Jump to content

Search the Community

Showing results for tags 'contracts'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. I just started playing 1.2.1. I'm a career-mode junkie, so I'm back to testing stuff on the pad, in-flight and all the simple stuff you start with. I accepted my first rescue-from-kerbin-orbit mission, glad that I get to start building up my team and having fun with rendezvous. I go out to the tracker to sync up my launch and I see the craft on a sub-orbital trajectory with the Mun! It's going to crash in one day, so there's no way that I'll be able to get to it in time. 1) Is this a bug? Why would they give you a contract that you will not be able to fulfill? 2) Is there a way to preview a rescue mission prior to accepting it? I don't want to blow more $$$ and prestige points if I'm going to be given a contract that I can't complete. Thanks for the help!
  2. Recently, I've noticed contracts popping up in Mission Control to put some of my various semi-derelict resource probes, unmanned base/station modules in transit and, annoyingly, my sometimes carefully positioned comm buoys in all sorts of wacky orbits. While all the craft have enough ∆V to reach the proposed orbits and they can be a way to make old craft pay for themselves, many of these contracts are effectively uncompletable since they would require unacceptable levels of screwing around with my buoy network-in short, agencies should not be proposing contracts to switch around the orbits of craft they themselves did not commission-craft which have completed a 'position satellite' contract should have a virtual tag applied to them, and only craft with this tag would be the subject of orbital adjustment contracts.
  3. I have a whole big thing I wrote but lost to a cookie bug, so I'll summarize: Suggestion #1: Please rework the contract weighting algorithm to be a matrix of contract types on one axis, and contract locations on the other with the weighting in the cells (not simply contract types as I believe it is now). It would make the game a lot more enjoyably playable if I could keep cancelling "build a station orbiting the Sun" contracts and have fewer of them show up, but still get the same number of "build a station orbiting the Mun" contracts (I also like shuttling passengers back and forth to Kerbin orbit and the Mun, even though they pay less than, say, Duna passenger missions, and I don't like that where I send my passengers at best totally random, and at worst determined semi-randomly by my reputation requiring that I sacrifice reputation to get contract locations I want). Suggestion #1.5: An alternative to #1, or perhaps in addition to it, would be giving players the ability to write their own contracts, but then have a random chance (depending on reputation and/or number of successfully completed missions there already) that a company will offer to fund the job. Either way both ideas #1 and #1.5 are so players aren't railroaded into doing missions they don't necessarily want (in particular because of where they are) or else forced to lose reputation by cancelling contracts left-and-right until the random generator happens upon the rare one they actually want. I love contracts, and I do like some randomness, but I still want a little more input into the contract selection/generation process than I'm currently allowed, and I think changing the weighting type-list into a weighted type-location-matrix would be a huge improvement to me and other players. Suggestion #2: Please add more filters to the Tracking Station, specifically celestial body filters (I assume this would be relatively easy to implement since most of the code presumably already exists for filtering and adding new filters, the new celestial body ones though would just use a "getSOI()" method instead of a "getVesselType()" method to make their selections). I love the filters that are already there, I think their functionality and what they do is absolutely perfect, I just want the additional ability to filter out missions I have idling on/around, say for example, the Mun so they're not cluttering up my Vessel list when I'm in the middle of doing a bunch of maneuvering for a colonization flotilla during Jool-orbit insertion. Thank you Squad and Devs for all your awesome work to make Kerbal, quite possibly my favorite game, a reality and your continued dedication, effort, and community engagement. I think these suggestions would hopefully be easy to implement, and that they would definitely have a large and positive impact on the player experience. Keep up the phenomenal work and I'll keep my fingers crossed that these suggestions are both easy enough to make and good enough for players that I might see them in a future version.
  4. After being offered this contract. I was curious see if anyone else has gotten impossible or extremely hard contracts. I'd like to see them.
  5. I accepted a contract to test a small 1.25m heat shield. All parameters were met on re-entry (everything had green check marks). At this point I was supposed to test the shield via it's context menu. However when I right clicked on the shield there was no "test" option. I've tested other hardware by clicking the test option in the context menu, so I know what to look for. I've tried twice with no luck. I'm playing the new KSP1.2 with KER, [x] Science, EVE, TextureReplacer, and Scatterer. Any thoughts?
  6. Ok so I built a rocket to service a handful of missions at once. Mission Itinerary included dropping a scanning sat around the Mun and then sling shoting from there out to Minimus to place the final piece out in orbit for some contracts. This all went smoothly and after dropping off the satellite in orbit of the mun, the remaining piece happily left mun orbit and barely made contact with Minimus. All the criteria was met bar the actual orbits so I set about circularizing for the final adjustments and then it crashed. Which is fine that happens sometimes but after reloading the game the vessel no longer counted as a "new vessel", which has kinda screwed me a little as the rocket cost most of my budget and the Mun mission was not actually a contract but a personal objective. Am I missing something or is this how new vessels are determined? Between loads seems a bit not very smart way to do it so I doubt it but I don't understand how this vessel which was launched after the contract was taken doesn't count even though it did before the crash.
  7. Hi fellow Kerbonauts, today's question is as simple as it sound in the title: is it possible via config edits (or something a non-modder like me would be able to do) to change the limits on active contracts in Mission Control? Like me a lot of people plays heavy-modded KSP, which gives you A BUNCH of avilable contracts and I'm finding these limits of 15,12,8 very "limiting" even after upgrading MC to lvl 3. I already found that little tweak in Contracts.cfg which boosts the amount of AVAILABLE contracts but not the limit on active ones.. I'm using mission controller extended and contract configurator with many contract packs. Thanks in advance form the Kerbal Harmony Pursuit director!
  8. First of all,if this has already been mentioned/proposed in another thread, then I apologise. Had a quick look through recent posts and couldn't find anything like this. My idea for an expansion is basically a coming-together of various mods in one smooth experience. I would like to see the option to purchase pre-defined plots of land on Kerbin, and beyond, These plots can then be expanded (with cash or contract completions to there) to create other Space Centres/Aerodromes, in the same way as the KSC is now. These bases also unlock the CommNet for that part of the planet (on higher difficulty). Contracts are generated that go between them. Examples:- Fly x units of liquid fuel to the Arctic Base Fly a Secret Agent from point A to B, but stay below x metres altitude. Take 2 Kerbals to SW Crater Mun Base, then change them for 2 more, and return them. I feel that this will give aircraft more of a purpose than waiting for the dual-purpose engines and gunning it skywards, or those 'take a reading' contracts I've only just started properly learning how to create planes in KSP (after 150 hours), and feel that this is an opportunity to bring in another style of gameplay. Feel free to expand on this, or tear it apart!
  9. I don't have contracts show up in the contracts box. Have no idea why. Have asked tech support, anyone else have this problem?
  10. I just can't get the contracts I really want. I have enough tech to land on Minmus but I don't have an contract for a fly-by of the Mun! How do I get the fly-by of Mun contract?
  11. I haven't played KSP in awhile but I don't remember having this much difficulty in career mode. I'm accepting contracts in mission control, building my rocket, and going to launch. When I get there and check my active contracts the list is empty. I launch the rocket and everything works fine. I recover the rocket and it shows me the records I broke. I go back to mission control and I'm showing no completed contracts, not even the launch a rocket contract. I'm not sure if I'm just missing something simple here and any help would be appreciated.
  12. Well this is interesting. After blowing most of my budget a few days ago to recreate the moon landing (yup forgot I was in carrer mode lol) I went back to the daily grind of exploding kerbals where no kerbals had sploded before! (or not that much anyway, and PROVING that if we can send Kerbals to the Mun then Apollo could still be faked or something like that lol). I had contracts set aside for a space station in Kerbin orbit that required a tourist which was different. So I built and orbited the station as there were no tourists to fire off. I came back today and all of my contracts had disappeared including the station one but I now had a tourist in the roster. I thought I had screwed up on the expiration but some of the contracts were open ended ie visit Duna Ike etc and other were not even 24 hours since being selected. So I shouldn't have lost any due to exceeding the expiration date. So I selected new contracts and went to the VAB and the contracts were gone. I had selected a LKO rescue and while the contract was gone the kerbal was in orbit. I figured I would do the rescue and see what happened. I got the kerbal but didn't get any credit or notifications ie in quarantine, new member etc etc. I also noticed that the engines were not cutting off. I use mechjeb to control the burns. I plot them and tweak then hit execute. It makes things easy without being overly dependent on mechjeb. So for the engine burns for rendezvous the engines would burn down to 0m/s indicated normally then continue to burn until I manually cut them off. The other strange part was I didn't see any real change in the orbits from the extended burns. Not that I let them go too far. So I am curious if anyone else is seeing this or has. I am running 1.1.3x64 on a win10 machine. There have been no updates for a few weeks and the parts I have been using have been in there for a while. The game has for me been fairly solid and glitch free for quite a while until now. Anyway before I start uninstalling mods etc I was hoping someone might have encountered this one before and has a idea of how to stamp it out. TNX Dave
  13. Still working fine for 1.3 Initial release of the revamped, scaled down, Additional Progression Contracts mod. This is a replacement for my old "Advanced Progression Contracts" mod, since most of the contracts in it were merged into the base game by Squad. DOWNLOAD Requires Contract Configurator 1.15 or higher. Contracts included on launch: Send the first probe to another planet. Send the first manned flyby of another planet (and return). Send the first manned landing on another planet (and return). Land a rover on the Mun. Land a rover on Minmus. Land a rover on another planet. Perform an EVA in Solar orbit. Future plans: More contracts itemized for planet moons. Jool-system specific contracts (Jool 5 challenge, etc). Repeatable "send a probe to X planet" generic contracts - the ones in stock are often a bit too specific, and don't usually help career-mode missions get funding. Unmanned probe sample-return missions (to Mun, planets, etc) More stuff to do with rovers - distance records, etc (as soon as I get the contract scripting logic for it to work correctly) In-atmosphere aircraft circumnavigation. (as soon as I get the contract scripting logic for it to work correctly) Ideas people suggest/request Released under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  14. I accept some contracts at the mission control. When I exit it to the space center, I check the contract window and I still have them. But when I go to the VAB they disappear. I go back to mission control and I have no active contracts. And in the contract archive it doesn't show any to be active, completed, cancelled, or declined. Edit:Its not just the VAB. It's with any scene change. I've got a bunch of contract mods. Here is my list of mods: https://goo.gl/photos/8GSRztftBFK9vSDf9 https://goo.gl/photos/zARBUmMQAzbfZ9gc9 Troubleshooting: 1 I removed contract configurator and all of the contract mods. Still problem. 2 I removed Unmanned before Manned, QuickContracts, and WaypointManager. Still problem I downloaded the CapCom mod as a temporary fix so that I could still do contracts. The strange thing is that when I am in the VAB all the contracts in the CapCom disappear as well and I can't accept any. Luckily though on the launch pad I get them all back again.
  15. I'm just trying to get my head around the fulfilment of 'hardware' contracts and whether i get penalised for recycling the 'base' for other things immediately after the completion .... let me explain An example of this type of contract is: Build a base on planet /moon X that supports Y kerbals has a .... etc etc to be handed over to the <insert non memorable name> corporation on completion. Now in this example it's easy to use it to build a Kerbal transporter with a docking port that then just undocks from the 'base' takes off and is used for other game play. Effectively the contract has paid for the new hardware which i was going to build anyway plus you get the profit you would have got as well. A win - win?
  16. Contract Pack: Historical Progression This contract pack is designed to take you through the history of the human space program. This entire contract pack was inspired by Whitecat106's Historic Missions contracts. He has created an incredible selection of close to 700 missions! For me, that is too much, and I wanted to go through the history of human spaceflight and progress how we have done in real life. I did not want to have to launch a mission that was almost the smae thing over and over again. This contract pack takes you from the first sounding rockets to New Horizons and into the future. You will be tasked with recreating some of the most ambitious missions like the Apollo Program, Voyager and the International Space Station. It is up to you to guide the Kerbals into the cosmos through a historical progression. Some of these contracts are very involved and require you to use gravity assists to accomplish the contract parameters. Others give you the option to complete certain goals in order to gain bonuses. For example, in your Space Shuttle contracts, you get bonus funds if you land your shuttle on the Runway back at KSC. One of the best examples of this is the MESSENGER contract. It requires you to enter a polar orbit of the first planet in the solar system. We will use the stock system with the Real Solar System planets as an example. MESSENGER Contract Parameters General Goal: Design an unmanned craft to Orbit Moho (Mercury) with a minimum Inclination of 70 degrees Design an unmanned craft with an antenna (also with 3 SCANsat scanners if you have the mod installed) Launch MESSENGER Enter Orbit of the Sun OPTIONAL BONUS: Flyby Kerbin (Earth) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for the third time for a gravity assist Enter Orbit of Moho (Mercury) with a minimum Inclination of 70 degrees Transmit Science Data from Space around Moho (Mercury) If you have SCANsat installed, have 80% mapping of Low Quality, Biome and High Quality Most of the missions are not that difficult or that involved, but MESSENGER was launched in 2004 after more than 50 years of spaceflight and we knew some new tricks to help us achieve an orbit. HISTORICAL PROGRESSION CONTRACTS REQUIRED MODS Contract Configurator - http://forum.kerbalspaceprogram.com/threads/101604 Module Manager - http://forum.kerbalspaceprogram.com/threads/55219 HIGHLY, HIGHLY, HIGHLY RECOMMENDED MODS These are not nessecary to use the contract pack, but it makes the pack much better Historical Progression Tech Tree @Yemo Unmanned Before Manned - http://forum.kerbalspaceprogram.com/threads/106130 This lets you start with the proper probe cores instead of manned missions, the contract pack might not be possible to complete without this or something similar Outer Planets Mod - http://forum.kerbalspaceprogram.com/index.php?/topic/93999-112-outer-planets-mod-20-complete-overhaul-better-terrain-nicer-terrain-textures-improved-scatter-etc-21-may/ If you are playing with stock KSP, this will give you the extra planets that simulate the outer solar system and will allow you to explore these places with contracts like New Horizons and Voyager 1 and 2 Real Solar System If you are up for it, you can recreate some of the most famous missions in different scaled Real Solar Systems Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/50471-113-real-solar-system-v1140-july-3/ Half Size Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/142336-113-half-size-rss-v15/ Stock Size Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/138572-wip-113-117-stock-size-real-solar-system/ DMagic Orbital Science - http://forum.kerbalspaceprogram.com/index.php?/topic/59009-113-dmagic-orbital-science-new-science-parts-v132-6272016/ This gives you more science experiments to use on your various missions around the solar system SCANsat - http://forum.kerbalspaceprogram.com/index.php?/topic/72679-113-scansat-v163-real-scanning-real-science-at-warp-speed-june-27-2016/ This provides you with parts to map the planets in the solar system. The contracts have support for Scanning missions if SCANsat is installed. Life Support Mods There are many to choose from, but I reccomend picking at least one of them. Some of these contracts are setting new duration records in space and there is no real challenge to them without having Life Support of some kind. OTHER MODS TO CONSIDER There are many part mods to consider that will give you the ability to construct realistic looking, or in some cases replicas of the spacecraft that are simulated in this contract pack. Bluedog Design Bureau (NASA / ESA) FASA (NASA) @raidernick Awesome Collection of Mods Skylab US & Soviet Solar Panels Pack Salyut Stations Soviet Spacecraft Soviet Probes US Probes Pack US Rockets Pack Antares & Cygnus Tantares NOTES The contract pack removes the World Firsts and Explore Body stock missions as we are already covering this with the pack This contract pack works with all planet packs, but you will experience some weird contracts if your Home planet is not the 3rd rock from the sun Full support for Stock, Stock x2, Stock x6.4, Outer Planets Mod Full support for Real Solar System, Half Size Real Solar System, Stock Size Real Solar System I do not know how this will play with other Contract Packs unless listed below, as it is designed to go through all major "firsts" of our space history so will duplicate similar contracts from other packs Most missions cannot be cancelled nor will they expire. There are a set of optional missions and more will be coming down the line. These optional missions can be cancelled and do not need to be completed. COMPATIBLE CONTRACT PACKS Anomoly Surveyor AntennaRange Relays Clever Sats Field Research Giving Aircraft a Purpose (GAP) Kerbal Academy Maritime Mission Pack RemoteTech Contract Pack SPECIAL THANKS @nightingale for creating Contract Configurator as well as helping me with many questions along the way @severedsolo for answering some questions I had about some contracts @Whitecat106 for inspiring me with your Historic Missions pack @TheReadPanda is streaming a career with the Contract Pack active DOWNLOAD Github Spacedock INSTALLATION Make sure you have Contract Configurator and Module Manager Installed as they are NOT included with the download Download the Contract Pack Copy to GameData folder Enjoy! FUTURE PLANS Add Remaining Missions Falcon Flight 20 - First Powered Landing of First Stage of Rocket Moon / Mun contracts will require specific biomes to be reached (want to stop players from landing on the far side) Add a requirement to deorbit and destroy Space Stations after Add additional SCANsat mission support Add additional DMagic Orbital Science Mission Support Add OPTIONAL MISSIONS Additional Mars / Duna Missions Landers Phoenix Insight Orbiters Mars Global Surveyor MAVEN Rovers Spirit Opportunity Curiosity ISS Construction Apollo Applications Program Manned Venus Flyby (this was a proposed mission using Apollo hardware) Future Missions OSIRIS Rex Asteroid Redirect Mission Mars Sample Return Mission Europa Mission Red Dragon Mars 2020 LICENSE CC-BY-NC-SA (http://creativecommons.org/licenses/by-nc-sa/4.0/) CHANGELOG
  17. I started a career mode game and got through the basic contracts such as getting out of the atmosphere. It then did not show the orbit kerbin contract. I Googled it and all i saw was that it happens when your reputation is low, but i never failed any missions and i did all of them perfectly, i also tried doing some side contracts but it did not do anything. I started a new game and it gave me the orbit contract, but then it did not give me the mun contracts, so again i tried doing some more contracts and it did nothing.
  18. Hello, Some of my contracts got a bit screwed up, and I need to change the deadlines on those, it seems like there is little to no documentation on contract config in the persistent file, and looking at it there is no obvious value I need to change. Can someone please point me in the right direction to change the contract deadline? Thanks!
  19. Hello. I am have some strange result after trying to update the plugin Kerbanomics for 1.1. When I have the plugin present contracts get broken upon going into the editor and back out to the space center. Contracts will no longer be active and will have disappeared and must be accepted. This prevents any progress and completely breaks career mode. Here is the contract Scenario from my persistent.sfs file. Notice the repetition of some contract types. I believe this is what leads to contracts breaking. I have no idea how my plugin would cause this. Logs or any other info will be provided upon request. Thanks for any help in advance! Here is a link to a copy of my source and the dll I have been using, and the source below for quick viewing
  20. So lately, I've started a "serious" career again when 1.1.2 dropped. But I've been wondering about one thing in particular. Does KSP see the difference between contracts I accept or decline within a single contract-type? I'll try to elaborate. For instance, call me crazy but, I like the Survey contracts. And in the early parts of my career I accept the ones were I have to get a reading below a certain altitude. The ones that call for an altitude above something crazy high get declined because I don't have the plane parts necessarry yet. Doing them from orbit is too imprecise to my liking with Kerbin rotating. The same goes for Tourist contracts. I accept the single ones, but decline the multiple kerbal ones (trying to up the reputation in KSP). In the end does the contract-weight change? Not much if done this way and the individual contracts are treated under the same type, right?
  21. Hello all, I've kinda come up against a wall when it comes to precisely setting up a Remotetech 2 network. It's early on in Career Mode, and one of the juicy contracts is to set up a network with 4 sats, and another to Alt Map scan Kerbin (with network). I've upgraded the VAB, tracking Station and Launch pad once and I would've thought I would have access to node placement, but alas and alack, no. I've had quite a few hours put into KSP over the years, and you'd think I could successfully circularise and orbit from launch without using nodes. Nope. I have no idea what I'm doing wrong. With node, I can time the burn to 1/2 the Dv burn duration either side of the burn and generally get it bang on the money. Without node placement, I'd wait for Ap. and start my burn there. I look over at my engineer and it says my Apoapsis is holding (give or take), until my Periapsis starts climbing out of negative territory. Then my Ap. starts climbing rapidly. A life spoiled by access to nodes I guess. I've done searches for this, but all search results come up with no reference to Remotetech 2 and the need to remain in contact with ground station. The RT2 contact in question requires each satellite to have an eccentricity of no more than 0.04. How do I achieve this without nodes? BTW, here's a small list of mods I'm running (don't laugh. There are some real crackers in that list I can't Kerbal without)...
  22. 287 hours into Kerbal Space Program and I'm doing my 3rd ever satellite mission, this one in a solar orbit. I see it requires a "materials bay" (word for word), so that's a service bay right? After all, it's the only bay in the game, that you put materials in. What else would it be? There is no part called a "materials bay". I almost complete mission, all the way in a solar orbit but "have materials bay on satellite" is not ticked. What the heck? This sucks, so I revert to assembly, and think "does it mean the 2.5meter service bay? I'm not taking the risk of wasting my time again so I google it. That's when I see, by the "materials bay", they mean the Science Jr. It's an easy mistake to make, too easy. Even 300 hours in I made it. I'm not the only one either: http://forum.kerbalspaceprogram.com/index.php?/topic/95693-where-do-i-find-a-quotmaterials-bayquot/ https://steamcommunity.com/app/220200/discussions/0/627457521160596676/ https://steamcommunity.com/app/220200/discussions/0/618458030684292882/ All I am suggesting is that one of two very small, very minor, very easy changes be made. Both would solve a lot of confusion. Either add "Materials Bay" to the [SC-9001 Science Jr] name, for example, [SC-9001 Science Jr. Materials Bay], or alternatively, change each and every instance of "Materials Bay" in contracts to the proper name of the part, the [SC-9001 Science Jr]. I think this change is a no brainer. Happy rocketeering everyone!
  23. Hi all, since 1.1 pre-release I am playing a new career game and I have (unluckily...) sent a bunch of tourists out to a Mun/Minmus sightseeing trip w/o any chute to re enter Kerbin atmosphere. My fault of course, then I suddenly realized I could not bring them home safely if not by strapping some chutes to the craft - an auxiliary chuted&clawed skycrane seems like the only feasible option in stock. If tourists could be allowed to go EVA just for switching vessel or to man a command chair that could bring at hand a few more "quality playtime" opportunities. They obviously should not be allowed to collect samples or reports and to gather and move samples from pod A to pod B. Just sayin'.
  24. Hi everyone! I'm just wondering if anyone else has encountered this issue (I'm still playing 1.0.5): I had accepted two contracts of the grand tour type - one of them asking for the "Eve 3", the other for the "Ike 3" (if I remember correctly) challenge. The first contract asked for a flyby of Eve, Gilly, and Duna, and the second asked for a flyby of Mun, Duna, and Ike (again: iirc, I'm busy at work right now ). So, of course, I sent off an ultra-light probe to visit all of those destinations. Easy-peasy. The strange thing was, that although I still had plenty of time to finish the contracts, and although I'm absolutely certain that none of my craft did visit all the mentioned locations, both contracts suddenly moved from "Active" to the "Archive" and were marked as "completed" (as opposed to "failed" or "aborted"). At this point, the craft I wanted to use for the contracts had passed by Mun, and had reached an orbit around Gilly, from where it should have continued to Duna at the next transfer window. Even more funny: When looking at the "completed" contracts only the "Flyby the Mun", "Flyby Eve", and "Flyby Gilly" parts were marked as "complete", the other goals were still labeled as being "incomplete". Just before I noticed that said contracts had been marked as completed, I had landed another craft on Ike and then switched to the probe planned for said contracts in Gilly's orbit using Kerbal Alarm Clock. So, I could imagine KSP getting confused by my switch from a craft that had performed a flyby of Duna and Ike directly to a craft that had done all other flyby contract parameters (without going through the Space Center scene). As said, just asking if anyone else has seen this, as it was quite easy to mark the contract as active again by editing the save file.
  25. Hi guys, I've been playing KSP since 0.9 and I truly love it. One of the only games in my life I can say that about. Theres been a couple of occasions I've left the game for a while, but I've always came back with the same original excitement. When 1.1 PreRelease was released I came back after a few months (6-7) away and I'm in love all over again...except the contracts system STILL sucks sweaty balls. My main issue is that theres no depth, no substance. No POINT (other than science) to do missions. They don't feel like they're PART of my Space Program, more like little add-ons. What I want is the "Space Program" part of "Kerbal Space Program". There are some mods which attempt to address this and most do a decent job, but its still only surface deep. The closest mod to creating a true space program I feel is Strategia. This is a step towards making a realistic space program in game. At the moment the contracts seem totally random, unstructured events - and I'm sure thats because, they are! In real life, when Kennedy said the USA was going to the Moon, the NASA Space Program became ALL ABOUT the moon. Every thing they did was geared towards this goal (generally, I'm sure they did other things, although I'm not sure testing a parachute while splashed down was one of them). In Strategia, you get to CHOOSE a goal for your space program. For example, "Plant Flag on Mun" - this gives more incentive to land on the Mun, while penalising any other planets / moons you land on while this goal is active. This is kind of a start, not ideal but a start. What I suggest is implemented, and I don't think this would be too much work as its just a rejig of the current system: 1) We choose our Space Programs Goal (lets say landing on the Mun). From that point ALL contracts are geared towards that goal. Lifter tests, Kerbin Orbits in the proposed Lander etc. 2) We can have a few different categories of Space Program Goals - Exploration, Probing, Terrestrial for example - Exploration is our chosen goal to explore somewhere, The Mun for example (as in point 1). Probing is our goal to send a probe somewhere (maybe unlocking that location for a possible Exploration goal once complete) like Duna. Terrestrial goal would be getting data from and around Kerbin. 3) While science is great for unlocking the tech tree, I would like to see it linked to unlocking future goals also. For example, we can't choose Duna as an Exploration goal unless we have enough science from Kerbin, or the Mun etc. In practice this is how I see it working: Beginning of the game, we can only choose a Terrestrial Goal: Get to Orbit. This will give us contracts like, test Lifter, test Launches, Test Launch Escape System, Leave Atmosphere, Get to Orbit. GOAL COMPLETE. Now we're in space we can choose an Exploration Goal and a Probe Goal. Exploration Goal would be Land On Mun. Contracts then appear like, Build Lander, Test Lander in Kerbin Orbit, Fly By Mun, Orbit Mun, Land on Mun. At the same time our Probe goal is active which would be to build a probe to get to Duna with contracts such as Design Probe, Test Probe around Kerbin, Test Prove around Mun, Put Probe into Orbit around Duna. Im sure you get the idea, but overall id LOVE to see this or something similar implemented for Career mode because all it feels like now is a Grind for Science without any real targets. Yes we can create self imposed goals, but we can do that in Sandbox. Anyway, thanks for reading this far!
×
×
  • Create New...