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[1.2.2] Contract Pack: Bases and Stations 3.6.1 (30/04/2017) (formerly Kerbin Space Station)


severedsolo

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What nightingale said.

I do see your point though, not 100% happy about it myself to be honest, but it is what it is.

If you would like to turn the missions back on, and don't mind figuring things out for yourself (because I won't support it if things get changed), then go into KerbinSpaceStation.cfg and delete the following lines:

CONTRACT_CONFIGURATOR
{
disabledContractType = StationContract
}

Of course this will also turn back on the missions for Kerbin/Mun/Minmus stations too.

Edited by severedsolo
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It's an all or nothing thing, there's no way for severesolo to only remove them for Kerbin/Mun/Minmus.
What nightingale said.

I do see your point though, not 100% happy about it myself to be honest, but it is what it is.

If you would like to turn the missions back on, and don't mind figuring things out for yourself (because I won't support it if things get changed), then go into KerbinSpaceStation.cfg and delete the following lines:

CONTRACT_CONFIGURATOR
{
disabledContractType = StationContract
}

Of course this will also turn back on the missions for Kerbin/Mun/Minmus stations too.

Thanks for the explanation. I don't mind doing things myself so thanks for giving me the info necessary to make the changes. (I wont ask for support on the changed mod) I am surprised that the contracts cannot be disabled one at a time seems to me that would have been the reasonable thing to squad to do when implementing Fine Print. But as you said it is what it is.

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TL;DR - click the link at the bottom and tell me what you think.

Speaking of inteplanetary bodies - looking at my github stats after a release, I estimate I have about 70-100 users. If some of you could help me out that would be great.

I was thinking about how best to implement interplanetary, and I thought of a few... problems with the existing missions. Or rather, they aren't problems now, but could be if you were in orbit around, say Duna.

So I've put together a little design document, outlining my ideas for inteplanetary missions. It's a bit long, but I've bullet pointed the main highlights at the top. If you guys could read it, give me a bit of feedback (even if it's just "that sounds great"), think of anything I haven't, new ideas, or come up with problems I haven't forseen.

I'd prefer it if you comment on the github issue, so I can collate all the ideas in one place, but if you don't have an account on here is fine too.

Anyway the link to the document is here: https://github.com/severedsolo/KerbinSpaceStation/issues/27

Edited by severedsolo
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When you say "space station docking port" and that its included in the pack what does that mean? Is it a part that this mod adds?

Yes, it's a docking port which I add using Module Manager. It uses the same mesh as the Clamp-O-Tron and is found under utility (unlocked with Specialist Construction). It works exactly the same way, but the first contract will only work with the Station Core Docking Port

Edited by severedsolo
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I still can't get the Crew Rotation to work. Everything up through step four works: after docking, the objectives "Rotate the crew", "Dock with the station in Kerbin orbit", and "Crew: At least 4 Kerbals" are all marked completed, leaving only "Rotate the crew and return home". When I undock, the "Dock with station" objective get's un-completed, and when I return home the mission does not complete.

I just figured out what the problem is with this! Will be fixed in the next update (Grab the pre-release below if you like).

Advanced Notice:

Due to the aforementioned Inteplanetary missions Tier 1 and Tier 2 are going to be merged in the next update.

This should NOT break existing stations, but you'll have to run the Core mission again (with updated parameters). Basically, if your station is already in place just load it up, and the mission should pass. If you're halfway through Tier 2, it SHOULD be replaced by the new mission.

I can't guarantee that any of this will happen, or that there won't be some weirdness though.

Please also note that ANY KSS missions will need to be completed before you upgrade, as they are likely to all fail due to the major changes. There is a pre-release below if want a sneak peek.

Download the Pre Release

Is this clear as to what you need to do to pass the mission?

3AKCnVg.png

Edited by severedsolo
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Kerbin Space Station 1.2 Released

WARNING - BACK UP YOUR SAVE AND COMPLETE ANY KSS CONTRACTS BEFORE UPDATING. MAJOR CHANGES IMPLEMENTED. DO A FULL RE-INSTALL, DELETE THE FOLDER AND RE-INSTALL OR YOU WILL GET DUPLICATES

New Features

Tier 1 and 2 are now one Mission (allowing for greater flexibility, you can launch your station in one go or modularly now).

Bug Fixes

Fixed a bug that sometimes prevents CrewRotation from completing (thanks Capt Kerk)

Minor bugfixes/corrections/cleanup of cfgs. (thanks nightingale for your help with this).

Tweaks/Changes

In order to maintain save compatibility with the Core Mission change, The "LKOStation, MunStation and MinmusStation" vessel definitions are now obsolete. Replaced by "LKOStationNEW, MunStationNEW, MinmusStationNEW". (Old stations will have to re-run the Core Mission to get the new definition).

Taken advantage of nested Contract Groups to stop the pack from swamping Mission Control

Improved compatibility with Vens Stock Revamp - the "Station Core Docking Port" will now use the mesh of that mod, if you have it installed. (Or any other mod that replaces the Clamp-O-Tron to be honest, but only tested with Stock Revamp).

Dependencies

Now requires Contract Configurator 0.7.12 or higher

Edited by severedsolo
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Improved compatibility with Vens Stock Revamp - the "Station Core Docking Port" will now use the mesh of that mod, if you have it installed. (Or any other mod that replaces the Clamp-O-Tron to be honest, but only tested with Stock Revamp).

Hi,

Contract Configurator is throwing this error during loading: "ArgumentException: 'StationPort' is not a valid Part."

I suspect it may be because I've got Ven's Stock Revamp installed, but I've disabled the changes to docking ports by renaming the relevant file. Ven's shielded docking port won't dock and causes CTDs for me on Linux 64-bit.

Any idea if I'm thinking along the right lines? Any idea how I might resolve it? I couldn't find anything that looked relevant in your cfg file.

Logs are here if you want to take a look:

https://www.dropbox.com/sh/hikyojjttfklfr5/AABJltrEvzrMAQU-zEjmkivka?dl=0

(There's a ton of other exceptions in there as well, including a lot related to Advanced Progression contracts, but I already know how to fix them.)

Edit: this is with the latest versions of both Contract Configurator and your contracts. Updated today.

Edited by UnanimousCoward
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Yeah that would do it. The short answer is that MM loads the station port last (after Vens has made the changes). If dockingport2 no longer exists... you'll get that error.

Do me a favour try this updated cfg see if this fixes it for you (just overwrite when prompted, don't change any other files)

(link reinstated) https://www.dropbox.com/s/rd71xka13q6uqma/StationPortFix.zip?dl=0

For anybody else reading this: DO NOT USE THIS CFG UNLESS YOU HAVE THE SAME ERROR

Regarding the other errors, you tend to find if one contract fails, it causes a cascade failure in other contracts too (as they often reference each other). Although I can't think of anything that would specifically interfere with Advanced Progression

Edited by severedsolo
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Huh, and I thought I was doing you all a favour.

Bascially, the reason for the change was:

I loaded up Vens while testing the CrewRotation bug and noticed that it was different, and didn't like the aesthetics of having the docking ports look differently, so thought i'd fix it.

This makes me think even more that the root cause of that bug was Vens Stock Revamp... even though I worked around it.

Alright, well those of you who use it, what would you prefer? I can: 1) Leave it as it is, and you can download the old version if you need to, 2) Change it back 3) Provide instructions on how to resolve the problem (it's literally just deleting 6 characters from the config file)

Edited by severedsolo
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Yeah that would do it. The short answer is that MM loads the station port last (after Vens has made the changes). If dockingport2 no longer exists... you'll get that error.

Do me a favour try this updated cfg see if this fixes it for you (just overwrite when prompted, don't change any other files)

(link reinstated) https://www.dropbox.com/s/rd71xka13q6uqma/StationPortFix.zip?dl=0

For anybody else reading this: DO NOT USE THIS CFG UNLESS YOU HAVE THE SAME ERROR

Regarding the other errors, you tend to find if one contract fails, it causes a cascade failure in other contracts too (as they often reference each other). Although I can't think of anything that would specifically interfere with Advanced Progression

Thanks. I'll check it out later. The errors with Advanced Progression relate to the names of some contract elements beginning with a numeral (1 Week Orbiter). There's some discussion of it over in the thread. I've now changed them to words (One Week Orbiter), and the errors don't crop up.

Alright, well those of you who use it, what would you prefer?

Speaking personally, as I never ran Ven's prune script and I don't use Ven's docking ports, It'd be great for me if your docking port used the stock mesh. But I'm also happy as long as you can tell me (or generously provide a cfg, as you have) how to resolve it myself - I know it doesn't affect everyone.

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Hi

Looks like the problem was between keyboard and chair, as usual. :huh:

Turns out I did run Ven's pruning script. After I renamed the config that changed the docking ports, I never restored the original model and texture files, so KSP couldn't find the model to compile your part. Restored the files, and the part appears and no errors in the log. The original config file works just fine.

There's nothing wrong with your mod and no config changes are needed. Sorry for wasting your time. :blush:

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Advanced Notice:

Due to the aforementioned Inteplanetary missions Tier 1 and Tier 2 are going to be merged in the next update.

This should NOT break existing stations, but you'll have to run the Core mission again (with updated parameters). Basically, if your station is already in place just load it up, and the mission should pass. If you're halfway through Tier 2, it SHOULD be replaced by the new mission.

I can't guarantee that any of this will happen, or that there won't be some weirdness though.

I can confirm that this update does not break existing stations. There was a tier 2 power unit mission being offered before the update and after the update it is replaced by "launch kerbin statin" mission and accepting and loading the station completed some of the objectives.

However be wary against the deadlines. I am playing with OKS and Kerbal Construction Time mods installed and some deadlines are too tight :).

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After I renamed the config that changed the docking ports, I never restored the original model and texture files, so KSP couldn't find the model to compile your part.

I thought it was odd that it was erroring out completely, rather than just falling back on the stock model. Ah well, glad it's sorted anyway.

I can confirm that this update does not break existing stations. There was a tier 2 power unit mission being offered before the update and after the update it is replaced by "launch kerbin statin" mission and accepting and loading the station completed some of the objectives.

Then it's working as intended. Huzzah! Thanks for the confirmation.

However be wary against the deadlines. I am playing with OKS and Kerbal Construction Time mods installed and some deadlines are too tight/

Duh. Note to self, when extending a mission by 4x as much work, you should probably loosen up an already tight deadline parameter.

Kerbin Space Station 1.2.1 released

Changelog:

Contract Deadline for Tier 1 missions extended, will now be a random figure between 500 and 1000 kerbin days (previously 1-500)

I'll leave the Tier 3s as they are for now, as they are probably getting an overhaul in the next update anyway. (but please feel free to feedback if you feel they are too tight).

Edited by severedsolo
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I really love the idea of this contract pack but something really .... wastes it right now on my install. Any help really appreciated.

After starting a brand new career game without even starting a single ship the contracts look like the screenshot. Any hint how to make it behave "normal"?

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I really love the idea of this contract pack but something really .... wastes it right now on my install. Any help really appreciated.

After starting a brand new career game without even starting a single ship the contracts look like the screenshot. Any hint how to make it behave "normal"?

Well now there's an interesting screenshot.... suffice to say I am unable to reproduce.

Please confirm:

You are using latest version? (1.2.1) and CC version (0.7.15, I think).

Any mods? If so what happens if you remove all mods except Contract Configurator, Module Manager and this pack?

A copy of your log might help too.

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For Darkstar One's issue, I'd like to see the full save file as well, as I suspect there won't be anything useful in the logs (but I could be wrong). Actually, the fact that it's in a brand new save is interesting - it definitely implies that something is breaking hard.... really not much in the way of guesses without a log though, sadly. ;.;

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I have put a default career save here for you, same problem.

Here is a logfile of: Starting KSP => New Default Career => Looking for Contracts => Closing Game

You're using an ancient version of Contract Configurator (0.6.7). Please update to the latest version.

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Question: I've got a 'Repair a faulty power module' mission for my KSS. How do I find out which Solar panel to fix?

I've checked all of them (the station has over 60 of them), and none seem to offer a "Fix me" action of some kind.

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