[Spoiler: Version 0.51a]
[Spoiler: Version 0.52a]
Added support for modded parts in some contracts, including:
Antennae from AntennaRange and RemoteTech.
Power Systems from from Interstellar, Modular/Orbital Kolonization, and Near Future.
Wheels from Firespitter, and landing gears now count as well.
Enhanced state tracking in many contracts, due to a bug in stock code, docking ports will no longer need to be open, just present, in station and base contracts. The mod support will also alleviate some confusion with the "Station Systems" objective. ARM contracts got a practical overhaul internally, as they were not functioning. Please keep me updated on if you are able to complete these contracts or not. I am in testing, but the more feedback the better. Also keep me updated if they complete for no reason, and when they do so.
No more than two contracts of any given type by Fine Print will appear on the contract board at any given time.
Aerial waypoints now appear in the same general area. It is still a decent range, but they will be in the same hemisphere. Aerial rewards reduced by 25% to compensate.
Rover waypoints now appear in much smaller areas, and there are less of them. To compensate I have doubled their rewards. Still looking for feedback on these.
You can now click on waypoints in the main map, this will cause a navigation icon to appear on your navball to assist you in completing your contracts. If you have a navigation waypoint set, you can click the same waypoint to disable it, or it will disable whenever you complete an objective at that waypoint.
Stations and bases will now occasionally request a cupola viewing port.
Slightly increased the rate at which exceptional station contracts will ask to be built into new asteroids.
Gave significant station contracts a very rare chance to ask to be built into new asteroids.
Slightly increased the rate at which exceptional base contracts will ask for a mobile base.
Gave significant base contracts a very rare chance to ask for a mobile base.
Aerial contracts should not appear until later in the technology tree, as I don't think Kerbals can flap two canards fast enough to make it to the south pole.
[Spoiler: Version 0.53a]
0.52a: Corrected an erroneous message that was thrown by unrelated mods.
[Spoiler: Version 0.54a]
The mod already verified entries of the save game and initialized them to default values if they were missing or invalid, which would happen any time the save game was manually modified by a player or a program, or after a patch that added new things. This would prevent crashing, but not weird little glitches, which would occur until the game naturally generated new missions, or until you refreshed the board manually. Now, whenever the mod detects one of these, it will automatically refresh the board for you. This means that any active contracts will be cleared sometimes after a patch, but it also means that you will not be experiencing these glitches. Please complete any active contracts that you care about before patching.
Added new logic to control when contracts are handed out on the board. Asteroid Retrieval, Station Building, and Base Building can now only have two contracts out at any given time, and you will not receive duplicate missions to build or retrieve the same things in the same locations, to prevent contract stacking. Aerial and Rover missions can have four active and two on the board. New contract types are coming soon.
State tracking has been vastly improved across the board. You should no longer have missions randomly completing on their own. This makes station and asteroid missions much more stable.
Asteroid contracts were overhauled. The tracking on "new" asteroids is now much more solid, you will be asked to retrieve a specific classification of asteroid, and you will receive feedback messages every time you claw an asteroid to let you know what the agency thinks about your choice of asteroid. The classification request also applies to the rare station side objective, so you may be asked to build your station into a Class E for that Death Star look.
The tracking station now shows waypoints for all current contracts, including ones you have not accepted. This gives you an opportunity to check out where a contract is going to take you before accepting it.
Waypoints were not evenly distributed over the surface of a planet, due to the geometry of a sphere, there is much less distance per latitude near the poles than there is at the equator, causing the generator to put more waypoints on the poles than intended. This has been fixed, and waypoints now spawn uniformly over the planets.
Removed default values of infinity from any variables, as it was rarely causing terrible things.
Fixed a typo that resulted in aerial missions only spawning above land on planets with water.
Tightened up higher difficulty aerial waypoint ranges slightly. Rewards remain the same.
"Navigation activated" and "navigation deactivated" messages were reversed, causing some confusion as to what was happening with navigation waypoints. This has been alleviated, and our previous navigations engineer was tied to a Class D asteroid and thrown at the sun.
Rover waypoint ranges can now be reduced (or increased) by the gravity of the target planet. The ranges from last patch apply to Kerbin, and can go as low as half of what they are now depending on how low the gravity gets.
Asteroid Retrieval rewards were increased by a significant amount. Station and Base rewards were increased slightly, and made more malleable by their side objectives, meaning having to integrate a research lab will boost science gains, integrating a cupola will boost reputation gains, etc.
I want to thank everyone that has been giving me feedback and reports. It's really helping build this into a decent mod. I will continue to listen and implement as many of your thoughts as I can, so keep on submitting them to my thread. Perhaps we can drop the "a" off the version soon!
Added orbital waypoints that show a ring and are animated to show you which direction the orbit goes. These show up in the tracking station for all currently posted contracts, and in game on the map for any that you've accepted, just like normal waypoints.
[Spoiler: Version 0.55a]
Added satellite deployment contracts. They do not show up until you have technology for probe cores, power sources, and antennae. These contracts will ask you to build a new unmanned probe with an antenna and a power source, then put it into a very specific orbit, shown on the map with the new waypoints. The mission will ask you to put it into a certain deviation of the orbit shown, and the deviation gets smaller as the difficulty goes up. You need to match everything: apoapsis, periapsis, inclination, eccentricity, the whole nine yards. The orbits also get less kosher as the difficulty goes up, more eccentric and inclined, and the burns required to hit that deviation window are very minute. It's challenging, but the pay goes up as well. This mission type prefers Kerbin, but can go to other planets as well, especially at higher difficulties. On Kerbin, the reputation and fund rewards are tripled, but the science is cut to a third. This is to emulate a commercial space program on Kerbin putting up satellites for clients. That doesn't mean it will pay as well as putting a satellite around Moho, it just means it will be comparable.
Added new "neutralize controls for a period of time" objective. This objective requires you to cut your throttle, and turn off any controls, such as RCS or SAS for a certain period of time. This was added to asteroid recovery missions, base building missions, station building missions, and satellite deployment missions to prevent the mission from completing before the situation has...stabilized.
Adjusted the way that distance calculations to waypoints are calculated, specifically in regards to altitude. For aerial waypoints this means that you can now fly anywhere within the height envelope shown on the contract and still complete them. For rover contracts, it means that if a waypoint spawns at an odd height, it doesn't matter, as you just need to drive to the general area.
Drastically reduced the distance required to trigger rover waypoints. This was made possible by the previous change, and means that you now have to actually drive around within a rover cluster.
Fixed the cupola objective plaguing some station missions, a big thanks to Burkitt for helping me track this issue down.
Applied vigorous OCD to the usage of the word "the" before the words "Sun" or "Mun".
[Spoiler: Version 0.56a]
Rewrote cupola parameter to be more generic and now look for any specific part on a vessel, this allows me to use it for cupolas, or sensors, which I used in the satellite missions.
Fixed rover contracts taking over the contract board occasionally.
Flight and rover waypoints will no longer appear in the tracking station when their contracts have been completed.
Fixed random satellite deployment orbits extending beyond the sphere of influence of their planets, thus having impossible to reach orbits.
Added much more constrained orbits to the satellite deployment mission, which now includes random orbits, in addition to equatorial orbits, polar orbits, geosynchronous orbits, geostationary orbits, Molniya orbits, and tundra orbits. These are given out at appropriate difficulty levels.
Due to the aforementioned cupola change, satellite missions can now request part additions to the satellites. Harder missions have a higher chance to ask for this, and for now it includes any sensor type and the goo, as the goo is reminiscent of our fine frisky Russian gecko satellite friends.
Satellite missions will pay more as they get harder, they pay more based on location, they pay more based on how many parts they ask for, and what kind of orbit they ask you to deploy into.
[Spoiler: Version 0.57b]
- Removed references to "geo"stationary and "geo"synchronous orbits of anything other than Kerbin. They are now just stationary and synchronous orbits.
- In response to previous change, renamed geostationary and geosynchronous orbits around Kerbin to keostationary and keosynchronous.
- Introduced the terms keliostationary, keliosynchronous, and Kolniya for konsistency.
- Orbits no longer even consider generating at any inclination above 180 degrees. This fixes impossible to match orbits from appearing.
- Retrograde orbital objectives for Kerbin and the Sun are now much rarer at lower difficulties. For other bodies, they can still appear at random.
- Orbits are now generated when satellite deployment contracts are generated, rather than on every scene change. This is better for compatibility and performance, but more importantly, it allows me to show orbital parameters in the mission briefings for people that need to see numbers.
- Visual orbits got an art pass. Revolving icons are now much smaller, resulting in the appearance of a pulsing line. There are now icons for apoapsis and periapsis with accurate tooltips.
- If you are in orbit of a body with a satellite deployment contract orbit around it, ascending nodes and descending nodes will show on the mission orbit that show where you need to burn normal to match inclination. These also have appropriate tooltips.
- Tweaked how textures get loaded to save myself some RSI in the future.
- Tweaked some small backend stuff with existing waypoints - including ground and aerial.
- Tweaked the waypoint renderer.
- Tweaked some backend stuff with orbital parameters. All of this small tweaking will be important when I introduce configuration.
- Condensed all four orbit generators to one reusable one.
- Objective orbits now properly calculate specific angular momentum. Just nod your head and smile.
- Matching an orbit now requires you to also match argument of periapsis, fixing an issue where very rarely you could complete a contract using a vastly different orbit.
[Spoiler: Version 0.58b]
- ARM contracts doomed for Kerbin will now occasionally ask you to land instead of orbit with the asteroid.
- Stationary orbits now ask for you to orbit over a specific point with line of sight to it. Be within 45 degrees of that point to accomplish this objective. It will be shown as a new waypoint.
- To compensate for the added difficulty of stationary orbits, they were raised to exceptional prestige level, which has the added benefits of making them worth more, and making synchronous orbits more plentiful in the lower difficulties.
- Argument of periapsis checks are now skipped for perfectly round orbits.
- Ascending and descending nodes now show the proper relative inclination differences.
- There is currently a known issue with the board reset upon patching. Patching may or may not reset your contracts. If it does, any active contracts will be refreshed on the board upon patching. This is intended. If it does not, you will have goofy contracts for a few days of in game time. This is not intended. If you see any satellite contracts with 400KM apoapsis and periapsis, decline them so that new ones can generate. You should only see them once, if at all.
- Removed source from release packages. For blisteringly up to date source, please visit GitHub from now on.
- This patch will reset your contract boards, including any active contracts, but this reset is now optional. Please read below for more information regarding how patch resets work now.
- Added a configuration file that fully encompasses every setting that it possibly could for each contract type. This lets users balance each contract's functionality and rewards in a highly customizable fashion. The inputs are sanitized and if you choose an input that is invalid, it will choose a default value for you, so for the most part it is unbreakable. Do note however, that this level of control can allow you to create some weird behavior if you choose to do so.
- Due to the changes required for configuration, there was a full balance pass. You will notice that rewards in general have changed significantly, generally in the upwards direction. I did get second opinions on the balance pass, but as always, your opinion may vary. If this is the case, I encourage you to play with the balance by using the configuration file and let me know if you find something better on the official thread. If people find a more agreeable setting, I will incorporate it as default in future versions.
- Added In Situ Resource Utilization contracts (resource harvesting). Because these contracts require other mods, these contracts are disabled by default. To enable them, open the configuration, go to the "ISRU" section, and change "MaximumExistent" to something other than 0. I recommend 2. This section also allows you to customize what type of resource you want to harvest, and what technology unlocks cause the contract to start showing up. By default this is set up to utilize the Karbonite mod, but you can set it up to use any resource mod you want (Kethane, Extraplanetary Launchpads, etc). You can even set it up here to be able to use multiple resource types, if you change "Karbonite" to "Karbonite,Kethane,Metal,Water" etc. You can also forbid certain planets or celestial bodies from being the target of this contract.
- ISRU contracts will ask you to extract a certain amount of material from a certain location. Sometimes the contract ends there, but frequently you will also be asked to transport that material to a nearby location. Most of the time this will be planet to moon, or moon to planet. Delivery raises the rewards greatly.
- Changed how the patch reset works. It now only targets my contracts, rather than all contracts. Stock contracts and contracts added by other mods are no longer affected. It is also not not automatic, but rather, manually set by me in the configuration file if I feel like one is necessary. This gives the user a chance to opt out of the patch reset by changing PatchReset to False immediately after patching. This can cause undefined behavior, so I do not recommend it, but it is available if you wish to use it.
- Added low altitude contracts. These have a chance to spawn which is higher at lower prestige ratings, unless they are for a gas giant, in which case the chance is higher at higher prestige ratings. Low altitude contracts on gas giants provide a clear warning that it is likely a suicide contract.
- Added configuration option that allows users to add (or remove) parts from the satellite contract. If you are enabling ISRU contracts, adding resource scanners here might help you in future endeavours.
- Added a chance for aerial and rover contracts on Kerbin to spawn close to the space center. This is greater at lower prestige ratings.
- Added settings for each contract type that allow the user to disable those types if they want.
- Added settings for the names of each orbit type, for user preference.
- Display when an orbital parameter is being ignored or not, to prevent user confusion.
- Technology check now properly handles underscores.
- Added some new names to waypoint sites that spawn on Kerbin, and corrected a few site name typos.
- In an effort to improve compatibility with Real Solar System, removed all direct references to Kerbin, the Sun, and Jool. One reference remains for Aerial contracts, and that will be taken out in time as well.
- Fixed orbital waypoints and stationary point waypoints from spontaneously disappearing.
- Fixed equatorial and retro equatorial orbits from not matching.
- Fixed stationary waypoints from matching too much.
- Adjusted where ascending and descending nodes are shown on orbits such that they work better on highly eccentric ones.
- Fixed contract events not unregistering, causing reported issues with ARM contracts primarily.
- Fixed waypoint persistence, which could break between saving and loading due to Unity's random number generator not being seeded properly.
- Pulled station and base apart in the code such that they can be independently configured.
- Updated some internal loading functions to be much more specific when something goes wrong, to help with any future reports caused by misconfiguration.