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  1. Hey, For me, at least career mode isn't for most fitting, because i cant build whatever i want. So Science mode is mainly what i play, But i think there should be more career stuff in science. Example: You can upgrade Facilities by science points instead of fully upgraded ones. And another main thing is that contracts in science mode, because sometimes it gets boring. I am glad that kerbal experience can be turned on at science mode, but it still needs more career options. Of course this can be achieve by playing career and max out money and then remove science points when upgrading facilities and reconfig contracts, but it does not feel same. i am really glad if these thing get added to KSP. Cheers.
  2. I'm looking for a way to remove the "Dock Two Vessels" and "Transfer Crew" requirements from Exploration contracts. They're neat for the first time around Kerbin but I don't want to do them for every single world to explore. Is there a simple way to go about this? I couldn't find them in the Contracts.cfg file (GameData\Squad\Contracts) and I don't have any particularly decent modding knowledge.
  3. Another contract suggestion, this time involving rescue and recovery contracts. As you can see from this screenshot, the contract generator is placing parts in orbits dangerously close to other bodies and intersecting their SOIs. This will eventually result in the craft being either slung out of the system or, in the case of the example, crashing into the body before the rescue craft can reach it. Owing to where the generator places orbits, situations like said example are thankfully rare around Kerbin, but can be a major nuisance elsewhere, especially around Duna, where parts for retrieval are frequently intercepted by Ike and destroyed or ejected into solar orbits before they can be reached. As such, the contract generator should run a basic check on the orbit it is generating a craft for retrieval or rescue in and, if the orbit crosses another SOI, abort the generation and try another orbit.
  4. 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'.
  5. 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.
  6. Good Day Forumiers, I noticed yesterday that once I have 15 current contracts, no more seem to appear at Mission Control. As soon as I completed a couple of contracts, two new ones appeared. Is there any way to increase the total number of contracts you can have? Not being aware of this limit, I've accepted quite a few long term contracts in Dunas SOI and have another year to wait before the next transfer window opens.
  7. Hi all, I've used Stock No Contracts but all of a sudden I've started getting part test contracts in my game again. I've even tried deleting the relevant contract types out of the Squad contracts.cfg. And they still turn up! What is going on?! I even tried removing all mods and starting a new career from scratch with the editing contracts.cfg. Still no joy. Any help?
  8. 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!
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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!
  14. 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.
  15. 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!
  16. I don't have contracts show up in the contracts box. Have no idea why. Have asked tech support, anyone else have this problem?
  17. 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?
  18. 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.
  19. Hello. I've been looking for a contract mod that would enable me to get combat missions, with help of BDArmory. I saw the 5dim mod, it seems it is broken at the moment, so are there any other mods that do the same thing? Thanks in advance!
  20. 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
  21. 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?
  22. 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.
  23. 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!
  24. 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!
  25. 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?
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