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


nightingale

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I'm sorry, I don't think I understand the question. The issue is that I'm not receiving any such contract in-game, so I can't see there what the requirements for completing it are. And I had thought the requirements for receiving that contract was just to complete the "Build a hotel" contract, which I did. I am getting the standard "visit a space station" tourist contracts for 2-3 tourists, but not the attraction contracts.

I looked through Attraction.cfg, and though I know very little about how to parse them, I noticed that several points reference a validHotels file/list of some sort. It seems like a likely point of failure that would produce the symptoms I'm seeing, but I'm not sure where to look to check if somehow my vessel didn't wind up on that list. I checked the save file but it wasn't there; could you point me toward it, if it's something that's accessible and human-readable?

Edited by billybob579
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Sorry for double-post, but it just hit me, the reason it's not working is almost certainly the way I put the hotel in orbit. I used a reusable SSTO rocket to get it into space, and then decoupled it the hotel portion. But I just remembered that I then had to rename the hotel "stage" because it had been renamed to "NAME OF SSTO Probe". Is it possible that the validHotel flag was attached to the SSTO which I then deorbited and recovered, instead of to the actual hotel "probe" that I left in orbit? And if so, is there some button I can press or file I can edit to fix that?

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20 minutes ago, billybob579 said:

And if so, is there some button I can press or file I can edit to fix that?

Not easily, you'd have to edit the hotel into the validHotels list, and there's some data that's not easy to get in there.

You'd be better off getting the hotel contract again and just using hyperedit or other cheats to get it into orbit.

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  • 2 weeks later...
  • 2 weeks later...
On 11/14/2017 at 7:38 AM, Kuldaralagh said:

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. 

+1 Same here

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  • 3 weeks later...

So there is am intermittent bug with the contract system. Specifically,  for some reason Space Camp contract lost track of a Kerbal. I looked for that kerbal for an hour across all of my ships, and eventually found him where he supposed to be and on the station where the camp was supposed to be happening, but the contract info showed him absent. I moved that kerbal from one part of that station to another and contract refreshed and he was shown as present, but timer got reset.

I do realize that the issue might be be exactly the problem with contract but it would be nice, as someone else already asked before here, to make the contract not reset the timer but pause it, if some criteria turned from compete to incomplete. This at least will somewhat address this issue and actually would make Space Camp contract more realistic.

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  • 5 weeks later...

Is it possible you could add a contract that's like the space camp, but for kolonists from MKS? Basically, instead of requesting a 40-day orbit around Kerbin with 12-16 kerbals, and giving you a pilot, engineer and scientist, it would request a long-term orbit around another body (probably Duna, since it's the kerbal analogue of Mars, the real-life most promising planet for colonization) with around 30-40 kerbals, and give you around 1-3 of each type of astronaut from that mod. Also, the prerequisites would obviously be different.

I've been trying to make one myself, but I don't know how to get it to work.

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  • 3 weeks later...

I am doing the investor tour contract for the casino and I"m trying to get the R&D building done but I don't know where the waypoint is. I go to map view but the tracking station is coving up the clickable waypoint. So where do I take this kerbal to fulfill that objective?

EDIT: Never mind. While I was sitting here writing this the checkmark appeared. Thanks anyway.

Edited by TheAngryHulk
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  • 1 month later...
On 8/28/2018 at 8:52 PM, Scotskerb said:

Is it possible you could add a contract that's like the space camp, but for kolonists from MKS? Basically, instead of requesting a 40-day orbit around Kerbin with 12-16 kerbals, and giving you a pilot, engineer and scientist, it would request a long-term orbit around another body (probably Duna, since it's the kerbal analogue of Mars, the real-life most promising planet for colonization) with around 30-40 kerbals, and give you around 1-3 of each type of astronaut from that mod. Also, the prerequisites would obviously be different.

I've been trying to make one myself, but I don't know how to get it to work.

I would be so down for that !!!!



also a question:
What do i need to do to get higher paying contracts to another body ? Duna for instance?

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  • 3 weeks later...

Seeing issues where the conditions are met but the contract does not update.  I know I can simply use the cheat menu to complete it, but really, poor Tito has been in orbit for a while and Tourism seems to not realize that Jeb took him for a ride.  I'd like to confirm that is a problem with Contract Configurator in its current version but running on 1.5.1 which apparently changed something that make it not read results properly. 


addendum: Now that I have checked a few others, like Research bodies, and some of them seem to be ignored despite their conditions being met - so I suspect its not a Tourism contract pack problem at all. Discussion over on the Contract Configurator thread seems to agree, but I'd like to hear from the author before I place my possibly faulty assumptions as "fact" - maybe there are edits that need to be done to contracts?

Edited by Murdabenne
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Having a problem where the new contracts do not recognize the people having been brought into orbit at all (see screenshot below).

Reading this forum topic makes me think the problem is that I did not load the tourists from the launchpad (loaded them from the vab as I load all my crew), and didn't get the notification window asking me who to load while on the launchpad.

 

Why was this requirement implemented, and is it possible to disable it while still keeping the mod installed?

My only other recourse is to uninstall, really frustrating going the effort to put people into space just for a technicality making it all irrelevant (particularly as I'm currently close to 0 funds and can't afford another mission to make money out of).

 

ufBfZpj.png

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[thought I was editing but instead made a new post, oops]

 

Found another frustrating technicality: where in stock tourists paying for sub-orbital flights would be happy if they got an orbital flight instead (thus allowing me to combine sub- and orbital contracts in the same ship), Tourism+ tourists will not pay if they end up in orbit, even if the altitude is near what they asked for and they get to pass over the points they asked to visit (see screenshot below).

These tourists were loaded on the ship at the launchpad through the Tourism+ prompt before launch.

 

Are these issues editable in any way in some .cfg?

 

EPQSYhP.png

Edited by TanoPrime
mistakenly double posted
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@TanoPrime

For your first issue, did you bring your orbit to 75000 X 75000 or higher?  Tourism Plus will not accept a periapsis from 70000-74999m as sufficiently orbital as the contracts stipulate 75000m.  How about leaving them up there for the 1hour requirement?  I've used Tourism Plus in KSP 1.2.2 and 1.5.1 and never had a problem loading tourists in the SPH/VAB.

To complete those sub-orbital contracts you must be on a sub-orbital trajectory when you pass over the waypoint.  Get orbital then flip retrograde and bring your periapsis to 69999 or less just before you hit the waypoint.  That will complete both the stock non-time based orbital contracts and the Tourism Plus sub-orbital contract.

Edited by overkill13
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  • 4 weeks later...

What causes timers ("Time remaining") to reset?

 

Pilots going EVA does.  Some other things, too, but I didn't notice what.  Only that my alarm went so I expected the "Kick off Space Tourism" mission to be done and ready to descend, but it was back at just under 4 hours again.  I'd since been controlling other vessels in the meantime, though had also flicked back and time warped a bit on the tourist vessel.

 

EDIT:  Possibly a red herring, but I think that maybe physics timewarp might have had something to do with the timer resetting.  I've got an orbit of 75100x75050, and when I was on physics timewarp ( [alt]+[>] ) at some point in lower part of the orbit the timer switched back to 4h.  But it was fine as it was wizzing around in normal timewarp.

Edited by Vegvisir
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On 1/5/2019 at 4:35 AM, Vegvisir said:

What causes timers ("Time remaining") to reset?

Anything that causes the contract requirements to no longer be met. 

As you noted, most Tourism Plus contracts require a pilot, so if they exit the vessel the checks will see no pilot on the vessel and reset the timer.  Not likely in your case, but I have also had this happen when moving vessels between docking locations on my stations too, as my pilot undocked to move a ship, while the tourists were on the station.

If you break the 75000m periapsis requirement, the contract will reset as well.  I've done this by initiating reentry before the timer ran out.  Correcting afterwards was too late because pe dropped and the timer had already reset despite the ship never leaving orbit.

If I had to guess, I would say that physics time warp caused your vessel to glitch below 75km and the timer reset.  I've never seen this happen, but I have seen my ap/pe glitch around during warping at times.

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  • 2 weeks later...

Some balance feedback: IMO suborbital contracts pay too much. They pay twice what you get for LKO contracts,  I guess there are four types of these:

1) Near KSC. Example: K2. This requires less delta-V than LKO and have a pretty easy mission profile. Should pay less than LKO IMO. Maybe 0.75x?

2) Near the equaltor. Example: The Great Desert. It's basically LKO with the rentry burn timed shorty before the waypoint. Should pay the same as LKO.

3) Off the equator and off KSC. Example: The Northern Mountains. For these you need LKO+inclination, and the pay still seems a bit high. Maybe 1.5x LKO.

4) The poles. Current pay is reasonable as you need a polar orbit which is expensive.

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Just wanted to pop in and say thank you for this contract pack. I love the dynamic way you've built it, really fun and immersive. Combo's really well with mods that intentionally make funding difficult.

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  • 3 weeks later...

Could you possibly add a high orbit into the pack right now we have low orbit for 1h how about those tourists that want high orbit 255km :).
And Deep space orbit could be like 2500km.


Could unlock First Tourist, Then Low Orbit, Then High Orbit, then Deep space Orbit.  Would expand it a lil bit :)

 

Thanks.

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  • 4 weeks later...

Hi, I'd like to say thanks for this mod, it's been great.

I'd like to submit a bug report, however. I'm using the 1.3.1 version of the mod, so it may have been fixed, but I don't think it has been, so it might be something you want to look at.

I had a "Space Camp" contract spawn with a tourist who had the same name as one of my astronauts. The game decided to deal with this by deleting the tourist and keeping the astronaut. The contract wouldn't register without her on board, so I put her (astronaut) on the rocket. After the mission was over, the contract despawned the tourists, and that astronaut with the same name as the tourist. So, in short, the contract ate my astronaut. Luckily she wasn't a really important astronaut, but still.

I don't know if this an issue with all tourism contracts or just this mod. If it's an overarching issue I'll report it on the bugtracker, but if it's not, I'd suggest adding a filter so that the contracts don't spawn with the same name of an already created astronaut, unless what happened to me was extremely rare, in which case it probably won't be worth it.

Thank you!

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  • 4 weeks later...
On 12/2/2018 at 7:24 PM, TanoPrime said:

[thought I was editing but instead made a new post, oops]

Found another frustrating technicality: where in stock tourists paying for sub-orbital flights would be happy if they got an orbital flight instead (thus allowing me to combine sub- and orbital contracts in the same ship), Tourism+ tourists will not pay if they end up in orbit, even if the altitude is near what they asked for and they get to pass over the points they asked to visit (see screenshot below).

These tourists were loaded on the ship at the launchpad through the Tourism+ prompt before launch.

Are these issues editable in any way in some .cfg?

 

Tourist flights over specific sites MUST be suborbital when you enter range of the site. It's been that way forever.

Also the orbital tourism contracts are not very cost effective since you have to be in orbit for at least 1 hour. You can fly about 2 to 4 suborbital tourist flights in that same time period (assuming K2, Southern Mountains, or polar overflights).

Anyways, the most cost effective tourism flights are munar flyby and munar landing. Get 4 person contracts to fly by the Mun and a 4 person contract to land on the Mun, and you'll make a huge pile of spesos. Later on when you establish a base, you'll see contracts for tourists to visit the base and you can even make more money a combination tourism flyby, landing, and base visit mission (assuming you have the tech for a 13 person Mun lander/Kerbin return vehicle).

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Build a space casino with 4 small asteroids and you can basically print cash.  It's so easy it alsmost feels like cheating.  30 tourists to visit the casino, all the asteroid visit contracts available, plus the return trip contract, stick them in a space plane and you can get 3 - 5mill per trip.  Obviously it takes some investment to set it up but dragging 4 small roids into orbit and hooking them up isn't especially hard or expensive to do, especially if you're taking roid visit contracts at the same time.

Space hotel is even easier and can net you 1 mill per visit - my current budget space hotel costs 150k or so to launch and is basically the same ship as the space shuttle that ferries tourists to it - fits 50+ kerbals comfortably with spare room for snacks.

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  • 3 weeks later...
On 4/4/2019 at 8:07 AM, Friznit said:

Build a space casino with 4 small asteroids and you can basically print cash.  It's so easy it alsmost feels like cheating.  30 tourists to visit the casino, all the asteroid visit contracts available, plus the return trip contract, stick them in a space plane and you can get 3 - 5mill per trip.  Obviously it takes some investment to set it up but dragging 4 small roids into orbit and hooking them up isn't especially hard or expensive to do, especially if you're taking roid visit contracts at the same time.

Space hotel is even easier and can net you 1 mill per visit - my current budget space hotel costs 150k or so to launch and is basically the same ship as the space shuttle that ferries tourists to it - fits 50+ kerbals comfortably with spare room for snacks.

Are the tourists supposed to stay with you when you land and recover the vessel? Because  I now have 32 tourists in my astronaut complex after completing a trip to my hotel.

Edited by beomagi
typo
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