Jump to content

Search the Community

Showing results for tags 'contract'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. I've had several "do this at planet X" contracts, with the deadlines being shorter than the time it takes to reach the launch window, and travel to the planet. Conversely, I've had several "build a station around X" contracts with 12+ year completion deadlines.
  2. Hello everybody, until now, I thought the contract system is very reasonable and helps me learning the game step by step. But I think this is not ture; especially after investigating about my current "problem". Does anyone have an idea how to fulfill the following contract? Test TR-2C stack separator -Kerbin -Flying -Alt: 0m to 4,000m -Spd: 1,310.0m/s to 1,680.0m/s The best I achieved so far was about 1,100m/s after dashing into Kerbin with 3,000m/s and fireing an additional solid fule thruster on like 10km above ground. But at this point my rocket starts to overheat and explode even with heat protectors.
  3. Hey guys! I have a contract to "Do an experiment on your Station around Duna then return the experiment to Kerbin". But there seems to be no way to take the experiment as you can usually do when you EVA (right click --> take data/experiment), even when the research is finished (data dropped to 0). Does anybody know how to do this?
  4. KSP version including Windows, Mac, or Linux, 32 or 64-bit, and if it's Steam v1.1.1.1250 build id = 01250 2016.04.28 at 20:12:12 CEST Branch: master Windows 7 SP1, 64-bit, Steam A detailed explanation of what happened and what you were trying to accomplish Trying to complete "Bring a newly discovered Class D asteroid into an orbit around Gilly." "Have a newly discovered Class D asteroid in tow" and "Maintain stability for ten seconds" are checked, but "Have your vessel near Gilly" doesn't seem to want to clear. I've tried orbits at different altitudes and even landing on Gilly. Also tried in both 32 bit and 64 bit versions of KSP. I tried searching for this issue but I didn't see it, so I don't know if I'm just doing something wrong. I imagine if it were a bug, someone else would have mentioned it? A screenshot of your craft or any relevant screens http://imgur.com/a/4jLyl A .craft file or save files if relevant Can provide if necessary The ouput_log.txt or player.log file KSP creates when it launches and, if applicable, the crash log KSP has generated when the program crashed Can provide if necessary A detailed list of system specifications Thinkpad T530 i7-3520M 2.9Ghz 8 GB NVIDIA NVS 5400M Are you running a clean installation, or have you updated and some of your persistence or craft files might be older versions, if so which version(s) Updated through Steam. Not sure what the previous version was...
  5. 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.
  6. 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
  7. 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.
  8. I'm having trouble meeting the following conditions with the thumper: alt: 52,000m to 57,000m Spd: 20.0m/s to 150.0m/s Can someone help? I can't seem to slow down the space craft to less than about 300m/s
  9. I just took my first "build a satellite and put into X orbit" contract, and found myself completely lost. I get that the map shows you the circle it should be in when your done, but I have no idea of how to get there. Right now, after a bit of testing, I think I should: Burn to get my current AP to match the contract's orbits PE. Change inclination to the specified one (maybe on the way to AP (which will be PE)?) Burn to switch current AP to match the contract's orbits AP. This would leave my old AP as the new PE Is this at all right? If there are any tutorials you know of, please point me at them. The Tutorial Library here did not seem to have any. (I don't want to watch a 30 min video though, too boring ) P.S: I am VERY interested in using MechJeb to assist me, I just couldn't figure out how. Thanks for your time
  10. 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.
  11. I don't have log files, and I'm not willing to play 200+ hours on my unmodded install to wait for itself to reproduce it, so I'm not posting this under bugs, but as a warning to my fellow kerbonauts. Recently I got a contract to move a satellite into a different orbit. They're usually juicy contracts so as long as you have the DV well worth accepting. So I did. Moved the satellite to a new orbit and... nothing. Of course you start looking at the usual suspects; retrograde, tolerances not narrow enough, etc. Spent a good amount of time really nailing the orbit. Still nothing. Wait... there's a part requirement? My satellite is missing a part that wasn't included in the original contract, but the move satellite to new orbit contract requested it (if I remember correctly, a goo container). So apparently this can happen. Lesson learned: when accepting a contract to move a satellite into a new orbit, make sure you have all the required parts on board. Just because it's a contract based on an existing satellite doesn't mean you do.
  12. 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?
  13. Hi. So I've been playing career mode again and as usual I got quite a few tourist contracts. You know, those ones where you have to transport tourists to where they want to go. I let these pile up until they got to about four, and then I just threw them all onto one big ship I call the Commuter Train. Its job was to transport all the kerbals to Minmus, then to the Mun where it would dock with a lander I had there. The kerbals who wanted to land on the Mun would transfer to the lander, go down and come back up again and then redock with Commuter Train which would take all of them back home to Kerbin. Something so perfect sounded really good in my head, but in reality quite hard. I got them all to Minmus alright, but now something's happened to the complicated maneuver nodes I had saved with Kerbal Alarm Clock and I'm not sure what to do. Which is why I came here to ask you guys this: do the boxes I've already ticked in their contracts get saved when I land so I can send them up again? Or do they just disappear and I have to start over again? Any help is appreciated, Max
  14. Hey, I was playing yesterday and I accepted some contracts and when I got up today, they weren't in my list. Nor where they in the unaccepted list. What happened here? BTW the mods I have installed are: Contracts Pack (all of them), Firespitter, Historic Missions, Planet Base Inc, Kerbaltek, Active Texture Manager, and Final Frontier, so if you know of a bug please tell me.
  15. The apoapsis is negative on the contract, and the orbit isn't rendering at all (save for a few misplaced icons).
  16. I took a contract to launch a keosynchronous satellite and one of the conditions is that I must put it in orbit in such a way that it maintains a line of sight to "Site XM-3D". Exactly how does one fulfill that?? I have the satellite in orbit and as far as I can tell it has a clear line of sight but the condition won't complete
  17. I've recently begun construction of a station for transit to Eve for a contract, but I recently got a contract for a station around the Sun. I've checked and the requirements are exactly the same, and my station/ship will transit to the Sun's orbit, but I'm not sure if it would count as a new ship, as only half of it has been docked and prepped in orbit. Is it considered a new ship once you add another module to it? (I have two more to go). I'd like to hit two birds with one stone to make the most profit. Thanks!
  18. Hey, so I posted a similar thread in the mods category, but I'm not sure that was actually the best place for it. I have a simple question here. I it possible, stock or with a mod, to target contract orbits? My vision isn't that great, so I've always relied on Kerbal Engineer to tell me when I have a launch window. Now that I've been running a career game, I'm starting to get orbit contracts, but I can't for the life of me seem to launch close enough to a node so I don't have to do a huge correction in orbit. Any ideas or suggestions?
  19. Hey all, just a quick question. Is there a mod that allows contract orbits to be targeted? I have such a hard time determining lauch windows and the like without a target. I couldn't find anything with a google search, but I thought I might be using the wrong keywords or something. Thanks!
  20. Hello, I was hoping to get confirmation, from people who have looked into this or perhaps even the devs themselves, as to whether or not it is intentional that "Explore" contracts seem out of order. I had this issue around July, and now again that I've restarted the game. I get the usual world firsts like "orbit kerbin", then I get "fly by mun" then "rendezvous 2 ships in orbit" and then Explore Duna. Shouldn't this be explore mun, or minmus? In the summer I would get Explore Mun, then it would go to Explore Duna, skipping minmus. And before anyone says it's because I left Kerbin SOI or something like that, I made a mock career save, turned cheats on, and quickly repeated all the world first contracts only. It STILL skipped Mun and Minmus and went to Duna after "rendezvous 2 ships in orbit" Googling around I have been finding posts where some people claim contracts are related to reputation. Even if this is true, why would Duna require less rep than Mun? Thanks
  21. Quick question: when doing a "grand tour" contract, do you have to visit the planets in the order listed or can you do them in the most convenient order? Example: I have 2 "grand tour" contracts, both called the "Duna 3 Course". One wants me to fly-by Duna, Mun, and Ike, and the other wants me to flyby Duna, Ike, and Mun. See the difference? If I go in the order listed, the 1st contract requires 1.5 round trips between Kerbin and Duna (go to Duna, back to Mun, then back out to Ike). OTOH, the 2nd contract can be done in just one round trip. And if the order doesn't matter and luck of the draw holds true, I'll probably flyby Mun to start with on the way to Duna, then flyby Ike on the way to my Duna Pe. So if order doesn't matter, I could do both of them at once just going to Duna without any need to return. As you can see, this makes a fair amount of difference to the dV required by the ship. So does the listed order of planets matter?
  22. After a game crash my contracts list is missing. I can see all my contracts in the mission control building, but the icon in the upper right corner reports a 0. Can I recover my list somehow?
  23. Contract says: we want you to transmit science from space around Kerbin. More specifically, the objective is: Transmit or recover scientific data from around Kerbin Note how the contract does not mention that I need to use a specific command module, antenna, kerbal or anything else to fulfill the contract; it just mentions "transmit science" When I choose "transmit science" from my mobile processing lab (my space station really doesn't have a lot else; why would it?) it doesn't count towards the contract. What am I doing wrong?
  24. This might have been posted before, but I couldn't find it (though that really doesn't mean that much). When I have a contract to "transmit science in xxx orbit" there are various ways of doing that. I could do a crew report and transmit it. I could do an eva report. I can read a temperature. The list goes on. But ironically, the one thing that does exactly what the contract says—letting your MPL transmit science—cannot be used to fulfill the contract. It's not a big deal. I sent Bill for a coffee break in the local storage pod and had him send a crew report from there, before going back to sciencing science. And it got a good chuckle out of me. But really, change the verbage on either the MLP or the contract, because this just looks... bizar. Oh, and I'm sure it's in the wrong forum, but I'm clueless as where to post this.
  25. Hi! I have accepted a (what I thought) juicy contract of extracting Ore from Gilly and "bringing" it to Eve. Little did I know that it actually wanted me to *land* it on eve. I should really start reading the fine print, huh? Anyway, my plan is to make use of this contract to pay for my Gilly mining infrastructure, including a mining station and a lander. I want to land on Gilly, mine the Ore, transfer it to a tanker, rendezvous with a dedicated eve landing module, and transfer it to the landing module. My question is: does this still count? I mean techically it should, because it's still "the ore". But I have no idea how the contracts actually track it, since it's just a number in a config file. Will my plan work, or do I have to do that directly?
×
×
  • Create New...