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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]


nightingale

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3 minutes ago, nightingale said:

Contract Configurator looks at all assemblies to find classes that are extending CC.  That error is saying that CC couldn't read the EVAEnhancements assembly.  The most common cause is the .Net version being set incorrectly (but this is a @linuxgurugamer mod, so that's unlikely).  Next most common is a missing dependency, or version mismatch with a dependency (including KSP itself).  Finally it could just be a coding error of some kind.  The error that you should be looking at is:


[ERR 19:49:44.139] AssemblyLoader: Exception loading 'EVAEnhancementsContinued': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 

Additional information about this exception:

 System.TypeLoadException: Could not load type 'EVAEnhancementsContinued.SettingsWindow' from assembly 'EVAEnhancementsContinued, Version=0.1.13.1, Culture=neutral, PublicKeyToken=null'.

From the logs I see that you have the dependency correctly installed (Click Through Blocker and Toolbar Controller), so I'm betting it's an incompatibility with KSP 1.4.3 (the thread says 1.4.1+, but maybe it doesn't work in 1.4.3 and lgg isn't aware yet).  This guess is supported by the fact that someone's reporting it crashing for Mac under 1.4.3 (but that could just be a coincidence).

Anyway - you can safely ignore the Contract Configurator part of the error - it was never going to find anything it wanted in EVAEnhancements anyway.

Thanks for your comprehensive response. I guess it is related to the fact that LGG is compiling against 1.4.1. EVA-E does work on 1.4.3 as far as I can see, but who knows - maybe some subelement is not working that I haven't noticed. I will ignore the message and expect it to go away when EVA-E get's a new update.

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7 hours ago, Warezcrawler said:

Hey... Thanks for keeping this mod alive.

I've noticed that I get an exception when I have this mod installed along EVA enhancements.


[EXC 19:53:25.202] ReflectionTypeLoadException: The classes in the module cannot be loaded.
	System.Reflection.Assembly.GetTypes ()
	ContractConfigurator.ContractConfigurator+<GetAllTypes>d__31`1[ContractConfigurator.ParameterFactory].MoveNext ()
	Rethrow as Exception: Error loading types from assembly EVAEnhancementsContinued, Version=0.1.13.1, Culture=neutral, PublicKeyToken=null
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.<GetAllTypes>d__31`1:MoveNext()
	System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
	ContractConfigurator.ContractConfigurator:RegisterParameterFactories()
	ContractConfigurator.ContractConfigurator:PSystemReady()
	EventVoid:Fire()
	<Start>c__Iterator0:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Both Contract Configurator and EVA enhancements is mentioned.  However, I'm pretty sure it is CC that throws.

Full log see line 30044 for above message.

You are running an old version of the ToolbarController.  I encode the version of each dll as they get built, so I'm able to easily identify issues like this:

ToolbarControl v0.1.5.7 / v1.0.0.0

: ToolbarControl, Version=0.1.5.7, Culture=neutral, PublicKeyToken=null

 

1 hour ago, Warezcrawler said:

hanks for your comprehensive response. I guess it is related to the fact that LGG is compiling against 1.4.1. EVA-E does work on 1.4.3 as far as I can see, but who knows - maybe some subelement is not working that I haven't noticed. I will ignore the message and expect it to go away when EVA-E get's a new updat

Nope. irrelevant in this case

1 hour ago, nightingale said:

(but this is a @linuxgurugamer mod, so that's unlikely).

Thanks. see above comments for the issue.

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On ‎11‎/‎30‎/‎2014 at 5:49 PM, nightingale said:

Listing of Contract Packs

This is a list of all mods that provide contracts packs built on Contract Configurator. If you have something you'd like added to this list, PM me or post in this thread.

[1.2.x]

[1.3.x]

  • Additional Progression Contracts  @tjsnh- Contains a series of missions intended to add some more direction and depth to career mode.
  • Kerbin Bases and Stations @LemonSkin - Build a space station in Kerbin orbit over several contracts. Once it's up, get contracts to upgrade and maintain your station.
  • Kerbin Side GAP  @Keniamin - Inspired by GAP and Kerbin-SideJobs, provides contracts for air shuttles between various Kerbin-Side bases.
  • RemoteTech Contract Pack @nightingale - Contracts for setting up RemoteTech satellite networks and providing coverage to planets/moons.
  • SETI-Contracts  @Yemo - The SETI-Contracts offer a rebalanced contract progression designed for unmanned starts, though they work with tech trees offering manned starts as well, like the stock tech tree.

[1.4.x]

  • Anomaly Surveyor @nightingale- Contracts to go search out the various Easter eggs that are included in KSP.
  • Field Research  @nightingale- Contracts to do science! Receive contracts for performing a variety of experiments under different situations. Use it to drive the science in your space program, or use it to collect every last bit of science.
  • Giving Aircraft a Purpose (GAP) @inigma- Gives a great variety of contracts for Kerbin, including Aerospace Exploration, Coast Guard Rescue, and General Operations.
  • History of Spaceflight  @Frylovespi  - Contains 670 contracts for RSS/RP-0 and 622 contracts for Stock. It contains every mission from the time frames 1942-1967, basically the first 25 years of spaceflight.
  • Kerbal Academy @Mark Kerbin - Paid contracts to train up your Kerbals to get them more experience.
  • Sounding Rockets @inigma - Companion contracts to go with the USI Sounding Rockets!
  • Tourism Plus  @nightingale- Better tourism! A richer tourism experience than stock. Take tourists to space and to visit the stations and bases that you've already created. Build new tourist attractions like the space casino mega-project. 

 

Retired/Unsupported Contract Packs

Contract packs that have fallen out of support or simply don't work in newer versions of KSP/Contract Configurator.

  • 5dim Military @odin_spain - Some changes to how vessels spawn in Contract Configurator broke the spawning in this contract pack, and odin_spain seems to have disappeared.
  • SCANsat Lite @severedsolo- This contract pack has been integrated into SCANsat itself.
  • Sprite Missions @linuxgurugamerSadly the sprite doesn't work in 1.x aero, so this contract pack is no longer supported.
  • Kerbal Aircraft Builders @maculatorContracts focused on building aircraft. (Absorbed into Giving Aircraft a Purpose (GAP))
  • SCANsat Contract Pack @DBT85 - Alternative to the contracts (also built using Contract Configurator) that come with SCANsat. (Now packaged with ScanSat)
  • Rover Contracts by Whyren! @Whyren Here is an Opportunity to seize the Spirit of rovers! Have I piqued your Curiosity? YuTu can send manned and unmanned rovers across the system and run them for years beyond their intended life span until the wheels crumble! (Taken over by @linuxgurugamer and folded into Rover Missions Redux)
  • Mission Based R&D @klefenz - Overhauls the R&D system of career mode by neutralizing the science points and unlocking tech nodes as a reward for completing missions.  (No longer available to download as old kerbal-stuff link no longer valid)
  • Maritime Mission Pack @Whitecat106 - A series of missions set at sea for a better use of Kerbin's vast oceans! Includes missions above and under water! (Modder advised leaving the KSP modding scene and now unsupported)
  • Kerbin-SideJobs @AlphaAsh - Contracts for Kerbin-Side! Ferry passengers and cargo between different Kerbin-Side bases. Also has missions of a campaign relating to ancient anomalies, with espionage and intrigue (in spaaaaaace)! (No longer supported - new Kerbin-Side continued mod maintainer @Ger_space might look into it in future)
  • Kerbin on Fire Military Contract Pack @VolwenMilitary missions for BDArmory that occur within 120km of KSC. Includes aerial combat missions! (Thread locked and no download link as kerbal-stuff link is invalid)
  • The K-Files @severedsolo - The first story based contract pack. The truth is out there! (Modder advised this is now unsupported due to lack of time)
  • Initial Contracts (SETI) @Yemo- InitialContracts replaces the buggy/annoying stock starting contracts with 3 similar ones, which can be completed by manned and unmanned craft. Thus the mods contracts are especially useful for TechTrees which start unmanned and may be redistributed with them  If you like what you see, then check out SETI-Contracts for the full deal! (Seems that support for this pack has dropped as last release was for KSP1.1.2)
  • Historic Missions  @Whitecat106 - Historic missions following manned (human) space flight. This contract pack contains over 600 contracts with detailed backgrounds on the real missions. (Unsupported now, but 'Rebuilt' by @Frylovespi as History of Spaceflight )
  • Clever Sats @severedsolo - More in-depth replacement of the stock satellite contracts.(Modder moved on from contract modding)
  • Base Construction @CosmoBroConstruct and maintain planetary bases! (Mod was folded into Kerbin Bases and Stations )
  • Banking @ArachnidekAdds a bank to the game. The bank gives you money and after 2 weeks it takes it back with some interest. (Built for KSP 0.90, unsupported since then)

 

 

Here you go @nightingale (No, I don't normally quote 4 year old posts) I only hope I've saved you a little bit of work with the above.
Feel free to copy-paste / rework / modify the content again into your old post as an update for your OP.

I've gone through and refreshed all the links and verified all are now correct (Including the old unsupported packs). I've also grouped the packs in some semblance of an order based on the contract pack forum thread-title for the supported KSP version.

I also read the last few posts on each of the respective forum threads to determine if they are still active or unsupported - this is why there is more packs in the unsupported sub-list. (Reasons for move added in brackets)

(Also a thanks to @Mark Kerbin for kicking off the check into the links too :) )

Edited by wile1411
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Couple of syntax questions:

1) I'm playing around with a loan contract that I may or may not use but I'm wondering if I can put the interest rate in the contract notes. Right now I'm doing interest = Random(1.075,1.25), but I'd like to say what it is in the notes (so it'll have to be a string).

2) Is there a way to grab the player's current reputation so I could base the interest rate off of that?

Thanks!

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@wile1411 - HUGE thank you for this, I've been really putting off updating that list, even after @Mark Kerbin kicked it off.  Your edit rearranged it very nicely, so I've kept most of your suggested changes (although I moved newer KSP versions to the top).

@Kwebib - Something like this for your interest rate (untested, could be minor syntax issue):

description = You will get @interest.Print()% interest.

DATA
{
    type = double
    interest = Random(1.075,1.25)
    interestPct = @interest * 100
}

I'm 95% sure the parser will be fine without a space after Print().  If you don't like the way that looks (two decimal places), then you can do @interest.ToString("P0"), although there's a chance you need to do that outside the description string due to idiosyncrasies of the parser.

For the player's reputation, see Repution() in Global Functions.  Keep in mind that this is the reputation at the time the contract was generated, so it could be stale.  Another method that is a bit more transparent to the player may be to use the Contract Prestige (or the multiplier that goes with it).

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I don't normally quote posts quoting 4 year old posts, but.... 

 

23 hours ago, wile1411 said:

Clever Sats @/severedsolo- More in-depth replacement of the stock satellite contracts.(Modder moved on from contract modding)

(Also a thanks to @Mark Kerbin for kicking off the check into the links too :) )

 

Thinking about picking up Clever Sats. If I do it will most likely be after I get Kerbal Academy 1.3 or 1.4 released. (And I will let severedsolo know)

Also, Thanks!

Edited by Mark Kerbin
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Thanks for the MM reference in the GAP thread. I'll be using that when Sarb releases the new version of MM.

For 1.4.3 compatible version of CC, I assume you be adding new checks to confirm availability of different launch sites, as well as confirming where you launch from?

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Hey @nightingale, is it possible for CC to read what bases are opened via Kerbal Konstructs? KK used to store that information in the persistent file, so it seems such a thing might be possible? I'd like to be able to set up "go here and open x base" contracts, and then maybe do something like the old KerbinSide Jobs contract pack for KS Continued and Remastered.

@Ger_space pinging you because I don't know if KS still saves base info in the persistent file.

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1 hour ago, theonegalen said:

Hey @nightingale, is it possible for CC to read what bases are opened via Kerbal Konstructs? KK used to store that information in the persistent file, so it seems such a thing might be possible? I'd like to be able to set up "go here and open x base" contracts, and then maybe do something like the old KerbinSide Jobs contract pack for KS Continued and Remastered.

@Ger_space pinging you because I don't know if KS still saves base info in the persistent file.

CC had a module for accessing Kerbal Konstructs. I didn't change tha API, so it should be possible to ask for the open bases. IF not I can extend this. 

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@inigma - I'll have to play around with it, but won't have time until at least the weekend.  If you have a suggestion as to what you think would make sense syntax-wise feel free to raise the github issue.

@theonegalen - It's pretty much as @Ger_space says when it comes to the KK integration.  It looks like I never added the documentation when I pulled that stuff in from AlphaAsh though - I'll have to remember to do that.  For the moment you'll have to either read the code yourself or use Kerbin Side Jobs or Side-GAP as an example.

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Hello, I am having a weird issue with Contract Configurator. I recently started a new modded career and it was working fine. Then after a while, the UI screen in the Mission Control reverted back to the stock game version. (ie. it no longer shows the break down of missions and does not group things together).

Did I do something in the game that broke it or is there something I can do to get the grouping back? I don't see any major errors in the log as far as I can tell. I can upload it someplace if you need to see it.

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3 hours ago, SirBriguy said:

Hello, I am having a weird issue with Contract Configurator. I recently started a new modded career and it was working fine. Then after a while, the UI screen in the Mission Control reverted back to the stock game version. (ie. it no longer shows the break down of missions and does not group things together).

Did I do something in the game that broke it or is there something I can do to get the grouping back? I don't see any major errors in the log as far as I can tell. I can upload it someplace if you need to see it.

I'd need to see the log, but sounds like some sort of installation issue.

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1 hour ago, nightingale said:

I'd need to see the log, but sounds like some sort of installation issue.

If I remember correctly, there are several views in the mission control. Only the first one is sorted by CC, right? That is all contracts or something like that. Maybe that is it?

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3 minutes ago, Warezcrawler said:

If I remember correctly, there are several views in the mission control. Only the first one is sorted by CC, right? That is all contracts or something like that. Maybe that is it?

Yes, that could be it as well.

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Just now, SirBriguy said:

Lol I am an idiot. Yes, the All view was correct, but I was looking at the Active view. Nothing to see here... move along...

No worries... I had that same issue when 1.4.1 came out.... Until I clicked that #¤%&/ button. LOL

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14 hours ago, betony1 said:

@wile1411 @nightingale the Scansat contract pack by @DBT85 still works, and is separate from scansat. sure it hasn't been updated, but it is different then the ones within scansat.

Hi, I agree with everything you're said in the above post. However, just because that contract pack is in the unsupported section doesn't mean it doesn't work. (True for most of those packs tbh)

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On 4/30/2018 at 7:56 AM, TrueVulgarian said:

As you said, the "Recover Asset" tasks were disabled. Re-enabling them didn't seem to have any effect. I will continue to monitor.

I have not seen any new "rescue" missions arrive since re-enabling this option. Is this the wrong category?

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On 5/8/2018 at 9:20 PM, TrueVulgarian said:

I have not seen any new "rescue" missions arrive since re-enabling this option.

After I enabled it and went back to main menu and loaded the save I immediately got nearly a dozen of rescue contracts available.

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4 hours ago, Mark Kerbin said:

@nightingale

Am I correct in assuming that the SpawnKerbal behavior can be used to immediately add a kerbal to the roster? 

Or is there another Behavior I should be using?

No, SpawnKerbal can only add them on land or in orbit.  There currently isn't a behaviour for adding Kerbals to the roster.

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