nightingale

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

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hey, i have a slight bug with the tourists. after a mission they arent leaving my roster.

More than likely it's a known stock bug where the tourists aren't "reclaimed" if you recover them from the tracking station or space center. Put them in a capsule, and recover from the flight view and they should disappear properly.

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More than likely it's a known stock bug where the tourists aren't "reclaimed" if you recover them from the tracking station or spaaace center. Put them in a capsule, and recover from the flight view and they should disappear properly.

Gonna be honest, the one time that happened I didn't even think about that. Pod + Flea + Crash = No longer on roster. Reputation is for suckers.

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I'm having an issue where anytime i load the tourists on the pad the game chugs along at 1 fps until i get tired of waiting and just force close the game. I have no clue on how to figure out what's going on, any ideas?

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I'm having an issue where anytime i load the tourists on the pad the game chugs along at 1 fps until i get tired of waiting and just force close the game. I have no clue on how to figure out what's going on, any ideas?

I'll check if I can reproduce it, but logs would help (usually that type of thing means there's some exception spamming in the background).

- - - Updated - - -

Worked fine on mine - I'll need to see those logs to know what's up on your end.

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I'm having an issue where anytime i load the tourists on the pad the game chugs along at 1 fps until i get tired of waiting and just force close the game. I have no clue on how to figure out what's going on, any ideas?

Are you running ship manifest by any chance? Try turning off the "crew transfer override". (or whatever it's called) One day I'll actually produce some logs, and report this issue.

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Are you running ship manifest by any chance? Try turning off the "crew transfer override". (or whatever it's called) One day I'll actually produce some logs, and report this issue.

yes, i am. I'll try that.

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just tried it. Turning off ship manifests' "override stock crew transfer' fixes the problem.

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so i'm looking for some help with suborbital contracts; I took one, did a suborbit over it at 120km, and nothing. the contract says i didn't do the job. didn't hit the location of 'south pole'. was i too high? do i need my trajectory to end close to the location?

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so i'm looking for some help with suborbital contracts; I took one, did a suborbit over it at 120km, and nothing. the contract says i didn't do the job. didn't hit the location of 'south pole'. was i too high? do i need my trajectory to end close to the location?

could you try again and get a screenshot? its difficult to troubleshoot that cause i've never had a problem with it.

edit: actually yeah i bet 120k is too high. when i do those i go around 80k

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so i'm looking for some help with suborbital contracts; I took one, did a suborbit over it at 120km, and nothing. the contract says i didn't do the job. didn't hit the location of 'south pole'. was i too high? do i need my trajectory to end close to the location?

You were almost certainly too high. Like Doughy said, I do those at around 80k. They are pretty tough which is why the payout is good.

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Yeah, i had a different suborbit one, and that one went by fine, i was too high for the first contract.

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From which mod is the chair from the 4th pic?

RoverDude's USI Survivability USI Exploration.

EDIT: I had that wrong initially.

Edited by nightingale

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Bringing this here to the correct thread:

Using KSS, how do I redefine what KSS actually is? My station, Prosperity, was going ok, but I messed up expanding it and I fear going near it so I want to send up a replacement. Complicating matters is the fact that I have a contract I accepted before I messed up for some tourists to visit it - my worry is that if I do redefine the KSS, the contract will still require the old deprecated (possibly exploded) station
The tourism one won't switch automatically, it'll be tied to whatever vessel it picked.

How would I go about changing the vessel it's for? What parameter in the savefile would I need to change? I'm guessing bad things will happen if I don't have a target vessel in place while the contract's active..

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How would I go about changing the vessel it's for? What parameter in the savefile would I need to change? I'm guessing bad things will happen if I don't have a target vessel in place while the contract's active..

Been a while, so had to poke around a bit. Search for a contract (or contracts) called Tourism_Station. In it, you'll find a PARAM node with name=VesselParameterGroup. There should be an attribute with vessel="something". The easiest thing to do is to change that to LKOStationNEW and that should point to the KSS always (even if you relaunch it).

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Been a while, so had to poke around a bit. Search for a contract (or contracts) called Tourism_Station. In it, you'll find a PARAM node with name=VesselParameterGroup. There should be an attribute with vessel="something". The easiest thing to do is to change that to LKOStationNEW and that should point to the KSS always (even if you relaunch it).

Smashing, cheers chap!

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So I took the male kerbal on the KSC tour but I'm not getting the casino contract. Am I missing something?

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So I took the male kerbal on the KSC tour but I'm not getting the casino contract. Am I missing something?

Took a peek, everything still seemed correct with it. You need to have enough reputation to get the 3-star contracts, otherwise it should just show up. If you cycle the contracts a bit and it still doesn't show up, send a save and I'll take a look.

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This took place: http://forum.kerbalspaceprogram.com/threads/124366-Tourist-contracts-failed?p=2217226&viewfull=1#post2217226

All the params in VesselParameterGroup have a uuid in them (0c111f2c-eb09-4419-93c1-d5d2c0b545ed), even though I did not yet launch anything relevant. (Or, I think, anything at all since accepting the contract.)

Is this normal or is that what is failing me?

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This vessel ID does not exist anywhere else in the savefile, only 4 times in the contract.

Also, shouldn't the required tracking station lvl be 3, since only that shows asteroids?

It's not zero based, since like I say in the other thread, I got it without asteroids on the map yet.

Finally, the contract does not actually stay under "Failed" in archive, and is not in the save file any more... :confused: (Even though it does impact reputation)

Edited by qm3ster

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All the VesselParameter parameters will store the state value for each vessel that a check gets performed on - so it may be enough to just switch to another vessel when the contract has been accepted. For some parameters you may not even have to do that much. If you want to find the id, you may want to search for just the first few characters - Squad stores them without the dashes (I noticed the inconsistency, but have never bothered to try to fix it).

Make sure that you're on the latest version of Contract Configurator. There was a recent fix to the Facility requirement where the check would fail outside the astronaut complex. If that's not the issue, have a look at this section of the wiki for turning debug on, and then provide a log file with the log level set to debug.

I'll have to check the facility levels - I remember testing it and it was zero based, but it's always possible I got it wrong or Squad changed it or something.

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I'll have to check the facility levels - I remember testing it and it was zero based, but it's always possible I got it wrong or Squad changed it or something.

Didn't test this extensively, but in the contract configurator debug menu I remember this (the only requirement node) being green under the Tourism_Asteroid category.

I'll do what you said later today.

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Nothing I haven't seen before in there.

[LOG 23:03:51.904] 9/28/2015 11:03:51 PM,KerbalAlarmClock,Contracts System Ready[LOG 23:03:51.904] Contracts Loaded

[LOG 23:03:51.998] Penalizing 30 reputation from player for contract failure

[LOG 23:03:51.999] Added -51.83997 (-30) reputation: 'ContractPenalty'.

[LOG 23:03:52.005] Contract (Tourism Plus: Bring one tourist to visit an asteroid.): You have failed the contract 'Tourism Plus: Bring one tourist to visit an asteroid.'.

<b><#ED0B0B>Penalties for Failure:</></> <#ED0B0B>¡ -30 </>

[LOG 23:03:52.007] 9/28/2015 11:03:52 PM,CapCom,No Offered Contract Of ID: [17d651cb-21da-42bc-a797-ca617b6f6eef] Found

[LOG 23:03:52.008] 9/28/2015 11:03:52 PM,KerbalAlarmClock,Contracts System Ready

[LOG 23:03:52.009] Contracts Loaded

[LOG 23:03:52.010] [KS Exp] onKerbalTypeChange: Lisris Kerman Tourist Tourist

[LOG 23:03:52.011] [KS] onKerbalRemoved: Lisris Kerman

[LOG 23:03:52.012] FF: kerbal removed: Lisris Kerman

[WRN 23:03:52.012] FF: hall of fame entry for kerbal Jebediah Kerman already existing

[LOG 23:03:52.013] FF: creating new hall of fame entry for kerbal Bill Kerman

[WRN 23:03:52.014] FF: hall of fame entry for kerbal Bob Kerman already existing

[LOG 23:03:52.014] FF: creating new hall of fame entry for kerbal Valentina Kerman

[WRN 23:03:52.015] FF: hall of fame entry for kerbal Genery Kerman already existing

[LOG 23:03:52.016] FF: hall of fame refreshed

[LOG 23:03:52.016] 9/28/2015 11:03:52 PM,CapCom,No Offered Contract Of ID: [17d651cb-21da-42bc-a797-ca617b6f6eef] Found

[LOG 23:03:52.022] [PlanetariumCamera]: Focus: Kerbin

[LOG 23:03:52.060] Trajectories: attaching camera listener

[LOG 23:03:52.299] 9/28/2015 11:03:52 PM,CapCom,CapCom Contracts Loaded...

[LOG 23:03:52.344] 9/28/2015 11:03:52 PM,CapCom,CapCom Contracts Loaded...

[LOG 23:03:52.595] Flight State Captured

[LOG 23:03:52.600] Saving Achievements Tree...

Honestly, I think a key observation here is that it does not show up in Failed or Cancelled after it is gone. (Either by failing it, or by cancelling it in CapCom without leaving space center screen.)

Is there a way the contract could want to be gone because it became impossible, like when a contract pack is deleted and you fail all contracts that you had in progress?

Edited by qm3ster

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Nothing I haven't seen before in there.

[LOG 23:03:51.904] 9/28/2015 11:03:51 PM,KerbalAlarmClock,Contracts System Ready[LOG 23:03:51.904] Contracts Loaded

[LOG 23:03:51.998] Penalizing 30 reputation from player for contract failure

[LOG 23:03:51.999] Added -51.83997 (-30) reputation: 'ContractPenalty'.

[LOG 23:03:52.005] Contract (Tourism Plus: Bring one tourist to visit an asteroid.): You have failed the contract 'Tourism Plus: Bring one tourist to visit an asteroid.'.

<b><#ED0B0B>Penalties for Failure:</></> <#ED0B0B>¡ -30 </>

[LOG 23:03:52.007] 9/28/2015 11:03:52 PM,CapCom,No Offered Contract Of ID: [17d651cb-21da-42bc-a797-ca617b6f6eef] Found

[LOG 23:03:52.008] 9/28/2015 11:03:52 PM,KerbalAlarmClock,Contracts System Ready

[LOG 23:03:52.009] Contracts Loaded

[LOG 23:03:52.010] [KS Exp] onKerbalTypeChange: Lisris Kerman Tourist Tourist

[LOG 23:03:52.011] [KS] onKerbalRemoved: Lisris Kerman

[LOG 23:03:52.012] FF: kerbal removed: Lisris Kerman

[WRN 23:03:52.012] FF: hall of fame entry for kerbal Jebediah Kerman already existing

[LOG 23:03:52.013] FF: creating new hall of fame entry for kerbal Bill Kerman

[WRN 23:03:52.014] FF: hall of fame entry for kerbal Bob Kerman already existing

[LOG 23:03:52.014] FF: creating new hall of fame entry for kerbal Valentina Kerman

[WRN 23:03:52.015] FF: hall of fame entry for kerbal Genery Kerman already existing

[LOG 23:03:52.016] FF: hall of fame refreshed

[LOG 23:03:52.016] 9/28/2015 11:03:52 PM,CapCom,No Offered Contract Of ID: [17d651cb-21da-42bc-a797-ca617b6f6eef] Found

[LOG 23:03:52.022] [PlanetariumCamera]: Focus: Kerbin

[LOG 23:03:52.060] Trajectories: attaching camera listener

[LOG 23:03:52.299] 9/28/2015 11:03:52 PM,CapCom,CapCom Contracts Loaded...

[LOG 23:03:52.344] 9/28/2015 11:03:52 PM,CapCom,CapCom Contracts Loaded...

[LOG 23:03:52.595] Flight State Captured

[LOG 23:03:52.600] Saving Achievements Tree...

Honestly, I think a key observation here is that it does not show up in Failed or Cancelled after it is gone. (Either by failing it, or by cancelling it in CapCom without leaving space center screen.)

Is there a way the contract could want to be gone because it became impossible, like when a contract pack is deleted and you fail all contracts that you had in progress?

There should've been something before that. It's possible that debug didn't get turned on properly, I'd have to see the full log to say for sure.

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