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Clubbers

Travel Itineraries Not Fulfilling

Question

Hello.

So I was playing KSP the other day, and suddenly noticed that the tourist travel itineraries were not checking off or fullfilling, though they have in the past. I think it may be because of one of the mods I downloaded recently. So, my most recent install, FAR, I removed from the Gamedata folder, though it did not fix the problem.

Here are the pictures of what is going on:

http://imgur.com/a/3XtIB

I had them all on, but it treated it as if the tourists were not there. This was the case for all parts not just suborbital spaceflight, as well as in other missions.

Here is my output log:

https://www.dropbox.com/s/un0vuxv48l3islw/output_log.txt?dl=0

I am playing on 1.2.2.1622 (x64) and have quite a few mods. They include:

KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit
Filter Extensions - 2.8.1.2
B9 Part Switch - 1.7.1
BDArmory - 0.11.1.6
Community Category Kit - 1.2.2
Community Resource Pack - 0.6.6
CommunityTechTree - 3.0.3
Contract Configurator - 1.22.2
Contract Pack: Grand Tour Contracts - 0.1.10.2
Easy Vessel Switch - 1.2
Ferram Aerospace Research - 0.15.7.2
Firespitter - 7.5.1
Interstellar Fuel Switch - 2.4.3
RasterPropMonitor - 0.28
Kerbal Attachment System - 0.6.2
Kerbal Engineer Redux - 1.1.2.8
Kerbal Joint Reinforcement - 3.3.1
Kerbal Inventory System - 1.4.2
KSP-AVC Plugin - 1.1.6.2
MarkIVSystem - 2.3.5
ModularFlightIntegrator - 1.2.3
Docking Port Alignment Indicator - 6.5.2
NearFutureConstruction - 0.7.5
NearFutureElectrical - 0.8.4
NearFuturePropulsion - 0.8.4
NearFutureSolar - 0.7.2
NearFutureSpacecraft - 0.6.2
PartCommanderContinued - 0.1.1.1
Kerbal Planetary Base Systems - 1.4.2
PlanetShine - 0.2.5.2
QuantumStrutsContinued - 1.7.0.1
RetractableLiftingSurface - 0.1.2
SpaceY Expanded - 1.3.1
SpaceY Lifters - 1.16
StageRecovery - 1.6.8
StationPartsExpansion - 0.4.3
SXTContinued - 0.3.7.1
Trajectories - 1.6.6
Kerbal Alarm Clock - 3.8.4
TweakScale - 2.3.4
Universal Storage - 1.2.2
KSP Interstellar Extended - 1.12.9

 

This is what happens when you go ham with ckan...

Feel free to tell me to delete useless mods!

 

Thanks!

Edited by Clubbers
adding correct info

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7 answers to this question

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Start with a list of mods and their versions. A picture hosted on Imgur or similar showing the issue. Finally upload your output_log.txt to Dropbox or similar and post a link. 

See this thread for further info. 

 

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3 hours ago, ExplorerKlatt said:

Start with a list of mods and their versions. A picture hosted on Imgur or similar showing the issue. Finally upload your output_log.txt to Dropbox or similar and post a link. 

See this thread for further info. 

 

Fixed! Edited post

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Ok two things I noticed in the pictures. 

First, the vessel type is set to "Lander". Try switching it to "Ship". 

Second, IIRC, a lot of the tourist contracts require a pilot on board. 

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43 minutes ago, ExplorerKlatt said:

 Second, IIRC, a lot of the tourist contracts require a pilot on board. 

Pretty sure this is it. From your picture it appears you have an OKTO as the control point?

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8 hours ago, ExplorerKlatt said:

Ok two things I noticed in the pictures. 

First, the vessel type is set to "Lander". Try switching it to "Ship". 

Second, IIRC, a lot of the tourist contracts require a pilot on board. 

Okay, will certainly try switching the craft type. Didn't know you could do that!

I do have a pilot onboard in a lander can, does look a bit like an octo though...

8 hours ago, smokytehbear said:

Pretty sure this is it. From your picture it appears you have an OKTO as the control point?

It's actually a lander can, sorry I didn't clarify that in my post. Thanks for the input though.

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