inigma

Contract Pack: Sounding Rockets 1.4 - 3/17/18

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Contract Pack: Sounding Rockets 1.4 beta for KSP 1.4.x

or

Contract Pack: Sounding Rockets 1.2 for KSP 1.3.x

A simple contract pack developed by @inigma for USI Sounding Rockets by @RoverDude

"Sometimes it's just the simple mods that fill a niche that are treasured the most..." - a KSP mod fan

 

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SpaceDock Download

 

 

Description:

A simple set of 6 altitude contracts requiring the use of USI Sounding Rockets. Perfect for any fledgling beginner space program.

 

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This Contract Pack is CCF Certified - guaranteed to work with any Community Career Framework based career games!

Edited by inigma

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Contract Pack: Sounding Rockets 1.0

Requires Contract Configurator 1.12.1 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases
Requires USI Sounding Rockets: https://github.com/BobPalmer/SoundingRockets/releases

Total Career Contracts Available: 6

5/29/16 Contract Pack: Sounding Rockets 1.0

  • initial release.
  • 6 altitude contracts requiring Umbra Space Industries (USI) Sounding Rocket parts by RoverDude.
Edited by inigma

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Contract Pack: Sounding Rockets 1.0.1

@inigmatus inigmatus released this 2 days ago

Requires Contract Configurator 1.12.1 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases
Requires USI Sounding Rockets: https://github.com/BobPalmer/SoundingRockets/releases

Total Career Contracts Available: 6

5/29/16 Contract Pack: Sounding Rockets 1.0

  • fixed AVC

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the contract for launching a sounding rocket 2km cant be completed due to it wants the rocket to come down whole so if u use far it 100% time willl rip off the rear part when fuel runs out. might want to change it to be lauch a rocket over 2k and do any experment or just have the guidancce landing saftely count.

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3 minutes ago, sidfu said:

the contract for launching a sounding rocket 2km cant be completed due to it wants the rocket to come down whole so if u use far it 100% time willl rip off the rear part when fuel runs out. might want to change it to be lauch a rocket over 2k and do any experment or just have the guidancce landing saftely count.

In my testing, I didn't see it do that. I'll check it again.

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the way it reads is u have to land the rocket whole. i lauched around 10 times and it would never complte. since i use far the rocket part always runs out of fuel before 2k or gets ripped off once fuel runs out. maybe its lookiing for something that its not saying for example maybe its looking for the engine still attached which is hard to do with far.

u could also add some contracts for say fllying a sounding rocket certain distance and also landing it in a specfic biome. that would encourge peoplel to load a few sounding rockets onto a plane to go to other biomes and launch them :P

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4 hours ago, sidfu said:

the way it reads is u have to land the rocket whole. i lauched around 10 times and it would never complte. since i use far the rocket part always runs out of fuel before 2k or gets ripped off once fuel runs out. maybe its lookiing for something that its not saying for example maybe its looking for the engine still attached which is hard to do with far.

u could also add some contracts for say fllying a sounding rocket certain distance and also landing it in a specfic biome. that would encourge peoplel to load a few sounding rockets onto a plane to go to other biomes and launch them :P

I have an idea to fix. not tonight though. later this week.

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all the boosters are supposed to by design auto-decouple on expiration anyways - that's not FAR aerodynamic stress.

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2 hours ago, Gaiiden said:

all the boosters are supposed to by design auto-decouple on expiration anyways - that's not FAR aerodynamic stress.

Do the contracts work for you?

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1 hour ago, inigma said:

Do the contracts work for you?

don't know. Won't be trying them out for a while myself. Just saying, the detaching boosters are by design

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@inigma If it helps, I can check if it works for me later today or tomorrow.

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@inigma It worked fine for me. Once I was over 2000m it checked as completed :D

The only thing that I found odd was that the two items under Safely were already checked at the VAB. I didn't check any other contract though, but I believe they are ok. I let you know if I find something!

If a may suggest, put the Land or splash down and Safely together.

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On 5/30/2016 at 8:12 PM, sidfu said:

the contract for launching a sounding rocket 2km cant be completed due to it wants the rocket to come down whole so if u use far it 100% time willl rip off the rear part when fuel runs out. might want to change it to be lauch a rocket over 2k and do any experment or just have the guidancce landing saftely count.

I fixed it! Simply redefined the craft after launch to just the avionics package. Allows for parts to fall off including the boosters.  New version to be released momentarily.

Also I've figured out why some boosters fall off and some don't. If USI motors are rooted, they don't decouple. If they aren't rooted, they decouple. I've reported it as a bug to @RoverDude

Contract Pack: Sounding Rockets 1.0.3

@inigmatus inigmatus released this 2 minutes ago

Requires Contract Configurator 1.12.1 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases
Requires USI Sounding Rockets: https://github.com/BobPalmer/SoundingRockets/releases

Total Career Contracts Available: 6

  • contracts will now complete when USI sounding rocket motors are not the root part.

Downloads

Edited by inigma

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Rooted motors not decoupling isn't really a bug. The sounding rockets are meant to start with the payload truss, Roverdude has said so in the past (in response to the decouple issue)

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The "safely" part makes these really tough sometimes, I landed on an experiment and it blew up once, sometimes my launch sticks explode on liftoff failing the contract too. 

 

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I'm having problems with the 10,000m contract. I have all the need parts of the rocket, don't blow up my launch sticks on launch, reached 13,000m and landed safely yet this contract still won't comeplete.

Update: it seems that deleting the contract and retaking it fixed the altitude detection.

Edited by Liondrome
Update

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I've had the same issues as @Liondrome on various contracts.

I think you need to succeed with the first rocket you build that matches the requirements (sounding rocket, launch stick etc.). If this launch fails to reach the height goal, then no future launches will succeed. Until you cancel the contract, retake it and succeed on the first launch.

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Version 1.1 for Kerbal Space Program 1.1.3

Released on 2016-08-22

Requires Contract Configurator 1.17 or higher from https://github.com/jrossignol/ContractConfigurator/releases Requires USI Sounding Rockets: https://github.com/BobPalmer/SoundingRockets/releases

Total Career Contracts Available: 6

8/22/16 - Sounding Rockets 1.1 - now compatible with Contract Configurator 1.17 and higher

  • requires Contract Configurator 1.17 or higher

  • removed launch stick requirement from all contracts. Now only requires USI Sounding Rockets avionics package and a USI motor or sepratron

  • corrected AVC reference file

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Well I just completed my first Sounding Rockets Contract Pack play through.  Found out why the 70k contract was not completing. Fixed it. Now a bug-free contract pack. :)

Enjoy!

Contract Pack: Sounding Rockets 1.2

@inigmatus inigmatus released this 3 days ago

Requires Contract Configurator 1.17 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases
Requires USI Sounding Rockets: https://github.com/BobPalmer/SoundingRockets/releases

Total Career Contracts Available: 6

8/24/16 - Sounding Rockets 1.2

  • fixed bug preventing 70k sounding rocket contract from completing.

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Thanks, man! It's good to see you back at work on your contracts, as they are pretty essential for how I play the early game. :D

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37 minutes ago, theonegalen said:

Thanks, man! It's good to see you back at work on your contracts, as they are pretty essential for how I play the early game. :D

You bet! It's how I play too! :)

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Question: Does this contract pack support Kopernicus mods which replace the stock system/homeworld? (Obviously, sounding rockets contracts aren't going to care much about the universe beyond the homeworld.)

I'm currently planning my 1.2 career. (Yeah, I know, it's likely weeks out especially if I consider mod update times, but this career I missed some cool mods, like USI sounding rockets, because I advanced before I found them. So this time, I'm planning ahead.) My current plan is to play on the currently in development Galilean Planet Pack, which will replace the stock system, including Kerbin.

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I'm having trouble with this in 1.2 - I'm using the latest build of this, plus Contract Configurator's 1.2 dev build, and I can never fulfill the first contract. I reinstalled all my mods and it finally recognizes my altitude achievement and when I've landed but it still refuses to realize I've recovered the craft.

Any suggestions?

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