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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]


nightingale

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  • 2 weeks later...

I got the space camp mission for 14 tourists. When I loaded them on, there was only option to load 12. After some investigating I noticed Tanus and Marsha were already doing a multi-moon flyby, a mission I had accepted before this space camp mission. They had apparently booked a ticket for both missions. I assume this is a bug.

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Hi there,

I'm really enjoying your mod! Just got done with my Space Hotel and money's flowing in :)

However a problem just came up that seems to relate to holding Space Camps in said Hotel =\

Raised an issue in your Github Repo here: https://github.com/jrossignol/ContractPack-Tourism/issues/29

If you need any more info let me know. However my KSP.log didn't have much more info than what I pasted in the issue as well.

 

Cheers

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6 hours ago, PhOder said:

Hi there,

I'm really enjoying your mod! Just got done with my Space Hotel and money's flowing in :)

Could you post a screenshot of your hotel? How did you attach the asteroids on it?

Edited by Luovahulluus
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Hi, before I start complaining I want to say I love the mod and I really do appreciate the work you guys put into expanding the game.

That said, I want to not a very frustrating behavior of this mod. I just had a space camp that was supposed to run for 40 days. The station I was running the camp on is a working station, with lots of changes all the time. it was that lats few days of the camp, when I saw an EVA report pop up that I did not have. I popped my pilot out to grab the report, and the space camp timer was reset. Apparently that was the only pilot on the station at the time. Instead of just pausing the camp while the pilot was out, the contract was entirely reset, so now I have to wait another 40 days for it to complete. This ruined my schedule, as I had a space bus returning from the mun to pick up the camp and return them home (I try to stack missions as much as possible). Now I will be force to fly another mission in 40 days, and the bus mission i was running will only be half as efficient as it could have been, moving it from a profit generating run to a not so profit generating run (granted I still get to use the equipment it dropped off, but I was planning on fully covering the cost with the space camp reward).

So two things: Can we have the game simply pause the timer when a requirement is not met, instead of resetting to 0? and is there a way to edit the save to change the timer back to where it is supposed to be?

Edit: I found some settings that may be what I want:

CONTRACT
            {
                guid = 550f2703-24ae-4b63-89be-83282574fc1e
                type = ConfiguredContract
                prestige = 1
                seed = 1943887268
                state = Active
                viewed = Read
                agent = Kerbal Space Tourism
                deadlineType = None
                expiryType = Floating
                ignoresWeight = True
                values = 1585080,0,0,101112,0,0,25,62,1649006.23818754,64112.3981875113,0,0
                subtype = Tourism_SpaceCamp
                title = Hold a space camp
                description = Mortimer is constantly complaining about the cost of hiring new astronauts.  Rather than wasting our funds on training recruits, or picking up whichever Kerbals happen to be need of rescue from low Kerbin orbit, we should set up a space camp, and train paid tourists to join the space program!  Bring the tourists and some instructors to a long term training facility in orbit, and when they come home we'll see which ones are good candidates for joining the space program.
                synopsis = Bring 15 tourists into a long term orbital training facility.  Some will join our space program when they return.
                completedMessage = This was a great success, we've got a new pilot (Melgan Kerman), engineer (Samlyn Kerman) and scientist (Kerberta Kerman) ready for future missions!
                hash = 123732545
                targetBody = Kerbin
             

. . . . .lots of config stuff. . .

    PARAM
                {
                    name = VesselParameterGroup
                    id = VesselParameterGroup
                    state = Incomplete
                    values = 0,0,0,0,0
                    ContractIdentifier = Tourism.Tourism_SpaceCamp
                    title = Bring the candidates into orbit
                    notes =
                    completedMessage =
                    duration = 864000
                    completionTime = 1725937.4283862468
                    trackedVessel = 455cef71-97f7-41c3-bacb-0e177eaf2c49
                    dissassociateVesselsOnContractFailure = True
                    dissassociateVesselsOnContractCompletion = False
                 

. . . . Lots more config stuff. . .

PARAM
                    {
                        name = ParameterDelegate`1
                        id = Duration: 40 days
                        optional = True
                        state = Incomplete
                        disableOnStateChange = False
                        values = 0,0,0,0,0
                        ContractIdentifier = Tourism.Tourism_SpaceCamp
                        title = Time Remaining: 37 days, 01:51:39
                        notes =
                        completedMessage =
                    }

 

The problem is I don't know how this all relates to each other, for example, i see about a billion blocks of stuff like this:

VESSEL_STATS
                        {
                            vessel = b6836316-670c-4768-bb1c-d32b11c14fea
                            state = Complete
                            strength = STRONG
                            completionTime = 65803.174486258824

and I do not know if that will get recalculated if I change the mission duration times. I also do not know if the hashes include mission times, and so would have to be recalculated to be valid. It would be great if I could just change a few values to turn the mission timer down to a few days or so, but I would need to know which values I would need to change by hand and which ones will get recalculated when I reload the save. Any help would be appreciated.

Edited by lucusloc
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9 hours ago, lucusloc said:

Instead of just pausing the camp while the pilot was out, the contract was entirely reset, so now I have to wait another 40 days for it to complete. This ruined my schedule, as I had a space bus returning from the mun to pick up the camp and return them home (I try to stack missions as much as possible).

You could just wait a few days until the bus arrives and the mission should have been completed. Then just bring everyone home as if it was completed and use the alt-f12 menu to mark the contract completed. This way they have been in space for 40 days and you get the contract completed in time. And it's a lot easier than editing the save file :)

Edited by Luovahulluus
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38 minutes ago, Luovahulluus said:

You could just wait a few days until the bus arrives and the mission should have been completed. Then just bring everyone home as if it was completed and use the alt-f12 menu to mark the contract completed. This way they have been in space for 40 days and you get the contract completed in time.

I didn't know the cheat menu could do that. Thanks!

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Hello,
I'm experiencing a bug with the Investor Tour.

I've two folks waiting to be taken for a tour around the KSC, and I've to choose one. I got that part. When I get closed to one of the two, and I switch to it (with "["), the mission automagically completes, without the need to take the folk for a tour.

Now this might seem to be an ok thing, except, from there the game crashes. What happens is that I can't recover the rover, the dude, or even open another section/screen of the game (Space Center, Tracking Station, etc).

In fact, most of the times the game simply stop working and the only way to recover is to force-quit it and reboot.

Did anyone experience this same issue? And, there is maybe a turn around or fix for it?'cos I'd really like to build that Hotel in space, you know... :)

 

On 3/6/2017 at 9:36 AM, Phelan said:

Only way I've found so far to work around that is to park the rover close to the eastern corner (in view of the investor I picked) of the mission control building, that way I usually have to actually drive a short distance for the waypoint check to kick in, so I can actually get the kerbal into the rover before the contract completes.

(so, no need to find a fix for me, I can work around it, I just figured my 'case' might be of some small help to narrow the problem down :)

Hej Phelan! I've a very similar issue. But I didn't quite understand the way you solved it.

Would you please tell me more about your fix?

Edited by carlorizzante
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I seem to have a problem with the "Bring x amount of tourists to your space hotel" contracts.

When i complete the contract and recover the craft(s) (I say crafts because I often take them up in small groups with my spaceplane, ~6 at a time), the recovered tourists never go away, and I have to manually edit the save file to make them go home. Is this a bug or am I not doing something right?

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  • 2 weeks later...

Great mod!

Just finished my Asteroid Hotel!

https://steamuserimages-a.akamaihd.net/ugc/803173561593632442/4DE21566CFF740FA0467ECEAE734FAC52F30E3F5/

I was wondering can the deliver X tourist to Hotel mission changed to be more like the take tourist to asteroid missions, so the kerbals visit the station for 10-20 days then you have to take them home?

Best regards,

Kristóf

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  • 2 weeks later...

About the Investor crash bug, Can you hardcode two names for the investors? seems like the fact that they pick random names means you collide with the name of an existing kerbal every now and then.

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  • 2 weeks later...
On 4/2/2017 at 9:45 AM, QiJian said:

Why is it not complete?

http://i.imgur.com/cOsI0La.png

http://i.imgur.com/tHLk7kB.png

56Km isn't close enough?

Please help, thanks!

So, I took a look at these screenshots, and since they are essentially the same problem I'm seeing, I re-summarize the issue and hope that either someone has a solution, or the author returns, since I've not seen posts by him in some time. In essence, I had a flyover X location with X kerbals. I've flown this mission five times, meeting all parameters and overflying the area within 30Km (as indicated by Waypoint Manager) of the waypoint, and above the designated minimum altitude of 70K in a suborbital trajectory. All portions of the mission complete except the location portion.

It occurs to me that, since locations are on the planetary body and the mission requires above 70K (which would be in space, obviously), that the system doesn't recognize me as being at the location since the biome would be "low orbit" instead of the planet-based location. Possible?

No matter the cause, this makes the tourism overflights... well, un-doable. Thoughts on a solution?

@nightingale - Pinging you for hopeful answers on this, and the others that are being seen in the last few months.

 

EDIT: Going into the config file for these mission types, the specific parameter that is not completing is:
 

        PARAMETER
        {
            name = VisitWaypoint
            type = VisitWaypoint

            index = @/selectedWaypoint
            distance = 75000

            showMessages = true
        },

I wonder... what does the 'distance' portion of this parameter really mean? That I have to be within 75Km of that waypoint, or that my altitude must be between 70Km (minimum for the mission) and 75Km (per this parameter)? Or maybe something else entirely?

Edited by Shadriss
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  • 2 weeks later...
On 2017-5-22 at 1:07 PM, Shadriss said:

So, I took a look at these screenshots, and since they are essentially the same problem I'm seeing, I re-summarize the issue and hope that either someone has a solution, or the author returns, since I've not seen posts by him in some time. In essence, I had a flyover X location with X kerbals. I've flown this mission five times, meeting all parameters and overflying the area within 30Km (as indicated by Waypoint Manager) of the waypoint, and above the designated minimum altitude of 70K in a suborbital trajectory. All portions of the mission complete except the location portion.

It occurs to me that, since locations are on the planetary body and the mission requires above 70K (which would be in space, obviously), that the system doesn't recognize me as being at the location since the biome would be "low orbit" instead of the planet-based location. Possible?

No matter the cause, this makes the tourism overflights... well, un-doable. Thoughts on a solution?

@nightingale - Pinging you for hopeful answers on this, and the others that are being seen in the last few months.

 

EDIT: Going into the config file for these mission types, the specific parameter that is not completing is:
 


        PARAMETER
        {
            name = VisitWaypoint
            type = VisitWaypoint

            index = @/selectedWaypoint
            distance = 75000

            showMessages = true
        },

I wonder... what does the 'distance' portion of this parameter really mean? That I have to be within 75Km of that waypoint, or that my altitude must be between 70Km (minimum for the mission) and 75Km (per this parameter)? Or maybe something else entirely?

There was a report that I haven't had to look at, and I think the distance on that VisitWaypoint parameter is bugged.  Next CC release will hopefully fix that.

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1 hour ago, Shadriss said:

@nightingale That being the release a few days ago, I take it? I'll let you know when the next one comes up if it works or not. Thanks for the reply - know you've been EXTREMELY busy of late.

No, sadly I didn't check this until after I did the release.  It'll be 1.23.1 (which will be shorter than the time between the last two releases :D).

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  • 3 weeks later...

Been moving the last few weeks, so missed your reply. Haven't been able to play, so can't say if it's fixed or not yet. When everything is up again, I'll get back to you - I see 1.23.1 has dropped, so that should be addressed now, as I understand it.

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  • 1 month later...

Great mod! It seems like almost all parts of this mod works perfectly for me expect the investor contract...

I also have the problem where sometimes the investors don't spqwn properly, but that can be fixed by saving and loading, so no big problem.

The thing for me is that after the investor contract, the crafts will spawn incorrectly either on the launch pad or the runway, with the camera locked into the ground sideways and the staging broken while the craft is simply uncontrolable. The only fix to this is to exit the game and enter again, so I'd like to see a workaround to this.

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  • 3 weeks later...

I haven't tried re-creating yet, but a 'return tourists from hotel/casino' failed to complete when I recovered all the tourists.

I'd sent up two batches of tourists to my casino, and then accepted the contract to recover all 48 of them (I'd cancelled the contract to recover just the first batch, so the new contract was to recover every tourist on the station), and returned them all using just the first craft I'd sent up (manually transferring the tourists form the 2nd craft to the first). Then after landing at the runway and recovering, none of the kerbals listed in the contract were listed as recovered. Not lost, just not recovered. Double checked the station, and no-one was left, so I just alt-f12 completed the contract.

In the log, it only listed 30 kerbals as available again, not the full 49 (48 tourists and Jeb)

I can try re-create if that helps.

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Experiencing a weird bug with the investor contract, when I pick up an investor, the contract completes immediately, which is fine and not game-breaking, except for the fact that after that, all my controls to leave that vessel lock and the only way to stop this behavior is to close the game, at which point that progress is lost and the bug happens again with the next try.

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