nightingale

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

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Yep I have that default too. Not sure why the image comes up blank. Doing more checking

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Well after playing around trying to fix the Agent Logos, (and another Mod's Icon that came up blank in the stock toolbar) but nothing was working.

I went ahead and copied a simple ATM config from another Mod, and modified it to fix bad toolbar icon. [Critical temperature gauge MOD] and it worked.

So I did the same with the CP:Tourism mod, and I now have 2 good Agency logos.

I have no clue what I am doing with the configs, and hope I got it right. But in any case it worked.

ContractPacks.cfg

ACTIVE_TEXTURE_MANAGER_CONFIG{
folder = ContractPacks
enabled = true
OVERRIDES
{
ContractPacks\Tourism\Agencies\KST_scaled
{
compress = true
mipmaps = false
scale = 1
max_size = 0
}
ContractPacks\Tourism\Agencies\KST
{
compress = true
mipmaps = false
scale = 1
max_size = 0
}
}
}

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I created this account to say "THANK YOU!"

contract configurator is awesome and I am enjoying contracts from many other mod authors.

Tourism turned out to be one of my favorite new contracts and when I saw this mod, it was a must.

Thanks again!

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Ok, I had a tourist contract to take 4 Kerbals on a suborbital flight to the South Pole.

First I assumed I did not need to land them there.

Second, I got on an sub-orbit (90x60) [requirement met(turned green)]

But about 200km from the waypoint the suborbital requirement reverted back to white. [not met]

and flew over the waypoint (15k from it) I was at 66km and decending when I past it. [south Pole requirement met]

But suborbital never came back. I have no clue why it said I was not suborbital anymore.

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Ok, I had a tourist contract to take 4 Kerbals on a suborbital flight to the South Pole.

First I assumed I did not need to land them there.

Second, I got on an sub-orbit (90x60) [requirement met(turned green)]

But about 200km from the waypoint the suborbital requirement reverted back to white. [not met]

and flew over the waypoint (15k from it) I was at 66km and decending when I past it. [south Pole requirement met]

But suborbital never came back. I have no clue why it said I was not suborbital anymore.

Hmmm, this sounds very odd, since the orbit "type" check is pretty much looking at stock KSP stuff. Things to do/check for:

  1. Since you're in a stable (ish) orbit, try going around once more. Does the "suborbital" come back at any point
  2. Check what Kerbal Engineer says if you have it
  3. Check the log for any errors at the time it went incomplete.
  4. Provide a screenshot - in case there's an interpretation issue
  5. Provide a log (in case there's something you missed in #3)

That's about all I can think of off the top of my head on this one.

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I could be wrong, but I am fairly certain that suborbital only checks if you are above the atmosphere. It certainly does on part contracts.

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I could be wrong, but I am fairly certain that suborbital only checks if you are above the atmosphere. It certainly does on part contracts.

That's annoying, but explains it perfectly. Do you know what it is considered if it's above the atmosphere? It shouldn't be orbital, and it certainly can't be landed, splashed, flying or escaping, which doesn't leave any other options...

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That's annoying, but explains it perfectly. Do you know what it is considered if it's above the atmosphere? It shouldn't be orbital, and it certainly can't be landed, splashed, flying or escaping, which doesn't leave any other options...

I don't know what the lower PE limit is (22k I imagine, same as to get it to show "suborbital" at the tracking station) - but if you are over 70k but not orbiting, you should be suborbital. If you are in the atmosphere you are flying.

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I don't know what the lower PE limit is (22k I imagine, same as to get it to show "suborbital" at the tracking station) - but if you are over 70k but not orbiting, you should be suborbital. If you are in the atmosphere you are flying.

Ah, so if your PE is above the ground (or above 22km, where the heck does that number come from?!?), but below the atmosphere, it's considered orbital. Makes sense, even though it appears wrong. Easy enough to fix, raised [#223].

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Found the problem.

Reverted to and earlier save before Launch.

Ran the same orbit, and was in Suborbital (Green) until I neared the south pole. about 150km from pole I went below 70k and Suborbital went off, (White) I reoriented the ship, and blasted straight up to get above 70K, and got 70k just before I reached the way point. It went green and a few seconds later I reached the way point. Complete. (Now I just got to land)

So for Suborbital missions. you have to be Above 70k at the waypoint but not in a stable orbit.

EDIT: So the contract sees any orbit where your AP is above 70 and the PE below 70 as an unstable orbit and the part above 70k is the Suborbital portion.

Thanks,

BlackHat

P.S. I have another Tourist contract 3 kerbals to suborbtal to South pole this time and will play around with it to be sure that my edit info above is correct.

Edited by BlackHat

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Found the problem.

Reverted to and earlier save before Launch.

Ran the same orbit, and was in Suborbital (Green) until I neared the south pole. about 150km from pole I went below 70k and Suborbital went off, (White) I reoriented the ship, and blasted straight up to get above 70K, and got 70k just before I reached the way point. It went green and a few seconds later I reached the way point. Complete. (Now I just got to land)

So for Suborbital missions. you have to be Above 70k at the waypoint but not in a stable orbit.

Thanks,

BlackHat

Great, sounds good. I'll double check everything but if you had dropped below 70km that makes perfect sense.

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The Sub-orbital touring contracts (the one I had was over the great desert) pay on reaching sub-orbital target marker, not on recovery of the tourists.

And yes, it is much cheaper to design a lander that jetisons the passenger compartment the moment the tourists payed and has the pilot's mk1 pod gently float down to the ground.

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The Sub-orbital touring contracts (the one I had was over the great desert) pay on reaching sub-orbital target marker, not on recovery of the tourists.

And yes, it is much cheaper to design a lander that jetisons the passenger compartment the moment the tourists payed and has the pilot's mk1 pod gently float down to the ground.

Interesting, everything in the contract looks right, I'll have to dig into this one. Raised [#226]

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Ah, so if your PE is above the ground (or above 22km, where the heck does that number come from?!?), but below the atmosphere, it's considered orbital. Makes sense, even though it appears wrong. Easy enough to fix, raised [#223].

I had a similar issue with the contracts I was working on and ended up using MinAltitude. Doesn't create as difficult a contract though but meant I avoided some confusion.

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Interesting, everything in the contract looks right, I'll have to dig into this one. Raised [#226]

Found how to replicate (with any tourism contract actually).

hzwXcBc.png?1

z1aOfJS.png?1

1. Load the tourists into a ship, launch but successfully land them. They're now considered "recovered"

2. Load the tourists into a ship and complete the terms of the contract (orbit for 1 hour, suborbital over X)

The contract will pay out as soon as the missing contract requirement is fulfilled.

I missed the "main" requirements a few times (got impatient and landed before the hour was over, missed the suborbital target...) hence why I was encountering the bug.

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Ah, I see. There is an attribute that is supposed to prevent the Return Home from going to completed until the ones before it are completed. Obviously it's not working correctly. This info helps a lot, thanks!

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As an upside, my mun colony has a lot of volunteers since none of them have paid for the return trip.

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As an upside, my mun colony has a lot of volunteers since none of them have paid for the return trip.

Just don't install a life support mod. :)

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I've reached the Casino vs Hotel choice. Kinda wondering what "significantly more difficult to build" means and what is the in game difference between a Casino and Hotel.

Think I'll go with the Hotel, despite the "higher payoff" of the Casino since I dislike the idea gambling.

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As far as the explanation as to what the choices actually are... I wanted to leave it somewhat vague, rather than spelling out what would be required of the player in advance. If you really want to know though:

If you want the real spoiler, see nightingale's post.

Thank you for spelling it out. While the hotel seems a fine challenge it's way more work than I'm looking for at the moment. =)

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Hi Nightingale,

I don't have a bug to report but I am unsure how to accomplish the "take 'X' amount of tourist on a suborbital flight over (some place of interest)" missions. Am I supposed to land at that location, simply fly over it, or am I supposed to be in space but suborbital?

I was in space and suborbital when I passed over location "X" and the icon disappeared from the map but there was no update to the flyover location part of the contract meaning (I am guessing) it had not completed. Launching 6 kerbals(five tourists and one pilot) into space is expensive especially early in career and even more so if the requirement of the mission is unclear.

In addition in one place in the contract you say take five tourist to location "X" and in another to say fly over location "X" this is a bit of a logical contradiction and neither one says exactly what to do.

Also I do appreciate this mod as well as your other work and thank you so much for your time and the time you have given to the KSP community. :)

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Hi Nightingale,

I don't have a bug to report but I am unsure how to accomplish the "take 'X' amount of tourist on a suborbital flight over (some place of interest)" missions. Am I supposed to land at that location, simply fly over it, or am I supposed to be in space but suborbital?

I was in space and suborbital when I passed over location "X" and the icon disappeared from the map but there was no update to the flyover location part of the contract meaning (I am guessing) it had not completed. Launching 6 kerbals(five tourists and one pilot) into space is expensive especially early in career and even more so if the requirement of the mission is unclear.

In addition in one place in the contract you say take five tourist to location "X" and in another to say fly over location "X" this is a bit of a logical contradiction and neither one says exactly what to do.

Also I do appreciate this mod as well as your other work and thank you so much for your time and the time you have given to the KSP community. :)

Can you raise a GitHub issue for me? It should be just a fly over of the location, but I need to make the requirements more clear (and possibly less restrictive for distance, and possibly better rewards).

Also the waypoint disappearing could be a bug - can you show me a screen shot of the contract after that happened (in flight view)?

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When I have tourists on a vessel, I cannot select the vessel in the tracking center. Editing persistent.sfs and changing each tourists's idx from -1 to 0 manually fixes the problem, but must be done for each flight (unless you do the flight entirely without needing to reselect the vessel).

This is an issue that has occurred before with Kerbal Construction Time, but was fixed; magico13's perusal of my log indicated an exception being thrown by CC, and he says he suspects it's an incompatibility with the way KCT loads passengers.

I'm at work right now, so I can't run tests, but I shall do so this evening.

Running Win32 1.0.4.

USI Tools 0.4.1

CapCom 1.0.1.1

Chatterer 0.9.5.86

CRP 0.4.2

Contract Configurator 1.5

Contract Pack: Anomaly Surveyor 1.2.2

Contract Pack: Field Research 1.0.5

Contract Pack: RemoteTech 1.1.4

Contract Pack: SCANSat Lite 1.1

Contract Pack: Tourism Plus 1.1.4

CTT 2.1

DMagic Orbital Science 1.0.4

FAR 0.15.3.1

Firespitter 7.1.4

Interstellar Fuel Switch 1.14

KAS 0.5.2

Kerbal Construction Time 1.1.8

Kerbal Joint Reinforcement 3.1.4

Kerbal Inventory System - 1.1.5

KSP-AVC 1.1.5

Infernal Robots 0.21.3

MechJeb 2.5.1

MKS 0.31.4

ModularFlightIntegrator 1.0

Docking Port Alignment Indicator 6.2

Near Future Construction 0.5.3

Near Future Electrical 0.5.1

Near Future Propulsion 0.5.1

Near Future Solar 0.5.2

Near Future Spacecraft 0.4.2

PlanetShine 0.2.3.1

PreciseNode 1.1.3

Procedural Fairings 3.15

RealChute 1.3.2.3

RemoteTech 1.6.7

SCANsat 1.1.2.1

ScienceAlert 1.8.7

SmartParts 1.6.5

SpaceY Lifters 0.17.2

StageRecovery 1.5.6

Stock Bug Fixes 1.0.2e3

TextureReplacer 2.4.6

TAC Life Support 0.11.1.20

Trajectories 1.3

TweakScale 2.2.1

Universal Storage 1.1.0.5

Waypoint Manager 2.3.4

Wider Contracts App 1.1.2

Log.

EDIT: Having a bear of a time nailing this bug down; it's more intermittent than I originally thought. Still testing.

Edited by Jackson Mackenzie
Update

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