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


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  • 3 weeks later...
On 1/28/2020 at 1:58 PM, Stamp20 said:

Whenever I complete the Investor tour contract, I don't get the contracts to build the hotel or casino.

Same problem - tried to force the investor contract to complete with alt-f12, in case that worked, but it didn't.

Edited by Clamp-o-Tron
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I'm sorry if this question has been asked before and I've missed it, but:

I'm trying to do the "Admin Tour" contract, and the last waypoint I need to visit is the tracking station... and I've been driving back and forth all the way around it, close and far, for about 15 minutes. I cannot get it to recognize that I am at the specified location. I can't seem to find the magic invisible spot that triggers the contract objective.

Is there a way to actually see the waypoint, or to otherwise find out what the mission expects of me?

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1 hour ago, Tokamak said:

Is there a way to actually see the waypoint, or to otherwise find out what the mission expects of me?

Look in the first post of this thread. Waypoint Manager is what you want.

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16 hours ago, Krymson Skorpyon said:

Forgive me if this has been discussed already. 

I'm playing my first game with this contract pack, and so far I've had zero "rescue stranded astronaut" missions come up.  Does this contract pack over-ride rescue missions?

Tourism+ only disables the stock tourism contracts. It could be that another contract pack/mod is disabling the stock "recover asset" contracts or that you haven't yet met the stock requirements for the contracts to appear (can't recall offhand but you may need to unlock manoeuvre nodes before rescue contracts are offered?)

You can check which contract types are enabled in a particular save by loading it then choosing settings in the pause/KSC menu; clicking on the difficulty button at the top of the settings dialog and then the Contract Configurator tab. You will see a column of radio buttons representing the contract packs and another column representing stock contracts (and mod added contracts that use the stock contract method). As I mentioned earlier the rescue contracts are grouped under the "RecoverAsset" option in the stock contracts column so make sure that is enabled.

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4 hours ago, Aelfhe1m said:

Tourism+ only disables the stock tourism contracts. It could be that another contract pack/mod is disabling the stock "recover asset" contracts or that you haven't yet met the stock requirements for the contracts to appear (can't recall offhand but you may need to unlock manoeuvre nodes before rescue contracts are offered?)

You can check which contract types are enabled in a particular save by loading it then choosing settings in the pause/KSC menu; clicking on the difficulty button at the top of the settings dialog and then the Contract Configurator tab. You will see a column of radio buttons representing the contract packs and another column representing stock contracts (and mod added contracts that use the stock contract method). As I mentioned earlier the rescue contracts are grouped under the "RecoverAsset" option in the stock contracts column so make sure that is enabled.

Thank you!  That's very valuable information.

I checked as you described, and "RecoverAsset" is enabled.  I've upgraded the following buildings to level 3: the astronaut housing, mission control, the launch pad, the VAB, R&D, and the tracking station.  I've also fully researched the first five levels of the tech tree, and am about half-way through level six.

I'm kind of at a loss to explain it, but at least I've ruled one thing out.  I'll keep digging.

[edit]  I wonder if it's because I've not yet completed a "Transfer between two ships" contract.  I've got one "in flight" right now (pardon the pun) - I'll share the results when I've finished it.

Edited by Krymson Skorpyon
Had a random thought.
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On 5/21/2020 at 12:21 PM, Krymson Skorpyon said:

[edit]  I wonder if it's because I've not yet completed a "Transfer between two ships" contract.  I've got one "in flight" right now (pardon the pun) - I'll share the results when I've finished it.

Well, I've completed a couple of "transfer between two ships" contracts, and still no rescue missions.

Any other suggestions regarding what to look at?  I'd really like to avoid the "make a plain install and add addons one at a time" tedium.

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  • 3 weeks later...

I spent some time looking for the answer to this obviously stupid question with no luck- how exactly do I give one of these hotel/casino investors a tour? I pull up to them in a rover, they just stand there, I can't switch to them so I can't make them board the rover. And they don't seem to follow Jeb on foot, either.

So can someone please tell me how I'm being stupid so I can do this? :)

 

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  • 2 months later...
On 5/16/2020 at 11:08 PM, Clamp-o-Tron said:

Same problem - tried to force the investor contract to complete with alt-f12, in case that worked, but it didn't.

@Clamp-o-Tron and @Stamp20 sorry if this is a bit late, but I also had an issue with the hotel and casino contracts not appearing, and I think I've managed to track it down to the antenna requirements.

If you open the hotel and casino contract cfg files, at the bottom there's a section where it talks about RemoteTech changing the antenna module. I commented that out. I left in the bit about AntennaRange.

I have no idea why it worked, I don't have RemoteTech installed, so I don't think that bit of code should have mattered.

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  • 4 weeks later...
19 hours ago, captinjoehenry said:

Hi I love this mod.  But after I launch a space hotel I don't get any contract to bring tourists to it.  I've even tried redoing it a couple of times with no changes @nightingale

Not sure why that would be - raised jrossignol/ContractPack-Tourism#35 to look into this.

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  • 2 months later...

I noticed an oddity yesterday.  I have a space hotel, and I completed a contract to bring some tourists to it, which generated the follow-on contract to bring the tourists back home.  So I brought the tourists home, but after landing and recovering two of the three spacecraft they were in, I realized I'd forgotten to actually accept that second contract.  The contract was still available, and when I accepted it, all its "recover kerbal" objectives showed as "incomplete" even though most of the tourists were sitting on Kerbin, available for another launch.  I fixed the situation by putting those tourists in a pod on the launchpad and recovering it from there, at which point the contract showed their recovery objectives as "complete".  (Then I brought home the last group from the hotel, to complete the recovery contract overall.)

I know this might just be a limitation of Contract Configurator, but if possible, the "recover kerbal" objectives ought to be automatically marked "complete" if the kerbals are already on Kerbin when the contract is accepted.

On a slightly different note: the thread's OP says "you'll also start receiving tourist contracts for 20-50 Kerbals to visit your attractions at a time", but the contracts I've gotten have only been for 10 to 12 kerbals to visit the space hotel, even though its capacity is more than 60.  Was the number reduced at some point after the OP was written, or am I doing something wrong, or are bigger contracts just less common?

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  • 2 weeks later...
55 minutes ago, Valar Morghulis said:

be new contracts with hotels and casino after when I completed ones around the Kerbin?

The hotel and casino building contracts in the pack are targeted for "Homeworld()" only,  so just Kerbin.

The station contract will send tourists to any planet  with an orbiting station that was a great deal of living space so... If you build it, they will come   

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  • 3 weeks later...
On 12/31/2020 at 7:20 PM, Caerfinon said:

The hotel and casino building contracts in the pack are targeted for "Homeworld()" only,  so just Kerbin.

The station contract will send tourists to any planet  with an orbiting station that was a great deal of living space so... If you build it, they will come   

But the contracts generated do not appear to take into account how much excess living space there is, so you will not be asked to send tourists to Duna by the busload.

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  • 1 month later...

Had an issue while giving the Hotel investor his tour. Drove around fine and completed the tour up to the VAB, but when driving around the VAB it never checked it off.

 

Edit: backed out of the mission by reverting to VAB, now getting the issue like others where the two investors are a hundred meters or so floating above the KSC on the "building select" screen 

Edited by IV_Aerospace
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  • 2 weeks later...

For anyone else who might have encountered this - on a heavily modded install (so conflicts are possible) of 1.11.1 with newest versions of everything I could get newest versions for, every time I complete the investor tour contract, the next craft I launch cannot be controlled, the camera moves to an unusual position, and basically I can't launch or do anything. Reverting works, but launching fails and entails a very large number of nullrefs from a large number of mods. I've done this on various saves and the common denominator is *always* completing the investor tour, then launching a new craft. I have no idea what's going on, exactly, but just a heads up for anyone else who was as confused as I was by sudden game/save-breaking madness.

Edited by AccidentalDisassembly
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15 hours ago, AccidentalDisassembly said:

For anyone else who might have encountered this - on a heavily modded install (so conflicts are possible) of 1.11.1 with newest versions of everything I could get newest versions for, every time I complete the investor tour contract, the next craft I launch cannot be controlled, the camera moves to an unusual position, and basically I can't launch or do anything. Reverting works, but launching fails and entails a very large number of nullrefs from a large number of mods. I've done this on various saves and the common denominator is *always* completing the investor tour, then launching a new craft. I have no idea what's going on, exactly, but just a heads up for anyone else who was as confused as I was by sudden game/save-breaking madness.

I've had this a few times, but never made the connection to this contract.

 

@AccidentalDisassembly it might be a bit late for you now, but you can save the savegame if you've got a recent backup of your persistent.sfs file. Just replace the corrupt one with the backup version.

Edited by WelshSteW
tagging AccidentalDissasembly
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