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  1. 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!
  2. 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 suppo
  3. 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?
  4. Version: 1.3.1.1891; 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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 complet
  10. 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 s
  11. At first: Sorry for my bad english (..) Dear KSP Community, I'm new to KSP and making my steps in the Carrier Mode (Normal Difficulty, newest Steam version, no mods) There are a lot of Contracts where it is displayed, that you get as example 6 Science Points for completion. Why? Do i have to do something special to get these Contract Science Points? Do i have to complete these Contracts in the first attempt? (I use revert flight when i crash) Thanks for you help
  12. I've received all green checks when attempting to get the RT-5 Flea test contract, why doesn't it mark it as complete? I've been able to get this several times, but the game won't mark it complete.
  13. I had a contract "expand station X around Kerbin". Oh, men.. what an action it was! 135 ton rocket full of fuel, space for 5 more kerbals, solar panels (there is always not enough power for the lab), 8 monoprop tanks, newly discovered gravioli detector, all controlled by a probe core (Kerbals need rescue missions). The start was a great test for my "launch2" kOS program. In mere 3 orbits the "extension" was 2 km from the station, 60m/s relative speed.The docking was a masterpiece! Two Clampotron-Juniors (the tech was too low for bigger ones) clicked on the first attempt! (Thanks Docking-Port-A
  14. Hello All. I have accepted a sun flyby contract and I'm having a small issue. The game does not allow you to set the sun as a target, therefore, I am not sure how to aim for it. This is my first attempt at leaving Kerbin space before accepting the explore Duna contract. Any tips?
  15. Hi guys, So I saw this contract and it would gave me a lot of money, so i accepted it. The agency wanted me to make a satellite and send into a specific orbit around the mun. I am now orbiting the mun but the inclination is terrible. How can I change it? I tried Normal and Antinormal maneuver nodes but none of them worked. Delta V=2251m/s Bye for now. EDIT: Lol nope i figured it out.
  16. All Rights Reserved : https://sketchfab.com/Warsoul/collections/ksp-maerda-mods MaErDa Corporation is always looking for new Slaves, i mean Cooperatives. If you are willing to join our sect, i mean our Cie You can apply at [1.2.2] MaErDa Corp : Dev Blog V0.7 with the followed form : Slave Nickname : Slave's desirability to being a slave : ___/100 Slave's softwares licenses : (3dMax,Maya,Zbrush,Substance Painter,Etc) Slave's Skills : (Modeling,Texturing,
  17. Hello All. Enjoying my time with KSP very much. I have learned a lot. However, I am currently stumped on a contract I can't get in position for. I am trying to measure temperatures while in space flight above the Mun, but I cannot seem to get into position. I plan a maneuver that appears to line up with the zones needing measured, but when I come around my orbit where I thought I would be above the correct positions I am always off, and not by small amount, but several degrees off. Any pointers on this matter?
  18. Something odd that I don't quite know how to describe: Recently, I rescued a Kerbal from LKO. I got her back safe and sound, but then she disappeared from the Astronaut Center without a trace-- but her capsule is still in orbit. I went to the tracking station to terminate it, but all I can do is to "track" and "untrack" it, as if it were an A-class asteroid. Thinking of sending a mission to deorbit it or plant KAS explosives on it, so it's actually giving me some mission ideas, but I'm still not sure how it happened. Any ideas? I run several mods, primarily parts mods in addition to
  19. I'm using SCANSAT on a 1080 screen. The accuracy required to meet the contract is sub-pixel (aka impossible to eyeball). I have no idea how the heck I'm suppost to do this. Kerbin, above 70km, sub-orbital (I just drop my perapsis under 70km for a moment as I pass- works on the possible contracts.)
  20. If I launch a single rocket with a command module and lander into orbit of the Mun, let's say, I know that if I immediately decouple the vessels and then dock them together, it won't fulfill the contract because it came from the same launch. But when I land the lander on the surface and then meet up with the command module again in orbit the second time, will that satisfy the contract? I'd like to not have to build additional rockets just for the purpose of the docking and see if I can knock it out instead during another contract mission. Thanks!
  21. The thing that seems really wierd to me are the space station, base and satelite contracts, since you dont actually need them to stay there. I have exploited this many times. Having a lander that has enough crew members, solar panels and a docking port, puting it into orbit, wait for the contract to fininsh, then do the landing and head home. The station/base should be, when all requirements are met, "given" to the contract company for some time or forever. The vessel is still trackable, but no longer controlable. What do you think?
  22. While I really should be finishing up my 0.235 Rescue Mission, I've started a career game in 1.2. The contract for tourists wanting to pass out with a high-G flight was a new one to me. So I threw this together. It could do with some optimizations, but it did the job. Too bad I didn't read they also contracted to go to orbit (easy second mission). I've also just installed kOS. This was a very simple script to run this. Probably would have been faster to do it manually.
  23. Hey peeps, Is there a way to stop the game generating "dock two vessels around <body>" as a contract? I don't want to do them. I'm running 3.2x, launches are expensive and I don't want to waste my time on sending so much as a pair of microprobes up. I've landed on and returned from both moons, I want to move on, and I don't want to have to go on a docking spree first before I get some contracts for other planets... Ideally I'd like to never see this type of explore contract again. Sometimes I want to dock in orbit, sometimes I don't, there's no need to nag me about it. On
  24. So I got a contract where I have to take pressure readings in 4 different locations at the surface. My tech is quite low but I can just about build a simple airplane (my first airplane which works btw) which can take me to the locations... My problem is that it is quite impossible to land in the rugged hilly terrain and I cannot get to ground level.... So what to do? One solution is to build a bigger airplane and attach a rover to it... (if that is at all possible at my current tech level) and then drop it near the targets... Another is to add parachutes to the plane and hope I
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