enjoying them alot!!

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Trying to do the Tito Kerman contract. Launched with him in the ship once or twice but reverted to VAB both times. Now trying to launch again, I click load passengers, but he does not get in the empty seat. Jeb's portrait on the bottom right just goes black and nothing happens. Kinda stuck :(

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Did this occur after you had updated contract configurator? I had this issue when I updated to a new version. Any tourism contracts I had already accepted would not load during launch and show black screen for the kerbals. When I started a new save, everything was fine and the mission went fine

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I have a similar problem as Karki - did not fulfill contract correctly in the first run, recovered Tito Kerman (time in orbit was too short) and he didn't show up on the next try. Trying to remove contract pack tourism destroys my save. Could restore it by adding the contract pack again, but no more tourism contracts are shown.

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Could be that the contract isn't reappearing because it's blocked by other contracts taking up the slots. I'll try to change it to fail the contract if you recover him without fulfilling the rest of the contract.

Also, updating to the latest Contract Configurator may help with getting the contract to show up.

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I'm doing a multimission flyby for 5 tourists. A special ship was constructed, a long duration touring ship. This craft uses stock Mk3 parts, KWR 5 meter tanks and Real Fuels with nuclear rockets configured for methane. (methane stores easier than hydrogen and actually offer excellent performance and delta V of 16,000 m/s. The ship is now enroute to Kerbin where it will be met by a shuttle to take the tourists back home.

(The tour ship will remain in orbit and be refueled if we get another multimoon flyby)

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Nice! Regarding the flyby vs. orbit, I'll fix that up in the next refresh cycle after 1.0 comes out to make it into an actual flyby (but it'll be a relatively close flyby.... those tourists actually want to see Minmus). Not sure when that'll be, as I'll need to get a handle on what's in stock for tourism and how this mod should fit in.

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Nice! Regarding the flyby vs. orbit, I'll fix that up in the next refresh cycle after 1.0 comes out to make it into an actual flyby (but it'll be a relatively close flyby.... those tourists actually want to see Minmus). Not sure when that'll be, as I'll need to get a handle on what's in stock for tourism and how this mod should fit in.

Do flybys have a max altitude? Because I'd swear it worked right for my Mun flyby. (and prior to closing my Minmus orbit I did lower the altitude too....)

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I checked, and right now it looks for an orbit (for both bodies). What I mean when I'll change it to an actual flyby is that it'll require altitude < 50,000km (or something like that) and be in the Mun SOI. Otherwise for Contract Configurator a flyby is just being in the Mun's SOI, which doesn't seem very nice to the tourists (okay, that dot over is the Mun, let's go home now).

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I checked, and right now it looks for an orbit (for both bodies). What I mean when I'll change it to an actual flyby is that it'll require altitude < 50,000km (or something like that) and be in the Mun SOI. Otherwise for Contract Configurator a flyby is just being in the Mun's SOI, which doesn't seem very nice to the tourists (okay, that dot over is the Mun, let's go home now).

Hey, at least I took them there! I wanted to tape a picture of the Mun over the porthole for a few hours and then tell them we had arrived.

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