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Found 88 results

  1. 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
  2. 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
  3. 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) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem+ .MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Where should I look to redress the LoadContractWeights issue that seems to cause this bug? Looks like it might just be a file entry missing/duplicated somewhere. UPDATE: Thanks for all the replies. The installation was stock and the problem went away with the loud and clear update. I confess to doing some preliminary looking around in anticipation of writing a mod and do not recall changing the stock install, and steam validated the files. Examining the forums though, this problem is only really happening on modded installs so maybe stuffed up somewhere. Anyway, All good now and I can get on with my Kerbal career!
  4. 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 simply transferred the interplanetary transfer vehicle from Duna orbit to Ike orbit... But upon switching to the vessel in Duna orbit the contract was paid out as it was completed. Turned out the vessel I switched to had ore onboard which exceeded the requirements of the contract. To make a long story short - these kind of contracts are miswritten. They only require "mine x units of ore here" and "have x units of ore in orbit there". Knowing that, I exploited the bug more often. I don't know. But at least three times I got paid for mining on Ike and having totally unrelated ore in orbit of Duna.
  5. 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...)
  6. 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 to make more profits or lower to get more demand. This would make larger passenger spacecraft and SSTO's desirable, as well as it could incentivize building and launching space liners, stations, hotels and other related infrastructure to support space tourism. This would make Mk.3 passenger module properly useful. This would move KSP from where we're now in reality with dawn of space tourism to age of actual space tourism where space travel and tourism are common things. Slightly related cool pic of Rockwell's concept to make this post little more interesting.
  7. 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...
  8. 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. An mine ore on the Mun and send to Kerbin contract could probably be solved by mining ore on mun, have ore on station, then putting some full ore tanks and an probe core on pad.
  9. 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 with lightweight landers for wealthy tourists. Those investments will pay very soon...
  10. 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... Do you think I need wings to achieve this contract, or is this just a bug? Thanks for reading
  11. 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 Part Testing, Collecting Science, ISRU contracts, Body Surveys, or Science Gatherings, then you scroll to the textbox for minScienceComplete and put that from 0 to 60. Now after you save that up, you can start sorting your contracts! When it sorts the contracts, it'll check all the conditions of the contract to match all the numbers and letters you gave it. So since you had a minimum requirement of 60 science upon completion, all those little contracts with 12 science and 5 science go poof. But all the 60+ science ones stay You can do this for funds, science, reputation, contract parameters, bodies, and strings! If you don't like those pesky Part testing while flying over a planet contracts, it's simple! Just click on PartTest tab, then go to Blacklist Strings, then type into the box "flying over" (be careful, it's case sensitive!) and then add in the string to the blacklist. Save your settings, then start the sorting, and now all of those "flying over" contracts will vanish! As another handy feature, you can just not get part test contracts at all! When you click on a contract type, just click the "Reject" button, and it will turn into an "Accept" button, letting you know that the type is now rejected, and you have the ability to accept the type again at any time. WARNING: NOT SAVING YOUR SETTINGS CAN RESULT IN SETTINGS LOSS IF YOU CLOSE YOUR GAME, ALWAYS REMEMBER TO SAVE! Pictures: As you can see above, I don't want any Science collecting, Base making, or Planting of the flag contracts. Also, when I get my Explore x body contracts, I don't want to get them for Eve, Laythe, or the Sun. Now with a newly added Edit All button! You can edit all the type preferences at once! Like here I'm telling every type of contract to be declined if it's for Kerbin. (and a new toolbar icon thanks to BadSector/Luca!) Download: ALL PROBLEMS/ISSUES MUST BE ACCOMPANIED BY A SETTINGS FILE AND OUTPUT LOG!! Changelog: v1.5.2: -Fixed OutofSync exception when closing EditAll window. Now properly closes and saves. -Fixed Bug with contracts being declined instead of deleted. -Re-added app buttons. v1.5.1: -fixed an NRE that happened at Main Menu scene switch v1.5: -Updated to work with KSP 1.1.2 v1.4: -Updated to work with KSP 1.0.4 v1.3: -Configured Contracts are now not shenanigans -Added in a throttle for contract acceptance rates -Fixed things -Added in hotkey to sort -Fixed Sandbox mode throwing errors -Added in new graphics for showing the state of the filter -I forget the rest... v1.2: -new toolbar icon -Added new Edit All button -Fixed some underlying save/loading bugs v1.1: -Changed name to Contract Filter -Fixed loading/saving bug -Fixed contracts being removed when they shouldn't be v1.0: Initial release Source: Thanks to BadSector/Luca for the toolbar icon! THIS MOD IS UP FOR ADOPTION IF ANY MODDERS WANT TO PICK IT UP, TALK TO ME ON IRC All Rights Reserved SilverFox8124~
  12. 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.
  13. 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-o-Tron 125 has not fulfilled contrasts that asked for ISRU in the past. Thanks!
  14. 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.
  15. 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.
  16. 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?
  17. 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 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...
  18. 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.
  19. 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
  20. 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.
  21. 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
  22. 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
  23. 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.
  24. 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.
  25. 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?