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[1.2.2] Contract Pack: Bases and Stations 3.6.1 (30/04/2017) (formerly Kerbin Space Station)


severedsolo

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I'd say use the gravioli detector or barometer models for the part. Small, looks generic enough that you can give it any justification you want. Give it PhysicsSignificance = 1 and the extra part count shouldn't hurt much and it won't unbalance designs.

No idea if it's possible but if you can recolour it then no one might mistake it for the real part, but I think that would be a minor problem.

Edited by futrtrubl
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Your 3 month station mission says at some point "stay in space for a month" it's just a UI text typo it seems, all works well

Sorry which mission is this? I don't think I have a 3 month mission

Also: Update on the docking issue - nightingale has confirmed it was a problem with CC. Go grab the latest version of that, and it should be fixed.

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It might be safer to instead look for some small part that you throw on the side of the core that doesn't have any other functionality. Also I would rather it not be a docking port as I use universal ports for non-crew passage and IABCMs for crew.

Late to the party, but I think a better solution is to just look for the ModuleDockingNode part module. If there's some mod-specific special docking ports that you want to support, you can then use module manager to add those into the list of possible part modules that you're looking for.

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Late to the party, but I think a better solution is to just look for the ModuleDockingNode part module. If there's some mod-specific special docking ports that you want to support, you can then use module manager to add those into the list of possible part modules that you're looking for.

The problem is he doesn't want it to trigger for any ship you send up that happens to have a docking port. In the previous versions he required... 7 was it?.. docking ports for it to be picked up as your station.

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Ok it's probably pushing the "unexpected behavior" barrier...

Since i have cleared the tech tree, i used one of the policies that turns science into money to 100% commitment.

When doing the science mission to the station, since the science gain isn't counted, the mission will not complete. It's obviously a very specific case. I made it complete with the debug console.

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Well that is unexpected behaviour... (both from you and the game).

I'll do a bit of poking to see if I can reproduce tonight, it may be that I will have to set a requirement to "turn off" these missions once the tech tree is completed. Interestingly, do the squad "perform science around x" missions act the same way? I'm sure this uses the same basic functionality of that mission.

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However, this may just be an edge case that I'm unable to support.

I'm not expecting this to be fixed for that exact reason. Just let people know it's there.

Pretty much what i thought. I attempted the mission in 2 ways:

1- Just recover a crew report from the station with a ship made to quickly get there and back. The crew report having yielded 0 SciPoints, i thought it was becauseof the zero that the mission didn't finish.

2- Bringing a Goo canister that still had a few (4) science points left in the recover category. Docked, ran the goo, undocked, landed, recovered, nothing.

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Alright, I've made a decision to keep an eye on that bug but not do anything about it right now. The only way I can think of around it, would be to disable the mission when the player completes the tech tree, and I'm not a big fan of disabling things just to get around edge cases, plus the one person who has ran into it isn't that bothered.

Having said that, I can see it getting annoying if you have to keep rejecting those missions, so I've turned the frequency down a little, it now sits somewhere around "Replace/Repair Faulty Power Module" rather than "Crew Rotation" - I also noticed that ScienceExperimentModule was weighted way higher than the other missions, so I fixed that too.

On that note - I've just pushed out a new pre-release of the pack - This update adds Mun and Minmus missions, which basically triples the amount of testing I have to do. So, I figured I'd open it up to you guys. it should be bascially stable (but take backups first just in case!) - give it a go, and let me know if anything doesn't work properly.

Release Candidate for 1.1:

New Features:

New Missions added for Mun, and Minmus Stations

Bugfixes/Tweaks

Warning note added to not try ScienceExperimentModule when converting 100% of science to funds.

Turned down frequency of ScienceExperimentModule generation.

Fixed a bug where ScienceExperimentModule was weighted way too high.

Cupola mission now only requires space for one Kerbal.

https://github.com/severedsolo/KerbinSpaceStation/releases/tag/1.0.1

Edit: Also, just a heads up. This is the last update before 1.0 comes out. I have stopped playing while waiting for experimentals to end.

Edited by severedsolo
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Well nobody has reported any problems so:

Kerbin Space Station 1.1 released!

Changelog:

Added Station Missions for Mun and Minmus

Warning added to not use the ScienceExperimentModule contract when converting 100% of science to funds.

Turned down frequency of ScienceExperimentModule to due above.

Fixed weighting of ScienceExpermimentModule

Tier 2 missions now have 1 Kerbal year to complete (formerly 150d).

Cupola mission now only requires room for 1 kerbal (ie you can take just the cupola up if you like)

Edited by severedsolo
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First: The CC update fixed my undocking problem. Huzzah!

Second: How do you do Crew Rotation contracts? I've completely replaced my station's crew multiple times but I can't seem to get the contract to complete.

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For the crew rotation contracts, severedsolo may be able to give you the run down - otherwise if you post up a screenshot I can probably point you in the right direction.

severedsolo - I did take a peek, and have a suggestion for an alternate way of doing the crew rotation contract. Take a look at the contract in the tourism pack for sending Kerbals home from the attraction. It randomly picks X Kerbals and names the ones that need to return home in the contract - you could use something along those lines for your crew rotation to make it more obvious to the player what needs to be done (it wasn't obvious to me, but I only skimmed the .cfg file and didn't look at it in game).

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Crew Rotation Missions should work like so -

1) Check how many Kerbals the mission calls for (can be anything between 1 and 5).

2) Check how many Kerbals you have on your station.

3) Launch a vessel with a minmum Crew Capacity of 1, and a crew of at least (step 1 minus step 2) kerbals.

4) Dock the vessel with the Space Station. At this point the number of Kerbals step should complete, which in turn fufills the "Crew Rotation" part. You don't actually have to rotate anyone if you don't feel like it.

5) Return your vessel to Kerbin.

I'm going to take a look into nighingales suggestion though, I kinda like the idea of requiring that certain Kerbs return home.

Edited by severedsolo
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Crew Rotation Missions should work like so -

1) Check how many Kerbals the mission calls for (can be anything between 1 and 5).

2) Check how many Kerbals you have on your station.

3) Launch a vessel with a minmum Crew Capacity of 1, and a crew of at least (step 1 minus step 2) kerbals.

4) Dock the vessel with the Space Station. At this point the number of Kerbals step should complete, which in turn fufills the "Crew Rotation" part. You don't actually have to rotate anyone if you don't feel like it.

5) Return your vessel to Kerbin.

I'm going to take a look into nighingales suggestion though, I kinda like the idea of requiring that certain Kerbs return home.

I still can't get the Crew Rotation to work. Everything up through step four works: after docking, the objectives "Rotate the crew", "Dock with the station in Kerbin orbit", and "Crew: At least 4 Kerbals" are all marked completed, leaving only "Rotate the crew and return home". When I undock, the "Dock with station" objective get's un-completed, and when I return home the mission does not complete. I looked at the logs and found


[WRN 20:16:02.345] ContractConfigurator.Parameters.HasCrew: Unexpected value when undocking! Raise a GitHub issue!
[WRN 20:16:02.347] ContractConfigurator.Parameters.HasCrew: Unexpected value when undocking! Raise a GitHub issue!
[WRN 20:16:02.352] ContractConfigurator.Parameters.HasCrewCapacity: Unexpected value when undocking! Raise a GitHub issue!

which may indicate a problem. Here is a larger log snippet covering the docking and undocking:


[LOG 20:14:49.028] FF: kerbal Jebediah Kerman docked
[LOG 20:14:49.029] FF: kerbal Hudbo Kerman docked
[WRN 20:14:49.035] [PartJoint]: None of the provided nodes was valid!
[LOG 20:14:49.037] [PlanetariumCamera]: Focus: Kerbin
[LOG 20:14:49.051] set target body via body = Kerbin (CelestialBody)
[LOG 20:14:49.051] ScienceAlert, Deleting profile 'default' since its vessel c6043dc1-6b8d-4530-ac64-49533ed5cd37 was destroyed
[WRN 20:14:49.094] this module is in the Acquire state, which might mean it is in the process of docking.
[WRN 20:14:49.094] this module is in the Acquire state, which might mean it is in the process of docking.
[LOG 20:14:49.094] [FLIGHT GLOBALS]: Switching To Vessel Kerbin Station ----------------------
[LOG 20:14:49.094] Camera Mode: AUTO
[WRN 20:14:49.109] InternalModel error: Part Crew capacity is 2, but 4 seats are defined in internal model
[LOG 20:14:49.113] stage manager resuming...
[LOG 20:14:49.120] ScienceAlert, Rebuilding observer list
[LOG 20:14:49.122] ScienceAlert, ProfileManager.OnVesselChange: Bringing vessel 2b9ec52c-30c1-4ef5-86e5-b788e1922aff up to date on stored profile default
[WRN 20:14:49.140] this module is in the Acquire state, which might mean it is in the process of docking.
[WRN 20:14:49.140] this module is in the Acquire state, which might mean it is in the process of docking.
[LOG 20:14:49.140] FF: EventObserver:: OnVesselChange Kerbin Station
[LOG 20:14:49.144] ScienceAlert, ExperimentManager.OnVesselWasModified: rescanning vessel for experiment modules
[LOG 20:14:49.144] ScienceAlert, Done
[WRN 20:14:49.148] this module is in the Acquire state, which might mean it is in the process of docking.
[WRN 20:14:49.148] this module is in the Acquire state, which might mean it is in the process of docking.
[LOG 20:14:49.149] [Orbit Targeter]: Target is null
[LOG 20:14:49.181] Tac.FuelBalanceController[FFFC50AC][787.98]: Rebuilding resource lists.
[LOG 20:14:49.196] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Vessel Change from 'No Vessel' to 'Kerbin Station'
[WRN 20:14:49.208] [CHATR] Capsule starts the exchange...
[LOG 20:14:49.214] DPAI: Reference Part Changed - tick 16635
[LOG 20:14:49.220] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag
[LOG 20:14:49.244] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue
[LOG 20:14:49.311] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
[LOG 20:14:49.311] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Skipping version check
[LOG 20:14:50.069] FF: orbit closed detected for vessel StationPort (Kerbin Station)
[LOG 20:15:49.887] Game Paused!
[LOG 20:15:51.035] Game Unpaused!
[WRN 20:15:51.035] Can not play a disabled audio source
[WRN 20:16:02.345] ContractConfigurator.Parameters.HasCrew: Unexpected value when undocking! Raise a GitHub issue!
[WRN 20:16:02.347] ContractConfigurator.Parameters.HasCrew: Unexpected value when undocking! Raise a GitHub issue!
[WRN 20:16:02.352] ContractConfigurator.Parameters.HasCrewCapacity: Unexpected value when undocking! Raise a GitHub issue!
[LOG 20:16:02.362] FF: vessel situation change for Mark1-2Pod (Star Tours IV), situation changed from LANDED to SUB_ORBITAL
[LOG 20:16:02.384] ScienceAlert, ExperimentManager.OnVesselWasModified: rescanning vessel for experiment modules
[LOG 20:16:02.384] ScienceAlert, Done
[LOG 20:16:02.414] Tac.FuelBalanceController[FFFC50AC][816.64]: Rebuilding resource lists.
[WRN 20:16:02.442] [CHATR] Capsule starts the exchange...
[LOG 20:16:02.456] FF: vessel Mark1-2Pod (Star Tours IV) has reached orbit around Kerbin
[LOG 20:16:02.457] FF: vessel situation change for Mark1-2Pod (Star Tours IV), situation changed from SUB_ORBITAL to ORBITING
[LOG 20:16:05.722] [FLIGHT GLOBALS]: Switching To Vessel Star Tours IV
[LOG 20:14:49.024] Docking to vessel Kerbin Station[LOG 20:14:49.028] FF: docking vessel Mark1-2Pod (Star Tours IV)

I saved the log for the entire session, so let me know if it would be helpful to look at it.

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I still can't get the Crew Rotation to work. Everything up through step four works: after docking, the objectives "Rotate the crew", "Dock with the station in Kerbin orbit", and "Crew: At least 4 Kerbals" are all marked completed, leaving only "Rotate the crew and return home". When I undock, the "Dock with station" objective get's un-completed, and when I return home the mission does not complete. I looked at the logs and found


[WRN 20:16:02.345] ContractConfigurator.Parameters.HasCrew: Unexpected value when undocking! Raise a GitHub issue!
[WRN 20:16:02.347] ContractConfigurator.Parameters.HasCrew: Unexpected value when undocking! Raise a GitHub issue!
[WRN 20:16:02.352] ContractConfigurator.Parameters.HasCrewCapacity: Unexpected value when undocking! Raise a GitHub issue!

which may indicate a problem. Here is a larger log snippet covering the docking and undocking:


[LOG 20:14:49.028] FF: kerbal Jebediah Kerman docked
[LOG 20:14:49.029] FF: kerbal Hudbo Kerman docked
[WRN 20:14:49.035] [PartJoint]: None of the provided nodes was valid!
[LOG 20:14:49.037] [PlanetariumCamera]: Focus: Kerbin
[LOG 20:14:49.051] set target body via body = Kerbin (CelestialBody)
[LOG 20:14:49.051] ScienceAlert, Deleting profile 'default' since its vessel c6043dc1-6b8d-4530-ac64-49533ed5cd37 was destroyed
[WRN 20:14:49.094] this module is in the Acquire state, which might mean it is in the process of docking.
[WRN 20:14:49.094] this module is in the Acquire state, which might mean it is in the process of docking.
[LOG 20:14:49.094] [FLIGHT GLOBALS]: Switching To Vessel Kerbin Station ----------------------
[LOG 20:14:49.094] Camera Mode: AUTO
[WRN 20:14:49.109] InternalModel error: Part Crew capacity is 2, but 4 seats are defined in internal model
[LOG 20:14:49.113] stage manager resuming...
[LOG 20:14:49.120] ScienceAlert, Rebuilding observer list
[LOG 20:14:49.122] ScienceAlert, ProfileManager.OnVesselChange: Bringing vessel 2b9ec52c-30c1-4ef5-86e5-b788e1922aff up to date on stored profile default
[WRN 20:14:49.140] this module is in the Acquire state, which might mean it is in the process of docking.
[WRN 20:14:49.140] this module is in the Acquire state, which might mean it is in the process of docking.
[LOG 20:14:49.140] FF: EventObserver:: OnVesselChange Kerbin Station
[LOG 20:14:49.144] ScienceAlert, ExperimentManager.OnVesselWasModified: rescanning vessel for experiment modules
[LOG 20:14:49.144] ScienceAlert, Done
[WRN 20:14:49.148] this module is in the Acquire state, which might mean it is in the process of docking.
[WRN 20:14:49.148] this module is in the Acquire state, which might mean it is in the process of docking.
[LOG 20:14:49.149] [Orbit Targeter]: Target is null
[LOG 20:14:49.181] Tac.FuelBalanceController[FFFC50AC][787.98]: Rebuilding resource lists.
[LOG 20:14:49.196] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Vessel Change from 'No Vessel' to 'Kerbin Station'
[WRN 20:14:49.208] [CHATR] Capsule starts the exchange...
[LOG 20:14:49.214] DPAI: Reference Part Changed - tick 16635
[LOG 20:14:49.220] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag
[LOG 20:14:49.244] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue
[LOG 20:14:49.311] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
[LOG 20:14:49.311] 4/12/2015 8:14:49 PM,KerbalAlarmClock,Skipping version check
[LOG 20:14:50.069] FF: orbit closed detected for vessel StationPort (Kerbin Station)
[LOG 20:15:49.887] Game Paused!
[LOG 20:15:51.035] Game Unpaused!
[WRN 20:15:51.035] Can not play a disabled audio source
[WRN 20:16:02.345] ContractConfigurator.Parameters.HasCrew: Unexpected value when undocking! Raise a GitHub issue!
[WRN 20:16:02.347] ContractConfigurator.Parameters.HasCrew: Unexpected value when undocking! Raise a GitHub issue!
[WRN 20:16:02.352] ContractConfigurator.Parameters.HasCrewCapacity: Unexpected value when undocking! Raise a GitHub issue!
[LOG 20:16:02.362] FF: vessel situation change for Mark1-2Pod (Star Tours IV), situation changed from LANDED to SUB_ORBITAL
[LOG 20:16:02.384] ScienceAlert, ExperimentManager.OnVesselWasModified: rescanning vessel for experiment modules
[LOG 20:16:02.384] ScienceAlert, Done
[LOG 20:16:02.414] Tac.FuelBalanceController[FFFC50AC][816.64]: Rebuilding resource lists.
[WRN 20:16:02.442] [CHATR] Capsule starts the exchange...
[LOG 20:16:02.456] FF: vessel Mark1-2Pod (Star Tours IV) has reached orbit around Kerbin
[LOG 20:16:02.457] FF: vessel situation change for Mark1-2Pod (Star Tours IV), situation changed from SUB_ORBITAL to ORBITING
[LOG 20:16:05.722] [FLIGHT GLOBALS]: Switching To Vessel Star Tours IV
[LOG 20:14:49.024] Docking to vessel Kerbin Station[LOG 20:14:49.028] FF: docking vessel Mark1-2Pod (Star Tours IV)

I saved the log for the entire session, so let me know if it would be helpful to look at it.

Could you raise a GitHub issue (against Contract Configurator)? In addition to the info provided, for this one I'll need to see a save file. Not sure if this is related to the problem you're having, or is just background noise though (looking at that warning, it shouldn't break anything major).

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The only thing I can think of from my end, did you update between accepting the contract and trying to complete it?

In my experience CC does not like that, and you have to cancel contracts and reaccept them to get them to work properly. (There are minor changes to CrewRotation in both updates).

If this is the case, just complete the mission through the debug menu, and better luck next time.

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Generally speaking, with few exceptions, all the contract data for an offered or accepted contact is stored in the persistence file. This means that when a contract pack upgrades the users won't see the changes in their active or offered contracts.

I'll look at a change for the next version to auto cancel the offered ones on update (but I won't ever touch the active ones).

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This pack will completely disable the stock space station missions, and replace them with my own flavour of missions:

Wait What? So all the missions for all the planets are replaced with a single mission series for Kerbin? I like your concept for the Kerbin station but until you add your own missions for the other planets I dont want the old missions replaced.

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