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Found 88 results

  1. Working on a 3 person suborbital contract. First flight with one passenger successful. During the second flight, a 2 passenger flight, I made it to 70k, landed, clicked retrieve vehicle, and the game crashed while loading the success retrieval screen. The crash was an issue switching resolutions...which I was not doing. Anyway, the real problem is the 2 passengers have flown and now are not available to select for another flight. I cannot complete the contract. Is there a way to reset it? Or do I need to throw it away and take the incomplete hit? Any other options? Also I just went to the Astronaut center. The pilot and 2 passengers are in the assigned tab. And their status says they are in the pods. The contract status looks like: Glecan's Travel Itinerary: Complete Completion: 24,275 Suborbital spaceflight on Kerbin: Complete Daphnard's Travel Itinerary: Incomplete Completion: 24,275 Suborbital spaceflight on Kerbin: Complete Seangun's Travel Itinerary: Incomplete Completion: 24,275 Suborbital spaceflight on Kerbin: Complete
  2. I just accepted a contract which I have to use the Sentinel telescope to map out 14 Kerbin threatening asteroids over the inclination of 16°. According to the contract, the mapping process would happen over time. What does this mean? And what should I do now, I have already put the sentinel telescope in the given orbit between Eve and Kerbin. Do I have to still track them in the tracking station or do I just leave it to do it in the background? Lastly, what defines Kerbin threatening asteroids?
  3. Hey everyone, New guy here. I’m trying to complete the Test RT-10 “Hammer” challenge, and I don’t know what’s wrong. I’ll try to make this quick. Contract: Activate the part through the staging sequence when all test conditions are met: -Kerbin -Flying -Alt: 34,000-41,000m -Spd: 100-260 m/s Meeting the conditions is easy enough. I’ve tried by activating the stage when all four have the green check mark, AND clicking “Run test” on the part options. I’ve even tried creating a new stage mid-flight and activating it after...I’m at a loss for ideas. I’m playing on a PS4 if that makes any difference. What am I doing wrong??
  4. As the title says, the Test RT-10 "Hammer" Solid Fuel Booster at launch site contract does not complete after staging while necessary conditions are achieved. Details: Platform -> Xbox Version -> Latest update 31/03/2019 without Making History DLC (I'd suggest that the version number be displayed in the main menu screen or the settings screen!) Control Preset -> Cursor Steps Taken: Accepting contract at Mission Control; Building a ship with a Hammer SFB as first stage; Checking both testing conditions are met: At Kerbin; At Launch Site; Launching rocket trough staging; Recovering rocket and re-launching through manual part activation with the cursor. Results: -Contract does not complete through staging or manual part activation; Notes: -There was no problem completing the same contract for the Flea SFB; BACC "Thumber" SFB and RoveMax Model S2. I believe this problem may be related to the part redesign, with the game believing the object "Hammer" SFB from the contract is not the same SFB I have fitted in my ship. Video:
  5. Is there anyone knows where this contract is from, and what it want me to do? Every time scene changes, it's briefing changes too. I've searched for a while, but there is no result other than Wildblue industry's github page listing unrelated contracts. Only experiments I have now, which can be 'Completed' is Surface Experimental Pakage, but it can't land or splash completed experiement at all, since it's transmitted automatically. Only other thing flying in space is Jeb and his tourist, and some DMagic Orbital Science stuffs. EDIT: Figured it out, it was from Pathfinder mod. I needed to reconfigure buckboard 6000 to research science. Case Closed.
  6. Hey Guys! I am pretty new here and I am having trouble with a contract. The requirements state that I need to recover a stranded Kerbal on the surface of the Mun and return him back to Kerbin. I can get to the Mun and return him, but I am having trouble with locating him. There is nothing on my screen telling me where to land or where the Kerbal is. I must be missing something, however I couldn't find anything that answers my question. My vessel is manned with two pilots and one seat for the kerbal. I have full connection to Kerbin and full control of the craft. Battery is at 100% and life's good. Your guys' help is greatly appreciated. Thanks, Get Rice
  7. I am doing one of the explore Duna contracts, one of the criteria is that I 'Enter the atmosphere of Duna'. I have landed my probe now on Duna and It is still unchecked.
  8. I am not sure of how to match my own orbit's inclination with the orbit that is shown on the map by a contract. I had to send a satellite into a specific orbit which was shown on the map. I had no problems with the apoapsis and periapsis (except for matching the exact spot for the ap and pe, I just eyeballed it, would appreciate a hint here as well) but when it came to matching up the inclination I was really struggling. The contract said the desired orbit had an inclination of 170 or so degrees but relative to what? I also had the argument of the periapsis and longitude of ascending node, just didn't know what they meant (still don't know). If I aligned the map/ planet with the orbit it looked like about 290 degrees. If I launched and put the navball on 170 I got nowhere. Can someone tell me how I can launch at the correct angle or sort of figure it out? And also how to adjust my orbit too once in the air, like you would do for a moon (using maneuver nodes doesn't work because I can't set an orbit as a target so I'm not sure how much normal of delta-v to add/ subtract)? In the end I just had to eyeball things by aligning the planet with the orbit and stuff like that which was fine but still way to much hassle in comparison to other things in this game. Also if you add normal or anti-normal the contract orbit tells you your ascending and descending nodes but maneuver nodes would be useful in this situation. I have Kerbal Engineer installed so I think there has to be a better way of doing these sorts of missions just not sure how. Would MechJeb help in this situation? Thanks in advance for any answers although I'll probably thank you again later
  9. Welcome To The Clever Sats Development Thread (Marketing) Clever Sats is a contract pack for Contract Configurator aimed at improving the stock satellite contracts. Contracts added by the pack are intended to improve the realism replayabilty and depth of satellite contracts. ^Clever Sats's New Logo^ Tired of satellite contracts asking for the same thing over and over again with no end insight? Finding that launching satellites feels pointless? Unrealistic orbits annoying the space nerd in you? Try Clever Sats for some realism replayabilty and depth in your satellite contracts! [Clever Sats Github] Development "Continued" by @Mark Kerbin and @VaPaL with permission from @severedsolo Future Development Plans; This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =) Less colorful tho. [Roadmap On Github] Info/Key; (P) This is planned but not necessarily going to happen (T) This is in testing (D) This is ready for next release (R) Planned And Required For Release (TBD) Planned Feature But Not Currently Worked On Rewards are marked based on the "level" of funds and rep. This is for comparisons sake. Plans; Contract Types (R) Generic (T) Rewards: 1 fund : 1 reputation Launch generic satellite into a generic orbit - very common Weather (T) Rewards: 3 fund : 3 reputation Launch a weather satellite into keostationary orbit Mass Cap = 3t Uncommon Launch a weather satellite into polar orbit Mass Cap = 3t Rare Satellites must be above a certain region Spy (T) Rewards: 4 fund : 2 reputation Launch a spy satellite into keostationary/tundra/kolniya orbit Mass Cap = 5t Very Rare Communication (T) Rewards: 3 fund : 3 reputation Launch a communication satellite (3-5t) into keostationary orbit Mass Cap = 3-5t Common Launch a communication satellite (3-5t) into tundra orbit Mass Cap = 3-5t Uncommon - Rare Satellites must be above a certain region and have a relay antenna Observation (R) Rewards: 2 fund : 3 reputation : 2 science Launch a Kerbin observation satellite into polar orbit Common Miniaturized (T) Rewards: 1 fund : 2 reputation Launch a cub/mini/micro satellite (500-100kg) into generic orbit Mass Cap = 500-1000kg Common Multiple satellites per launch per launch (could be a bonus parameter) Science (T) Rewards: 3 fund : 3 reputation : 3 science (body dependent) Launch a science probe to another body (Mun, Duna...) Uncommon The idea is to give science points even when there are no more to be collected Survey (R) Rewards: 2 fund : 1 reputation Launch satellite equipped with scanner into a LKO generic orbit Uncommon Navigational (T) Rewards: 5 fund : 4 reputation Launch a navigational constellation Size = 24-27 Satellites Max Completed = 2 Rare Multiple contracts, one for each orbit inclination in the constellation Move (R) Rewards: (?) fund : (?) reputation : (?) science Move a satellite to a new orbit (within reason if possible) Uncommon Only launched by this pack contracts Excluding Weather Spy Communication Navigational Investigate (R) Rewards: 2 fund : 1 reputation Investigate a malfunctioning satellite (only manned?) Uncommon Decommission (R) Rewards: 1 fund : 1 reputation Decommission a science probe outside Kerbin system by crashing it into a sterile body Mission Time = 5+ Years Rare Decommission a science probe inside Kerin system by deorbiting it Rare Decommission a satellite (in LKO/MKO) by deorbiting it Common Decommission a satellite (in HKO) by moving it to a graveyard orbit Common Licensing Clever Sats 1.5(?) + licensed under MIT @Mark Kerbin & @VaPaL Clever Sats 1.4 & prior versions licensed under CC-BY-NC-SA 4.0 @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin and @VaPaL with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Clever Sats pack.
  10. Welcome To Kerbal Academy's Developement Thread (Marketing) Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals. These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide logical and simpler Kerbal experience progression contracts for a better training experience! (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions)\ [Kerbal Academy's Github And Wiki] General Super Detailed Future Plans; This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =) Less colorful tho. [Roadmap On Github] Info/Key; (1.3) This is planned for 1.3 but not necessarily going to happen (1.3) This is in testing for 1.3 (1.3) This is ready for 1.3 (1.3) Planned And Required For 1.3 Release (TBD) Planned Feature But Not Currently Worked On Bug-fixing for spelling/grammar errors reported in v1.2.x (1.3) Re-balance Contract Pricing (1.3) Contract pricing will now be generated on new factors such as next kerbal hire cost, contract difficulty and possible experience gained. Add updated logos (1.3) Working on a new flag a logo to replace the older one. Old flag will live on as Legacy Add mission patches (1.3) Mission patch for engineer training Mission patch for pilot training Mission patch for scientist training Kerbalize contract descriptions (1.3) Just want to make the contract descriptions a bit more kerbal and in universe sorta All will improve and add notes to contracts for less confusion Split up all contracts into profession specific ones. This will lead to more contracts and file size, but user friendly-ness will be worth it. (1.3) New mission profiles for Pilot training (1.3) New mission profiles for Engineer training (1.3) New mission profiles for Scientist training (1.3) Design "Stock" Crafts For Use In Contracts (1.3) Light Trainer Aircraft (1.3) For use in pilot bootcamp Mini Science Ground Station (1.3) For use in scientist bootcamp Various Lander Probes (1.3) For use in certain engineer contracts Drill Outpost (1.3) For use in intermediate engineer drill training New Docking/ Rendezvous mission profiles for Pilot training (TBD) No further information at this time Create New Function For CC To Add Kerbals To Roster (TBD) This would be used to make the bootcamp contracts a bit less weird Continue Apologizing For 1.2 (1.3) Licensing Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Kerbal Academy pack, and a good bit of this forum page @severedsolo 's wife for creating the original Kerbal Academy flag.
  11. So Explore the Mun seems to be broken. I can't seem to complete it. I have orbited at all heights. Looked at the mission requirements and attempted orbits from other directions. Is this a bug or is this user error?
  12. The title says it all and I'm not sure why. The backstory: four pretty identical contracts to rescue crew from LKO; built a remote-controlled four-capsule ship that rendezvoused with each wreck and on-boarded the crew; luckily made a quick save before breaking orbit to splashdown; no matter how I bring them down (they all come down safe-and-sound) -- in the water off KSC, on the grounds of KSC, on the grasslands behind KSC -- and no matter how I recover them -- from the ship itself, from the Tracking Station, from the Space Center -- the crew are not flagged as "recovered" and so the contracts won't complete. My usual trajectory is to bring them down around KSC. Here's the mini-contract view... ...and here's the mission text (all four are the same and all show the saved crew as "Complete") So what am I missing here? I'm getting close to hacking the persistence file and give myself a 25% bonus for my troubles. EDIT: ALT-F12 lets me "complete" them so that's good enough.
  13. I am now completing the Jool 6 voyage and have completed two of the contract items (the flyby Jool and flyby Laythe). I have set up the manuver node to Dres and started timewarping. But suddenly, the two of the completed contract items turned from 'done' to 'undone'. And they don't turn back. Please help me...
  14. Hi everyone! With the new 1.4 I restarted the game to do a spaceplane only career. Unfortunately a lot of contracts are now bugged, here some examples: "Escape the atmosphere" is impossible to complete Some survey points are not obtainable (maybe i can get one out of three, yes I have checked the conditions) Some tourist contracts conditions (like suborbital) can't be completed Some tourist contracts can't be closed, but I have bringed the tourist back home In addition, sometimes when I quickload, I get like 300000000~ funds, 30000~ science and full reputation. I have downloaded the whole game again, tried with and obviously without mod, no chance. I run KSP from steam, 64bit version
  15. I did the flyby mission, then accepted the next one for going into orbit of mun (while my ship was stil on a flyby), I switched back to the vessel, circulised my orbit and... well.. nothing happend: Next try, next fail:
  16. Hello fellow KSP Players, I am relatively new to this game. I've play about 40 hours and just completed the rendezvous contract/mission. The last thing i got before the docking contract was the Mun landing contract. Now after completing that contract i got a new one saying to do the same thing on Mun. But when am i going to get the Minmus mission? In all tutorial series on youtube they've all gotten the Minmus Mission right after the Mun mission but i'm just not getting it. Is there any reason for that? Thanks in Advance!
  17. I am being offered a contract to ferry 3 tourists to 'Isamund's Wreckage' and have them 'tour the station' there for 18 days. The 'Isamund's Wreckage' is a Mk.I command pod, left over from a rescue mission. It has a capacity of 1. Is it possible to complete this mission by using a 'Claw' Advanced Grabbing Unit and locking a larger vessel to the Mk.I command pod, or would I need to play musical chairs in space for 54 hours? Also, I have never seen this type of contract before. Is it new in 1.3.1?
  18. Version:; Windows; x64; en-us; with Steam; no mods at all Active and archived Contracts are lost when a building is entered and instantly left again. Tested for Spaceplane Hangar, VAB and Tracking Station as they load slow enough to be ready to click on the exit button on the top right. The more crafts are loaded in the map the easier it gets but it works even with a fresh career and no crafts. Solution: Take it easy and some time.
  19. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  20. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  21. Hi, have't played in almost two years. I'm looking for a more logical contract structure and progression for career mode. I've managed to dig up a few threads of mods, but most were with some issues so I'm not sure what to get. I need something that prioritizes unmanned flight in the beginning and possibly also enhances/streamlines progression contracts (such as provides more than one, and doesn't create silly bottlenecks like "you have to rendezvous in Minmus orbit before you can get the next contract"). It needs to work in 1.3.1. I'm running Remote Tech, KAS and TAC life support, I have no other mods that impact the game in a significant way (just parts mods or cosmetics). Please help a Kerbonaut out.
  22. Playing from 1.2.0 (now 1.3.1) on my save I never seen Contract with class"A" asteroid for other celestial body then Kerbin. Is this stock bug, can somebody test this on stock game. My installed mods not changing contracts.
  23. A new asteroid spawns, with the perfect orbital parameters to flyby Kerbin, maybe even touch the atmosphere or hit Kerbin itself! The end of Kerbalkind approaches, while the player on the other hand is trying to build a ridiculous tree swing on one of the Mun arches... I am looking for a mod which will add a contract for every asteroid that is on a near pass trajectory with Kerbin. These contracts get completed once the Asteroids trajectory is no longer a threat. It should be simple: - Default: If you don't want to do it, then just don't take these contracts. If you do take them, you get the usual penalty for canceling them etc. - Hard: These contracts are forced upon you, there is no backing out. Long term time-warping will be a real problem this way, but to each his own. Maybe you HAVE to leave a kerbal behind on each asteroid, their name changing to Bruce Willis for a moment
  24. So, I"m not sure if this is a bug, or if this is considered normal, but I cant seem to complete tourism contracts that require you to orbit the sun. I've figured out a work around, but it doesn't seem quite right. My problem is that I can not get "Orbit the Sun" mission parameter to go green, even though I'm clearly orbiting the sun and do not have any encounter with any planet. I get "Flyby the Sun" to complete, but "Orbit the Sun" will not complete UNLESS the kerbal's vessel is the active vessel when orbit is acheived. Like I said, I've been able to figure out two ways to make it complete once I am in orbit around the sun, but I shouldn't have to do it this way: 1) I had a transfer stage that had a lander docked to it that made it to solar orbit ("Orbit the Sun" was not complete for 2 tourists). The kerbal tourists that needed "Orbit the Sun" were in the lander. The transfer stage was the root vessel. I undocked the lander from the transfer stage and suddenly the two tourists mission parameters of "Orbit the Sun" went green. 2) On another occasion, i didn't have the same lander/transfer setup so I couldn't just undock. I set up a maneuver to re-enter Kerbin SOI, then right after I'm in Kerbin SOI, I set up another maneuver back to solar orbit and just keep the vessel active while it leaves Kerbin SOI and enters Sun's SOI. I've tried playing around with KLM to see the data in the save file. It appears that my kerbal's are not getting "Orbit,Sun" attribute added to their Roster / Flight_Log. I was thinking maybe there was something with Kopernicus causing an issue with solar orbit identification, and I tried removing that, but it didnt help. Does anyone have any other ideas as to what could be causing this? Here is my Game data directory and a screen shot with some "proof" of flight condition/situation.
  25. Seriously, as per title. The contract system loves to get stuck on demanding activities you don't care about in places you've already explored. Could we consider some of the following... Not having rendezvous/dock/crew transfer as an "explore" type contract at all. It's nothing to do with exploration. Ending all further "explore" contacts for a body once it has had a flag planted on it. If players have got this far, they'll either go back for other reasons, or don't want to go back. Having at least two explore contacts available at all times, and not allowing them to be the same body, or parent body if a moon. Increase randomisation of exploration contracts. Duna this week, Eve the next, Eeloo, Jool, Dres... any time, any order. Let players decide whether to take them or wait for next week.* Allow blacklisting of bodies for contract purposes. Literally a ticklist of "never offer me these". Allow players to nominate the target of exploration and provide bonuses based on that. * I don't often feel that RNG is a good answer in games, but in this case, we really need more RNG. I have put boots on Mars, Deimos, and Phobos, yet I haven't even been invited to flyby Venus or Jupiter (yeah, I'm playing RSS but that shouldn't matter to the contract system). It leads to a very silly progression and is likely to have players just ignoring the exploration contracts forever.