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


nightingale

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32 minutes ago, flart said:

@nightingale How take one of two kerbals on board at initial kasino/hotel «Investor tour» contract? I drive to these waypoints, and nothing happens. Hover has 5 empty sits for kerbals.

KPS v1.3.0.1804, CP:Tourism Plus v1.5.2

well I completed both contracts because this is repeatable, thankfully hehe

I suggest, right after you accepted this contract drive some ground rover kind vessel to the spot where they stand, switch to KSC view, there you have the 2 Kerbals shown up as vessels(?) hotspot in your view, pick one of them and enter your rover with him/her. Then show off a KSC tour :)

I also installed waypoint manager as suggested in the OP, very very helpful!

Regards

Edited by LatiMacciato
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22 minutes ago, flart said:

@LatiMacciato Yes, it works ) Solution is use one of them at EVA, and put to hover. They don't sit to car by themseft.

Technicially (for the game) your owning this Kerbal/vessel at that point you "fly" it from KSC view, which is made by design because as part of any Space Program you really don't own any visitors/tourists etc. Makes sense to me hehe.

Glad it works for you too!

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  • 3 weeks later...

I think I found a bug (unsure if that's known already nor fixed). Contracts are generated with Kerbals but sort of overwrites exsisting Kerbals by name. Example: I have Summer Kerman (Engineer) already at some vessel, contract is generated with a "new" Summer Kerman, then the existing engineer is promoted to a tourist and he instandly had amnesia.

I hope my example does make sense.

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  • 3 weeks later...

I have found a problem when using contract pack with multiple system packs, loaded in the game(mods like Galactic Neighborhood or Kerbal Star Systems). Some  contracts, like investor tour, check if player has orbited Kerbol via Sun() function. However, in modified games stock Kerbol is the center of the universe and parent for all other stars, including new Kerbol. As such the contract requires the player to orbit the new Sun, which means leaving SOI of Kerbol. As a result affects difficulty of these contracts.

A possible solution to the problem would be get a name for the homeworld parent and use it on contract requirements. If it is not possible to get such reference then the only solution is for maintainers of system packs to provide patches that will change contract requirements to check for a star/planet name, specific to the pack.

 

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  • 3 weeks later...
On 18/08/2017 at 5:45 PM, TheProtagonists said:

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.

Any news on this? Because I have the same problem.  Completing investor contract screws up my loading at the launch pad and renders the game unplayable. 

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I think "Bring tourists to hotel" contracts are overpowered. I can use Mk3 fuselage modules for 16 kerbals and build one shuttle for all of them for about 500k :funds: and such contract gives me 1,5kk only for one-way trip and about half for coming back. I think it nullifies value of money, because now I can just combine any other craft with this contract and it will compensate any losses and technical imperfections. It brings "Career" game mode to "Science" mode + requirement to farm money delivering kerbals to hotel. Farm is boring.

I think such sontracts must give less money and spawn not as frequently one after another. There is not so much rich kerbals in world, right?

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4 hours ago, WakabaGyaru said:

I think "Bring tourists to hotel" contracts are overpowered. I can use Mk3 fuselage modules for 16 kerbals and build one shuttle for all of them for about 500k :funds: and such contract gives me 1,5kk only for one-way trip and about half for coming back. I think it nullifies value of money, because now I can just combine any other craft with this contract and it will compensate any losses and technical imperfections. It brings "Career" game mode to "Science" mode + requirement to farm money delivering kerbals to hotel. Farm is boring.

I think such sontracts must give less money and spawn not as frequently one after another. There is not so much rich kerbals in world, right?

Well he says in the blurb at the beginning of this post that running Kerbals to a space casino (& probably the hotel too) is like "printing money." So I think the cost/benefit ratio is intentional. If its too much money for you, just dont accept the contract....?

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On 20.11.2017 at 4:45 PM, RX2000 said:

Well he says in the blurb at the beginning of this post that running Kerbals to a space casino (& probably the hotel too) is like "printing money." So I think the cost/benefit ratio is intentional. If its too much money for you, just dont accept the contract....?

I'd rather prefer to play balanced contract pack with all contracts interesting and adequate. If I want to print money, I will just Alt+F12.

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  • 3 months later...

I don't know if i'm doing necroposting, however, i Have a problem with this mod: the crapton of tourist that gets back to kerbin and that stays in the astronaut list forever, so i have like 50+ tourist and i don't know how to eliminate them from the lists, and so picking new ones for new mission and find them becomes impossible...

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  • 3 weeks later...
1 minute ago, Gordon Dry said:

So it says 1.4x compatible.

Dunno if it's a Contract Configurator issue, but the countdown for a "kick off space tourism" contract always resets to 4h:00m after I set a Kerbal to EVA or switched to another vessel nearby.

I'll take a look.  Make sure that you still meet the contract though when you EVA (if you don't have a pilot on board you don't technically meet the objective any more).  But it could be there's an issue - since switching vessels should be fine.

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3 hours ago, Bob Jub said:

How do I send modules that have at least 50 crew capacity to LKO for the hotel for less than 600,000 funds?

You get another 600k to bring them back - so that should be very doable if you use the MK3 crew cabins (16 passenger capacity).

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  • 1 month later...
On ‎3‎/‎21‎/‎2015 at 4:02 PM, nightingale said:
<snip>

Download

CKAN: In CKAN, Select and download the mod "Contract Pack: Tourism"

GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request:

  1. Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread.
  2. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread.
  3. The Tourism contract pack can be downloaded from GitHub.
  4. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread.

Optional Stuff

  • It is recommended that you install Waypoint Manager, as there is one contract that involves touring the KSC, and it will be more difficult to hit the waypoints without it.
  • The contract pack works for RSS and planet packs - there's a late-game contract to visit gas giants that will pick up any gas giant loaded in the game.

Source

<snip>

Updated links for you - copy paste as you like.

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  • 1 month later...
On 3/28/2015 at 2:38 AM, nightingale said:

When you load a new ship on the launchpad, if it has enough free space for the passengers, a dialog box will pop up asking if you want to load passengers. Only if you have enough free space though!

Hi, thanks for this great mod!

I've got a problem, well, with the first contract: It is available, and when accept it, after few seconds, it shows "no vessels matching parameters" and the contract return on unaccepted state. I tried many configurations, have a ship on launchpad/runway with enough space (the windows doesn't popup) , accepting contract from the runway (with contract mod capcom), with or without KCT, etc,  but still the same thing happens.

Any ideas?

Thanks :)

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On 6/2/2018 at 2:00 PM, kurgut said:

Hi, thanks for this great mod!

I've got a problem, well, with the first contract: It is available, and when accept it, after few seconds, it shows "no vessels matching parameters" and the contract return on unaccepted state. I tried many configurations, have a ship on launchpad/runway with enough space (the windows doesn't popup) , accepting contract from the runway (with contract mod capcom), with or without KCT, etc,  but still the same thing happens.

Any ideas?

Thanks :)

None.  I think I'd have to see a KSP.log to be able to comment on what's going on here.

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  • 2 weeks later...
5 hours ago, billybob579 said:

Just completed the contract to build a hotel, but I've timewarped several months now and am still not getting any contracts to send kerbals there. Am I missing something, or possibly encountering a bug?

Hard to say without more info - what does the requirements on the "Bring tourists to a hotel or casino" contract look like?

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