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  1. For those early career high-altitude survey contracts, I, like many of you, have traditionally opted for a combination jet engine/rocket engine plane, where the jet engine gets me to the contract location and I then jump to the necessary high altitude using the rocket. It gets the job done, but it's tough to meet early game weight and part count limits, the craft is often limited in range, cruising speed, and number of high-altitude jumps, and I'm eager to ditch the whole design as soon as I unlock new tech nodes (especially the Panther). What if I told you there was a different way to fulfill those contracts, where all you need is...drumroll...curtains parting...the Juno? Though Junos are generally low thrust, low altitude engines, they're actually pretty capable when you use a bunch of them on a lightweight aircraft to get a high TWR. Using only four, I managed to get a craft to 1.5-2 TWR depending on fuel level, which was enough to reach a 600+m/s cruising speed, 630+m/s max speed (see second image below of the plane descending from cruise in preparation for a jump), and a max altitude of over 20km per jump (see third image below). Because it can cruise at over 10km and 600m/s, it's actually got a pretty big range as well, and if I need to reach a faraway target I can load up the Mk1 fuel tank (see image below), and by the time it arrives at the jump point it will have used enough fuel to get the TWR back up to the level where it can support a high-altitude jump. Some notes on the design (see first image below): This design uses well under 30 parts (so you can customize with the science parts of your choice), meets all early game runway/hangar limits, and doesn't use anything beyond tech level four. I experimented with using a longer tail/traditional front wing/rear tail body design to minimize the risk of flipping, but any gains in stability were offset by a lower max speed and more limited turning ability that prevented me from going fully vertical in the jump, and ultimately limited the plane's max altitude too much. The engines are placed as far forward as I can without limiting a pilot's ability to exit the craft, and the rear wings are as far back as I felt comfortable with, which enabled me to nudge the COL behind the COM. The COM is even more forward when the Mk1 tank is completely full, but I rarely keep it full so I can maintain a high TWR. In general, having the COL really close to the COM provides maneuverability that helps in transitioning from supersonic horizontal flight to a vertical high-altitude climb, and in any event the plane doesn't really have a flipping problem. Control Surfaces - I limited all of the control surfaces (especially roll) below their defaults, because otherwise the plane can be a bit twitchy at high speeds. I also recommend using fine controls for most if not all of the flight. I experimented with increasing the AOA of the rear wings to squeeze out a little more efficiency while cruising, but the plane kept flipping on takeoff. Leaving the wings horizontal eliminated the issue, and the plane is surprisingly efficient as is. Flight Tips: Be gentle when pulling up to take-off! The plane isn't particularly flip-happy, but the only time it would happen is when I pulled back too hard during takeoff. This thing builds up speed really quickly, so you should be able to nudge it into the air with relative ease. To repeat what was stated in the design tips: consider using fine controls for most/all of the flight. Use the lower atmosphere to build up speed. I shoot for an AOA of no more than 10 degrees until I reach 5-6km in altitude, and then 5 degrees or lower until I've reached around 600m/s and between 8.5-10.5km cruising altitude. I can usually get a fuel usage rate of .08 units per second or lower (visible in the resource app) under those cruising conditions. Once you approach the target location, descend slightly to max out your speed (I usually get around 630m/s), and then gradually (I can't emphasize enough that it has to be gradual) raise the nose of your craft until you're fully vertical at around 18km- you should be able to hit 20km in altitude like this, which should be sufficient for most high-altitude Kerbin survey contracts. The turn needs to be gradual; you're looking to convert horizontal speed to vertical speed, not rapidly dump speed/raise drag with a sudden attitude change. Keep an eye on your speed and g force meters. If your speed is jumping down rather than slowly descending, or if you encounter any high g forces, you're probably wasting energy, and your max altitude will be lower. Unlike rocket plane jumpers, where you try to go vertical as quickly as possible to make the most efficient use of your limited oxidizer, don't go fully vertical too quickly. You can only raise your apoapsis if the Juno is thrusting, so until you reach 18km keep shy of full vertical so you can squeeze out a few more seconds of thrust while climbing, or at least until your apoapsis display shows that you've exceeded your target height for the jump. Once your engines flame out, go full vertical to maximize the use your remaining airspeed which should nudge that apoapsis a teeny bit higher before it starts coming down due to drag. Landing: This plane handles just fine at 50m/s or below. When coming in for a landing I often have the throttle at about the 1/6 mark, which gives me just enough speed to get into position without needing to land at high speed. As an early-game craft, there are no airbrakes/reverse thrust capabilities, so you'll have to bleed off speed by maneuvering alone (from 600m/s to just over 100m/s) when approaching the KSC and then using the rear landing gear brakes only (there's no brakes for the front wheel). I haven't needed to deploy ailerons to improve low-speed handling but that's always an option. As you unlock more tech nodes/higher KSC levels, you can add more Junos, streamline the landing gear/wings, or make other improvements, but even without those this is a really capable plane that you can continue to use into the mid-game for as long as you continue to get Kerbin altitude survey contracts. Not only does it save you the need for a full redesign as the game progresses, but since it travels at 600m/s, these survey missions go by faster and feel a lot less tedious. There's still a place for combo jet engine/rocket planes, especially for part testing contracts where you're looking to reach far beyond 20km, as well as eventual SSTOS, but sometimes MOAR JETS on a lightweight body is all you need. I've written a bunch in this post, but the main takeaway is managing your TWR can squeeze a lot of performance out of seemingly unimpressive plane engines and parts. Link to full Imgur page with picture annotations
  2. I want to create a contractor in ksp, but I don't know how to. Any idea? Do I need mods or something?
  3. Kourageous Tourists /L is the sequel for the venerable Kourageous Tourists, from @whale_2 (the great). In a Hurry: Current Release: 0.6.0.1 for KSP >= 1.3 (2022-1128) It works from KSP 1.3.1 to KSP 1.12.4! Seriously! IMPORTANT Module Manager is needed for handling the patches. Read this post before updating! Downloads on GitHub (for early adopters and beta testers) on CurseForge . on SpaceDock. Description: Space Tourism is the Future, and the Future is now for Kerbals! Kourageous Tourists /L is the sequel for the venerable Kourageous Tourists, adding different and challenging (or not!) rewarding missions related to tourism to the game: Skydiving on planets with atmospheres Swimming on planets with hydrosphere Expeditions to many Points of Interest scattered on the Kerbol System and more to come! Tourists need to be trained, you just can't let a rookie to sky dive on Laythe without proper training - how to do it and still be profitable is the real challenge! Don't forget to allow your tourist to take selfies! Remember, "Pictures of it didn't happened!". Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support:
  4. Hello, I have played KSP for a long time now (around 1000 hours) but I didn't play carrier a lot so I sometimes have trouble to really understand what the contracts want from me. I had to put a space station around minmus with specific parts attached to it. But I also had another condition stating I had to collect 7500 electric charge with it which I still haven't achieved. It has gone around minmus for multiple revolutions now with a lab that is running non stop but I still haven't completed the contract. Each time it is going into the shadow it completely drains the 2300 electric charge on the station which are recharged fully once it gets back in the sun. Do I need to have a capacity of 7500 electric charge on the station for the contract to be completed or could there be something else i'm not getting.
  5. I'm having a problem with a career mode game. This is my first career game! I got some contracts that ask me to put a satellite into orbit but don't specify altitude. When I go to the Track Station or Map View on a flight and hover the mouse over the orbit drawn on the map (Ap/Pe), the game doesn't show anything, it just throws a NullPointerException! I'm testing this without any mod! I think that maybe is related to the stock alarm because of this: [EXC 00:21:29.156] NullReferenceException: Object reference not set to an instance of an object AlarmTypePeriapsis.ShowAlarmMapObject (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) AlarmClockScenario.ShowAlarmMapButton (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) KSP.UI.Screens.Mapview.MapNode.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.EventSystem:Update() The game throws this every time I hover over the drawn orbit! Does anyone else have this problem? Thanks.: KSP.log: https://www.dropbox.com/s/t4zzx2sw1rl3nz8/KSP(Orbit).log?dl=0 Player.log: https://www.dropbox.com/s/c3hukab9awo7iov/Player(Orbit).log?dl=0
  6. Overview Port of the Kerbin Side Remastered GAP Contract Pack for Flights to the JNSQ environment. Current version: v1.0.0 License: MIT Where to get it: Download from : https://github.com/caerfinon/JNSQ-KSRGAP/releases Available on Spacedock: https://spacedock.info/mod/2722/JNSQ-KSRGAP Coming to a CKAN near you. Install: place directory JNSQ-KSRGAP and all sub directories and files in your Gamedata/ContractPacks directory (Create if it does not already exist) Thanks and Acknowledgements: Lots of inspiration and ideas from the following creators inigma - Contract Pack: Giving Aircraft a Purpose (GAP)- https://forum.kerbalspaceprogram.com/index.php?/topic/129208-contract-pack-giving-aircraft-a-purpose-gap-161-milestones-air-flights-coast-guard/ Keniamin - Kerbin Side GAP - https://forum.kerbalspaceprogram.com/index.php?/topic/133545-13x-kerbin-side-gap/ Required Mods Team Galileo - JNSQ - version 0.9.0 - https://forum.kerbalspaceprogram.com/index.php?/topic/184880-181-jnsq-090-03-feb-2020/ For full compatibility the file https://github.com/Galileo88/JNSQ/releases/download/0.9.0/JNSQ_KK_Fixes.zip must be installed as well. AlphaAsh,ozraven,Ger_space - Kerbal Konstructs - https://forum.kerbalspaceprogram.com/index.php?/topic/151818-181-kerbal-konstructs-18115-15dec2019/ nightingale - Contract Configurator - https://forum.kerbalspaceprogram.com/index.php?/topic/91625-1101-contract-configurator-v1305-2020-10-05/ Optional Mods (Patch support included) linuxgurugamer - Kramax Autopilot Continued - https://forum.kerbalspaceprogram.com/index.php?/topic/150846-19x-kramax-autopilot-continued-course-guidance-and-auto-land-for-spaceplanes/ Ser - NavUtilities continued - https://forum.kerbalspaceprogram.com/index.php?/topic/162967-140-181-navutilities-continued-ft-hsi-instrument-landing-system-v072-2018-apr-1/ Change Log
  7. Hello, i'm playing a hardly modded save, where is have the mod "(almost) real solar system" installed. It changes the Kerbin system into the real solar system, but scaled down(2.5 times the kerbal system) and using the kerbal planets. The problem is, that the contracts for placing satellites are way to hard. It tells me to place one into a polar orbit with ~120.000.000m Ap/Pe. The easiest contracts are equatorial orbits with min. 400.000 Ap/Pe. There is no point for me to build small launchers or Leo focused rockets because there is no contract for them. Is there a way to change a file of the satellite contracts or something else to make it a bit more realistic.y I mean, there are like 80% missions to leo in real life and ksp doesnt even know what that is xD.
  8. I had sent a mission to Ike. It consisted of a lander and a return vehicle launched together. I un-docked the lander and went to Ike but upon returning to the vehicle in orbit I did not get a contact completion for a rendezvous two vehicles in orbit around Ike. Does this kind of contract require 2 different vehicles to be launched separately?
  9. History of Spaceflight is a contract pack that aims to accurately reproduce historical missions as they happened. Currently this contract pack covers roughly 800 missions, covering nearly every real mission that was ever flown up until 1967 and selected missions from later years. The contracts progress on a chronological basis, starting with the early rocket tests, going into the very first satellites and to early interplanetary and manned missions. All the major programs are there: Vanguard, Explorer, Sputnik, Kosmos, Keyhole, Vostok, Mercury, Gemini, Apollo, Soyuz, Pioneer, Mariner, Proton... I could go on. The missions aim to accurately reproduce the real profiles, as reported by various sources, most prominently the NASA Master Catalog, Astronautix and Space.skyrocket.de. There is still plenty of room for variation in how you deal with them however, mission requirements have been left mostly open to interpretation - you don't have to do historically matching builds if you don't want to! Version Guide There are 3 main versions of this mod: 1. RSS: This is the RSS version of the contract pack, which is exclusively suitable for the RSS planet pack (NOT KSRSS, use Stock version for that!). It is made with RP-0/RP-1 in mind and should suit those who use those mods very well. 2. Stock: This is the Stock version of the contract pack, which is made to fit any custom planet pack with a roughly Sol-like system (including KSRSS) . It scales both rewards and contract objectives to the system used by the player and so works well on any scale and in most systems. Planet packs that reparent the homeworld or where the homeworld is NOT the 3rd rock from the sun, will have issues with interplanetary objectives however. Nothing to be done about that except manual editing for the specific use case. 3. Pocket Edition: This Pocket Edition is based on the Stock version of the contract pack. The difference between the Stock version and this Pocket Edition is that this version does not include failed missions and leaves out most of the repetitions of missions that the player has already successfully completed. That results in this version having 370 missions, as opposed to the 800 of the full pack. The stock and PE versions currently also include additional parameters for users of BDB, Tantares and ProbesPlus. For the RSS version compatibility extras are more limited, since RSS mods are a different matter altogether and I am not personally familiar with them. Oh and don't try mixing multiple versions of this mod together, that will lead to issues. Progression Guide In terms of progression, the pack has been divided into 3 main sections: US missions, Soviet missions and International missions. Each can be played separately and you can even delete their respective maps from the mod folder if you don't wish to use them. Further, within each of these trees the pack is structured by the actual programs involved, keeping progress mostly within each program where possible. This means that mostly you will have to do each program's missions if you want missions from further in that same program. It is also possible to skip ahead with a little cheating however, by using the CC debug menu. When in the main KSC view, press alt-F10 (by default). Navigate to the History of Spaceflight contracts and find the contract you want to do. It will have a CompleteContract requirement with a button next to it. Simply press this button to disable the requirement, allowing the game to load the contract to be directly available. You may need to fastforward a bit for it to load. DOWNLOAD Spacedock: RSS version - https://spacedock.info/mod/2385/History of Spaceflight RSS Stock version - https://spacedock.info/mod/2386/History of Spaceflight Stock Pocket Edition - https://spacedock.info/mod/2387/History of Spaceflight Pocket Edition GitHub: https://github.com/Frylovespi/History-of-Spaceflight/releases Or get it on CKAN, thanks to the excellent support of @HebaruSan each version is on there separately and properly setup. Dependencies: Contract Configurator by Nightingale is required to be able to use this contract pack: Compatibility: This contract pack should be compatible with any version that's supported by Contract Configurator, starting with 1.2.2. There WILL be some conflicts if this pack is used together with other historical contract packs that use the same contract names - CC is unable to load identically named contracts and will simply choose the first one in. Of course, you can manually rename the offenders if you really want to. Recommended mods: There's a bunch of mods out there that go really well with this pack, as they recreate historical parts with high fidelity. This is definitely not all of them, but certainly some of the top quality stuff that can be used for these missions. Bluedog Design Bureau - This mod has parts for nearly all the US launch vehicles that were flown in this pack as well as many of the capsules and probes. The Stock and PE versions also include a lot of extra stuff specifically for users of BDB, I can't recommend it highly enough! Tantares - While the focus of this mod is currently on later era Soviet parts, it does already see some and is now fully supported with extra parameters. ProbesPlus - Like Tantares, this mod mostly focuses on later era probes parts, but these are on the list to be added and currently Mariner 3 & 4 already use Coatl if installed. CRE - While not explicitly supported with extra stuff, this mod adds some beautiful parts for UK rocketry that fit the timeframe and were used to launch a few of the UK missions in this pack. Issues and feedback: Feedback and input are very welcome. Please report any issues in this thread or on the mod GitHub issues page: https://github.com/Frylovespi/History-of-Spaceflight/ Credits: @Frylovespi- The original mastermind behind this mod @wolffy_au - Additional early missions and gameplay improvements for existing early missions @Gordon Dry - Editing @pap1723 - for the stock credit reward structure @Whitecat106 - for the Historic Missions contract pack, which this pack is inspired by and builds upon License: CC-BY-NC-SA-4.0 --- This contract pack was originally developed by @Frylovespi. The original development thread is here and all included work is licensed under CC BY-NC-SA 4.0:
  10. Does anyone know the triggers (how to get the contract to show up) for Worlds First Sun fly-by and orbit? I'm currently doing a Worlds First-only contracts run, and I've cleared the Mun and Minmus, and my next one is Eve. But I want to clear the Sun contracts first, since getting to Eve would fulfill a Sun fly-by/orbit. I can reload before completing my last Minmus contract, since I know the game only gives 1 Worlds First contract at a time.
  11. I'm trying to get the time stamps out of the CONTRACT_FINISHED sections of a save file, and all I can see is a 'values=' entry with several floating point doubles that look like time stamps around the right times, but I can't tell which value is which. Or even if the values are the same for each contract type. How do I interpret this value? Or is there an easier way to get a "completed at" value out of a finished contract?
  12. The arrival of Breaking Ground was probably the happiest surprise related to KSP1 since I started playing a few years ago, but one thing that it has soured is the contract system. The contracts were already terrible, loads of them make very little sense and if you are sick and tired of certain types of them you can't just block them - you have to manually keep declining each and every one of them forever and hope the game randomly offers something you want to do. Now that Breaking Ground introduced a number of new types of contracts this has gotten completely out of hand, I've spent up to several minutes in a row doing nothing but declining extremely undesired contracts that keep respawning just to get a dozen good contracts of the types I have any desire to deal with. I did get out ahead of this situation and posted my concerns before the DLC dropped and @St4rdust did relay the information to devs for which I am grateful, however I feel far from convinced that the issue was placed on the "urgent issues" list. I'm well aware that Career Mode is actually not as popular among players as one might expect and that such a thing might seem like a good reason to put low priority on fixing career mode issues, however there is ample indication that the contract system is one of the absolute biggest reasons -if not THE reason- why many players shun the game mode in the first place. When players call Career Mode "grindy" it is more often than not primarily because of the contracts. Across the forum there are already many suggested solutions to the multiple issues with contracts, I'll refrain from regurgitating everything I've seen and just list what I estimate to be the most useful key points below for dev conscideration: <> VASTLY increase the number of concurrent contracts that can be viewed and accepted. This should be done regardless of any other changes made to contracts, having to sit through loadscreens every few minutes just to find a new desirable contract is grindy. <> Either split the entire contract list into categories and have each generate a good number of contracts regardless of what's going on with all other categories, or make it possible to block certain types of contracts from spawning at all. <> Make the contracts sortable by location in some way, either by listing them neatly sorted by location or by having a filter function to show/hide contracts for specific regions. <> Some contracts generate horrifying numbers of messages in the log, the log needs a purge button and there needs to be an option to disable log spam. (Take 12 contracts to ferry tourists to Kerbin orbit and back, send all of them on a big cruise ship and land safely to cash in. You now have over a HUNDRED log messages from a single 10 minute trip, the message window stops working properly after a few such trips and you have to manually click to delete every single one of these messages that extremely fast can number in the thousands.) Other suggestions of lower urgency: <> Ability to clear the contract history without resorting to using a cheat menu or tampering with the save file. <> Add strategies to the Administration Building that greatly influence the contract generation; sacrifice cash or fame to generate more contracts of several user specified types while all other types generate in far lower numbers. <> Make the "active contracts" tab more user friendly, most notably there should be no reason it can't scale depending on number of active contracts.
  13. I was just going through the available contracts and saw...this. I swear this is not a Photoshop job. https://ibb.co/02t9ZLx I guess this kind of thing was inevitable!
  14. Hi, Can station contracts be completed when the station is assembled in space in smaller parts? I built a station around Kerbin for a contract but it never gets completed. I'm 100% sure that all requirements are satisfied but the contract list shows only the special parameters checked while the general parameter (must have an antenna, a docking port and generate power) remains unchecked. I have all these in the station, built with stock parts (to rule out mod issues), but they were assembled in different missions. Could that be the issue? I would ask if I could complete it by editing the save file, but just learned from another post that we can solve it with the debug menu (Alt + F12). I guess that's what I'm going to do but would still like to know if there are restrictions to how we build a station to fulfill a contract's requirements. Thanks, Marconi
  15. Hey all, long time lurker here. So, I recently decided to get back into Kerbal after having been away for a time, and decided to go back to my tried and true method of making money, station farming. After I had the right technologies and the contracts began appearing I waited a bit to get a good combination of them. Eventually I got one for Kerbin, the Mun, and the Mins. With three contracts ready to go I built a ship that would meet all the requirements of each contract, launched it, and in a short period of time I had the first contract (put the station around kerbin) cleared. I took the same ship to the Mun next, and all the flags triggered correctly on the contract, but the contract would not complete at all. I am curious if they changed it so that I require a new ship per contract (rather than just one new ship built after taking all the contracts), or if I am encountering a bug of some sort. Any help is greatly appreciated.
  16. Can someone help me with the 5Dim military contract revival? The owner seems offline from ages.
  17. My First Space Station, and Misadventures Related Thereto PART 1 In which mistakes are made I was waiting for various maneuver nodes to come up on my first manned trip to Minmus, initiated almost at the same time as the consummation of my first unmanned trip to Minmus (my first mining-refining vessel, on the Mun, decided to have some mission creep). In the meantime, I decided to accept a bunch of contracts regarding putting a space station into orbit, which I had never done before intentionally. (There was an early-game derelict spacecraft—a crossfeed error made it run out of fuel unexpectedly and I had to rescue the pilot via EVA—but other than that I had never put any kerbal carriers into permanent orbit.) There was one for Kerbin (10 kerbal capacity, research station) and one for the Mun (5 kerbal capacity). Additionally, I already had a contract for docking two vessels on or around the Mun, but it turns out that a lander returning to an orbiting mothership doesn't qualify. (Perhaps it was that the vessels had to be launched separately.) I thought I could kill three birds with one stone if I launched a space station with a shiny newly unlocked Clampy Senior, and then launched a lander-miner-refiner Mk.II capable of pushing it to the Mun. I decided to give the station a dedicated lander (capable of potentially ferrying tourists to and from the Mun) and a couple of escape pods (partly for fun, and partly because of an "orbit Kerbin" contract that I didn't feel like carrying to the Mun). Soon I was launching Alpha Space Station into orbit. It clocks in at almost exactly 50 tons, counting 27 tons of fuel and monopropellant reserves, and seems to have more than enough battery to last through a night-side orbit while still researching. [edit: TinyPic is dead; long live Flickr. Original link for insanity posterity: http://i63.tinypic.com/2a8jlnk.jpg ] Moving and re-docking the lander proved conclusively that I am genuinely bad at complex RCS maneuvering. I can sort of handle translating in the cardinal directions, and pitch/roll/yaw aren't too different from doing it with reaction wheels, but any attempts to control any two impulses at once degenerate quickly into hopeless, hilarious failure. Nevertheless, I managed it. I noticed that I forgot to put any solar panels on the lander, so my tourists had better not dawdle on the surface before coming back up. 150 electricity should be enough for the command pod reaction wheel on a trip like that, right? Just gotta remember to turn off the SAS when I'm not using it, like after landing. [ http://i68.tinypic.com/90y5fp.jpg ] Recovering the second stage brought the total launch cost down to 59k. Not great by some standards, I'm sure, but not too bad for something I hope will see lots of future use. Next up, launching the propulsion vehicle. It's a spiffed-up version of my previous mining vessel. Since the last one is still in the field with all its onboard science, I didn't have enough to unlock everything on my wish list (large ore tank), but this is still a big improvement, largely because of the 2.5m-1.25m quad adapter and better thermal dissipation. It also has its own research facility and houses a crew of 4 (using the 2-man can to fit a Clampy Senior on top). Four-way symmetry should help my RCS control a little compared to the Mk.I's three-way. I think I'll call it Prospecting Unit/Lifter/Lander. Kind of a mouthful, but it does a lot of stuff, I hope! The team slapped on a PPD-10 to add a few last-minute Mun tourists to the itinerary, and a small manned probe hopefully capable of making polar orbit, and then blasted off! No second stage lifter needed here—the package to be delivered can do its own work after the initial boost. If I need extra fuel to get to the Mun I can borrow from the station. Cost of lifter: 46k (69k less 23k recovered) for putting 70 tons of craft in orbit (less perhaps 5 tons of fuel I used from the nukes to get to the rendezvous). Without further ado, mission A.S.S.-P.U.L.L. was a go! About 115 tons put in orbit between station and miner/tugboat for a slightly smaller number of kilocredits. PART 2 In which Bob thinks he can pilot a ship, but is wrong. It didn't take too long for Mission Control to realize they had put a scientist in a ship with no probe. Well, I guess old Bob could use the practice. Also, I put the tourist who only signed up for Kerbin orbit into an escape pod with Valentina (so I could have at least one kerbonaut holding down the fort at home; I cleaned out the place for these launches) and pulled the trigger. Up until now there had been thirteen (13) kerbals aboard the A.S.S.-P.U.L.L. mission, which is by far the most I've had at once. To be fair, I've never combined two launches into a single mission before. Meanwhile, it turns out that the lander attached to my A.S.S. is throwing off the balance—the reaction wheels aren't able to compensate enough to keep the ship straight at full thrust. Perhaps if I emptied out the fuel? But I only have spare tankage for the liquid, not the oxidizer. My A.S.S. is still just too fat. I could nurse the thing along at half throttle, but it's already a long burn. In doing so, I might even briefly drop out of space mid-burn, not that it's dangerous to be at 69km or whatever, but to heck with that! I have tons of monopropellant and even if this isn't what RCS is meant for, it's sure good enough to do the job! [ http://i68.tinypic.com/209j0ic.jpg ] And after repeating the same ridiculous scheme at the Mun capture burn, I'll be ready to land and rejuvenate all this stuff I've been burning. But first, what about Bob? He has the opposite problem: too much control. His unsteady hands are capable of doing a full rotation when only a modest adjustment is needed. After locking the engine gimbals and setting wheel authority to 50%, though, he's starting to feel like a real pilot. Now let's get some polar orbital contracts/science! Literally eleven minutes (game time) before entering the Mun's SOI, I get a contract offer to "return or transmit scientific data from space around the Mun". Well, I'm not going to say no to that! Speaking of our Mun burn, the fuel is running lower than I expected, but fortunately I lifted off with full ore tanks to refine more fuel with en route, which I've been converting to liquid fuel. And a little extra monopropellant, which I was shocked to find in danger of actually running out. But, after all, it was just for convenience, not a mission requirement, although I'm resolving to hang on to some for "real" usage. After a routine circularization burn, other than continued RCS abuse, I detached the miner-lander and proceeded to a landing that was completely ordinary, including my continued ability to pick a landing zone that is too steep for comfort but not quite steep enough to prevent landing. [ http://i65.tinypic.com/2589y8k.jpg ] The miner comes back up to dock. I'm a bit worried that I STILL won't get credit for the docking because even though this includes hardware from two different launches it came to the Mun in one piece. Additionally, I left one piece that was originally part of the lander with the station when it detached. Will this count? Or is the contract's secret requirement that two vessels dock FOR THE FIRST TIME in the Mun's orbit? Nope, this doesn't count either. But I haven't given up all hope yet; I can still detach the PPD-10, land with the Mun tourists, and come back up to dock two vessels that don't have any pieces of each other in them yet. The miner/refiner refuels the station but the modest ore hold isn't enough to completely refill both the liquid in the station's LFO tanks and the prodigious amount of monopropellant that we burned. Oh, gee whiz, what a tragedy to have to land back on the Mun for some more. As it happens, when I finish refining my ore I'm very close to an equatorial Canyons biome passing underneath. Sounds good to me! I quickly detach and kill most of my orbital velocity, lining up my remaining path with the canyon. ... it turns out that canyon floors look really nice and smooth, and they are smooth, but not flat. Had to burn a lot of fuel changing landing zones twice to achieve a mere 15 degree tilt, which I think is my steepest yet with these disconcertingly tall landers. [ http://i64.tinypic.com/2ijl0xy.jpg ] When I undocked, the name changes gave me hope that this time the contract will work. The station got its old launcher name back, and hilariously the lander got bequeathed the station icon and name. So yes, KSP says I have a space station landed on the Mun. OH COME ON The docking was an exercise in frustration; after the second bounce I went in with a perfect plan, only to have the docking ports stabilize without completing the docking. Why do you hate me? A short expenditure of RCS later (by the station, since it's lopsided and probably lighter anyway) and I'm finally docked, and yes, the contract finally completed. What replaced it? Well, turns out I need to get "scientific data from the surface of the Mun." Does it count scientific data I've already collected even if I'm no longer on the surface? Yes. And now, time to go home. It turns out I did not sufficiently think that part through. It was easy enough to carry over a dozen kerbals to the Mun with this space station, but bringing them back without bringing the space station back is trickier. In the end, the two scientists volunteered to man the station's lab, and the ship left while the engineer was admiring the view from the station's cupola. My Mk.II miner was a modest success, and maybe it's the sunk-cost fallacy but I don't quite feel like deorbiting the thing, so I slapped together a 10-kerbal SSTO ferry (8 returning from the Mun, 1 pilot, and 1 LKO rescue) and took off, after sending it back from the launch pad for a last second addition of a stored-science-retrieval kit. I had to research the Klaw for this vessel as tourists cannot EVA. That solution seemed easier than designing the ferry to include a Clampy Senior. This thing really jumped off the pad, so Valentina decided to try a much shallower ascent path than usual to minimize gravity losses; we hit 70km apoapsis just as the speed was threatening to fry the solar panels so she coasted up and circularized. [ http://i64.tinypic.com/p0emc.jpg ] As the Mun tourists returned to Kerbin, Mission Control didn't want the ship to go too deep into the atmosphere for fear of breaking the satellite dishes, and gentle airbraking was way too boring, so the NERV engines were put to good use again doing most of the work. The miner sidled up to the waiting Klaw ship and the tourists and data transferred over. KSC was drawing near, and there was a fair amount of fuel remaining, so a hasty deorbit put us reasonably close (by my lax standards). No sooner had we landed than new contracts came in asking us to use our brand new Klaw, to rescue kerbals and objects around the Mun, no less! Looks like the engines on my P.U.L.L.er will barely have time to cool off. END OF MISSION
  18. Hey, so since update 1.4.2, I'm now getting a ton of useless messages regarding my contracts. Like if I'm supposed to test a certain part at speed and altitude, I'm getting messages telling me I'm at the required speed or altitude even if I don't have the part on the craft. When you have like a dozen contracts going at the same time, it gets really irritating, because I'm getting messages constantly and none of them relate to what I'm actually doing. This is something that cropped up as soon as I installed 1.4.2. Is there a way to turn this off? I'm running a stock install with no mods. The only weird thing I can think of is I started this career in 1.4.0 and carried it through until 1.4.2. Thanks in Advance UPDATE: It's gotten even worse. I have a contract for a satellite that specifies "Maintain Stability for 10 Seconds", and now every 10 seconds if I'm not rotating or accelerating, and no matter what craft I'm flying or what orbit it's in, I'm getting a notification that I maintained stability for 10 seconds. Please help, this is really bizarre and annoying.
  19. I'm in the early stages of my "new version means new tech tree playthrough" career game and I'm finding that the order in which contracts become available is a bit strange. Previously there was a fairly logical progression to these, but now the order seems random at times. For example, I've just been offered (and accepted) a contract to build an outpost on Duna supporting 8 kerbals with 6000 units of fuel. Nothing strange in that, except that this was the first contract offered beyond Mun and Minmus and I'd not even seen an outpost contract for those two bodies yet. Oh yeah, not sent anything, even unmanned beyond Kerbin system SOI in this game either. Another, less extreme example was the contract to dock two craft around Mun, that appeared before docking or even rendezvous contracts around Kerbin were available. Is this a known behaviour of 1.4 ?
  20. This may be related to the bug other people have reported about the game reverting to a previous state - I'm playing career mode on the PS4. With some contracts - so far, I've mainly had this problem with equipment tests for the R&D vendor - I will complete the test and satisfy all parameters, get the green text that says the contract was completed, end the mission, recover the craft, go back to mission control - and there's the same contract in my 'active' list, waiting to be completed. This has happened repeatedly with parachutes and solid fuel boosters tests for the R&D vendor. If you need a gameplay video I can probably make one, since it seems to happen consistently. I haven't diligently tracked what's happening to my funds and reputation balances (or KSC local time) through all this, so I can't tell you if the entire game is simply reverting to an earlier state or not. But I can't imagine why it would happen with equipment test contracts and not with, say, orbital rescues which don't seem to have the same issue. EDIT: Shutting the PS4 down completely and restarting it apparently fixed the problem with one of the contracts - when I flew the same "haul the parachute up to 5-8k meters" mission again, it registered as completed.
  21. Xbox One EE Cursor controls Career mode, hard setting, purchase of upgrades disabled because it doesn't work Bug: Contracts vanish from the list, moving from the mission control building after accepting a contract to the VAB then to the launch pad - upon arrival at the launch pad the selected contract was no longer present - returning to mission control indicated it was not on the "available" list, checking the "current" contracts showed none currently in progress, the "completed" tab was also empty despite half a dozen contracts having been undertaken and completed, cashed in etc. Notification messages for completion of contracts still present, but not in mission control. Expected behaviour: once selected a contract remains active until completed or discarded
  22. Hi, I'm playing a career mode game, and upgraded the Mission Control building to Level 3 (maximum) a long time ago. The game says this upgrade should allow "unlimited number of active contracts". Although the upgrade did indeed remove the hard limit on the number of contracts, I found that the game simply didn't offer me any more contracts once I had 14 active. Whenever I'd complete a contract, I'd be offered a new one, one-for-one, but no more than that. One day when I completed a story contract, the game offered me two in its place, which expanded the "rotation" to 15, but a few contracts later, for no apparent reason, I completed one and was not offered a new one, reducing it back to 14. The other day I completed a non-storyline contract and was offered two in its place, so it's now back up to 15. Does anyone know what's going on here? Is this "intended" behavior by the game? An arbitrary technical limitation perhaps (e.g. due to the contracts being stored in a fixed-size array in the game code)? I would really like to be able to have more than 15 active contracts. Right now, more than half of the effective "slots" are tied up with long-term missions that I can't (or don't want to) start yet - e.g. I need to unlock the requisite tech tree nodes to complete ore contracts, and I don't want to skip any of the storyline contracts (thus I can't escape Kerbin until I've finished exploring Minmus, since that would skip that contract). This leaves only a few slots for active turnover of contracts, which makes it difficult to e.g. get enough tourists on the books to fill up a big, efficient craft to take them to the Mun. Is there any way to "fix" this? Perhaps a setting, or a mod? It seems weird for the "size of the market" to be effectively capped like this; one would expect the market to increase as I demonstrate the ability to perform more ambitious missions more efficiently. Thanks!
  23. "Отказ от выполнения контракта не считается провалом и не накладывает никаких штрафных санкций. Вместо этого, при аннулировании договора, аванс возвращается обратно, а репутация остается без изменений. Это можно использовать для контрактов, срок выполнения которых заканчивается раньше возможности их завершения"(С)Википедия- не считаете ли вы это не совсем правильным?! Имхо! Было бы прикольнее, если ты уже взял контракт, то отмена его считалась бы ПРОВАЛОМ и штрафовали бы тебя по полной, так же как и если выйдет срок, а если просто хочешь в списке контрактов отменить, чтоб появился другой вариант то снижалась бы только репутация!
  24. I accepted a contract to put a satellite in orbit around Minmus. When I try and get the orbit close to the required orbit I can't get the contract to complete. Does anyone know how close you have to get to the required orbit to complete the contact? I had the periapsis within 5km and the apoapsis spot on but apparently I wasn't close enough. Also does anyone have any general tips with matching orbits? I am at the start of career mode with very little science unlocked and even with my weakest engine with tiny thrust the orbit changes lots in seconds. I would imagine Minmus isn't the easiest one to start with as well.
  25. I've finished my first Eve/Gilly mission in my current career save, and what does the next exploration contract entail? Go back to Gilly, where I've already been, and transfer crew between vessels, which I've already done. I think to myself, "I'll just warp time and hopefully get that Jool or Bop contract". I do that, what do I see? Transfer crew between vessels around Ike, which I did ages ago. Warp again, "Dock around Mun", already done that. It's giving me repeated contracts to do mundane tasks that I've done before and I'm not getting contracts to go any further than Duna, and it's really beginning to annoy me.
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