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  1. The challenge is simple: make a Fire-and-forget rocket that sends tourists to LKO and back. RULES No shenanigans. Shenanigans are allowed, but will put you in a separate category. Tourists must come home safe. It doesn't need to recover itself. No control of the craft whatsoever after launch. Optimally, there would be no probe core or crew pod the craft. (You may put tourists in a crew pod) Orbit is "PE > 75km" You may do whatever you want on the pad; no input after you leave the pad -- Bill has a quadcopter you can take apart for it's R/C circuits.
  2. Since the 1.2 update, satellite contracts are broken for me. The "Build a new unmanned probe..." is not being checked even if I build a completely new craft. The same craft worked before 1.2. The one I tried has a Probodobodyne OKTO for probe core, Communotron 16 and DTS-M1 antennas, and OX-STAT solar panels. I tried disabling Contract Configurator, but it didn't help.
  3. I accepted a contract to rescue a kerbal from the Mun and to recover a piece of debris to Kerbin allow with her. However on arrival at the location on the Mun of the pair, I found I had a slight issue, in that the debris part to be recovered was a command seat. As far as I knew this was an un-grab-able part, but I gave it a go, maneuvering my vehicle over the top of it, then activating the grabber and raising the landing gear to drop on top of it, but as expected the grabber unit do not latch on to the command seat. Other than sending another vehicle up with a cargo bay t
  4. When it comes to tourists contracts, what's the difference between a sun fly-by and a sun orbit requirement? Or is it just the wording that's different and they both just need you to pop out of Kerbins SOI and back?
  5. I've just accepted my first contract to expand a base that was built for a previous client. The current contract requires accommodation for 28 Kerbals. Does that mean the new, add on part must have 28 berth's, or that the base as a whole (including the 6 berth's from the original base) must have 28 when the new part (with 22 extra places) is attached?
  6. A while back I turned down a couple of rescue missions, but now I find I need to increase my astronaut numbers, but I haven't had a rescue contract in ages. Is there any way to get the game to produce more reaches at Mission Control?
  7. Hello, I've run across a bug in which a haul contract is not completing despite parameters being met twice. The contract is to 'haul' a RT-10 'Hammer' Solid Fuel Booster in a flight above Kerbin, at an altitude between 47,000m and 54,000m and a velocity between 260m/s and 440m/s. I meet the parameters (just) on the way up AND down but it does not fulfill the contract. I will explain everything in detail below for the purposes of recreation and add relevant save files and screenshots (video link): ACTIVE CONTRACTS: Haul RT-10 'Hammer' Solid Fuel Booster Kerbin Flyi
  8. My first thought was that is was odd that for rescue operations I now had Kerbals as icons in orbit. My suspicion was comfirmed as I got closer to the "vessel" to rendez-vous with... Lo and behold! Just to the right of the exhaust of the rescue vessel... there it is, the elusive lonely Kerbal to be rescued from space! I thought they were all in vessels now... Apparently, not!
  9. I have a few tourists who want to orbit the sun. I put them in a ship and fly them past Kerbin and take them home. The contract does not complete. I am running: Docking Port Alignment Indicator KER NavHUD KAC
  10. Hello we have a problem with a specific type of stock contracts and RemoteTech (more precisely "have a vessel in orbit with this <type> of part and this <type> of part") Is it possible to spawn a precise type of stock contracts (career mode) rather than waiting for it to appear? Thanks a lot
  11. Contract disappears after accepting it when you go to vehicle assembly. Strangely you can still fulfill the contract and get science points for it, it just does not appear as an active contract or later in the contract archive (mission control). Only error in output .log is ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Int32].Add (System.String key, Int32 value) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.LoadContractWeights (.ConfigNode gameNode) [0x00
  12. You know these contracts. They require you to mine a lot of ore somewhere you don't need any ore and lift it to orbit of another celestial body (or even land it there). While I always wondered, why I should ship ore from Ike to the Orbit of Duna, given the fact that I had a complete ISRU station on the surface of Duna, I accepted the contract anyways as I had mining equipment on Ike as well. And 400k for flying from Ike to Duna is a pretty good payment. Now once I reached the required amount of ore on Ike, I realised I had too little fuel to get to Duna. No problem. In that case I s
  13. Trouble satisfying contract requirements in your rover? No problem, just step outside a moment... Now that's a well paid EVA. (About your "satellite" though, guys... I think it's getting itchy feet...)
  14. I'm not sure if this has been requested before but could it we see a feature for offering trips to space tourists like tourist agencies do? Currently a customer randomly walks in with their desired plan and bunch of money, you'll accept it or don't. You'll have no control over their will, you can't control when they come or how many of them come. This makes anything with more than 5 seats not worth it, as they'll fly empty most of the time. What I'm proposing is to have feature implemented so we could, as service providers, offer a package deal with a price we could set by ourselves. Higher
  15. Hi, i would love to have a key in the mission control center for "decline contract". Many times i want a specific mission but it just doesnt appear until some contracts have been declined, but that requires a los of mouse movement and clicking. Just the shortcut would be very useful. Another way of getting that mission would be a custom mission creator. Ive seen a mod trying to do this, but havent tested yet. Anyway, although both features are related, still wish that decline key binding...
  16. This was fun, has gotten multiple contracts mining ore on Duna and transfer to Ike. Has done this with an ore carrier probe, however once I got complete before the ore carrier arrived at Ike, it was completed just by going to my Ike base This got me thinking so the next time I did not launch I just had enough ore on both places and switched to Ike base, contract fulfilled. Requirements are. 1) Mine 2000 fresh ore on source location, 2) have 2000 ore on source location 3) have 2000 ore on target location if its transported from source, is mined locally or earlier does not matter.
  17. Hey all, I've just learned that reading contracts thoroughly can make things easier the hard way. All I had to do was mine 1200 Ore on Minmus and land it back on Kerbin. By land, they mean land, not splashdown... So, as my contract did not register, I put together a (particularly) ugly seaplane and dragged the precious payload back to KSC. Today I've sailed 45km through Kerbin's ocean at 20m/s just to bring back a juicy amount of funds... and that was worth it, because it paid for permanent mining outposts on both Mun and Minmus, both associated with orbital fuel depots, equipped wit
  18. Hi there, I've accepted a contract asking me to enter the atmosphere of Jool. I decided to send a very simple probe in a deadly trip to the Green Planet. (Periapsis 4 km...) I was thinking that "Enter the atmosphere of Jool to achieve this goal" was pretty clear. But my probe exploded a few hundred meters below the surface of Jool, and the contract is still there... https://drive.google.com/folderview?id=0B1cJn_NG58YYSGRSdm1KQXpDSDQ&usp=sharing Do you think I need wings to achieve this contract, or is this just a bug? Thanks for reading
  19. MOD UNDER NEW MANAGEMENT: Welcome to Contract Filter! This mod was created as a "more extensive" version of Rejector. I used to use Rejector but found it had little problems and annoying windows to it. So I created this! What Contract Filter allows you as the user to do, is to configure how you want each type of contract to be when you accept it or reject it. For example, if you need 60 science to get that next node, and you know there's going to be contracts with a reward of 60 science, then you can click on the type of contract you want to receive, whether it's
  20. It would be really cool to be able to sort our contracts by expiration date. That way, I don't have to check every contract before a long flight. I could just look at the closest one. Right now, the list seems completely random, and far off contracts muddle up the list for more immediate things.
  21. Do asteroids with modules clawed on still count as stations for fulfilling contracts? I have a class D in orbit of Minmus, and a new contract for a station with 3100 ore, ISRU, 4000 LF, science lab, and 8 Kerbals. I would be able to build a much more "useful" design if I could do mining, refueling, habitat, and fuel modules which would allow for upgrades along the way, but I don't know if I want to accept the contract if it is just another contract required structure that won't have any utilitarian value. I did some searching and was unable to find a definitive answer for 1.1 and a Convert-
  22. 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.
  23. 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 rocke
  24. 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?
  25. 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 an
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