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Frylovespi

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Posts posted by Frylovespi

  1. Hello all, sorry for not replying lately, but unexpected things kept popping up lately. I have been working on the mod in my free time, and it is nearing release status. For the RSS/RO version, every contract has been re-written with more accurate orbital parameters, including historical inclinations and maximum apoapsis and periapsis values. For the early sounding rockets missions, a minimum downrange distance traveled, and minimum and maximum weight of the craft have been added as contract parameters. More contracts have also been added. The updates can be found on the Github page or download directly here.

     

  2. Hey Guys,

    Thank you so much for bringing this to my attention and I will be able to look into it soon. Cancer is a horrible beast and it has finally claimed my 2 loved ones. I will be back in early December after mourning and a vacation to fix those problems and have time to work on expanding the mod and adding a new version that includes just the highlights of all the missions launched to date. A sort of mini version of the mod for stock.

  3. On 7/15/2018 at 12:29 AM, PlankyPlankh said:

    First thanks for all the work you've done on this so far, I completely love the historical aspect you can have with KSP.

    I am up to the first Venera 1 flights (in stock to Eve), and you have the deadline as 70 days, which for a flight to Eve is pretty tight.  I had a quick look at some of the older history space flight contract packs and their deadline is a more reasonable 5000 days, not saying this should be the deadline figure, but I think it needs to be increased somewhat.


     

     

    Oh wow I see I completely forgot to change the deadlines for long duration missions. Thank you for bringing that to my attention. Unfortunately as my recovery went great my elderly mother fell ill and I have been taking care of her as my dad cannot. She will need a surgery in the next month and then it will be a few weeks of recovery until they can handle themselves. Luckily my brother is in town for the next 5 days and he is taking over the slack for me. I will make a patch this weekend to officially correct the bugs found, new content will be pushed back a few more months.

     

    *edit* Version 0.5.6 with the bugfixes above and more has been released on GitHub, Spacedock, and Curseforge.

  4. On 6/4/2018 at 1:33 PM, PmThay said:

    Hello @Frylovespi. Just wanted to say that I love your Mod and I hope that one day, maybe, you could do the rest of the missions to present day. :D 
    But I also have to report a problem with a sequence of missions that we have to finish in order to unlock the "Explorer-6" mission.
    So to unlock the "Explorer-6" mission we need the "Vanguard-SLV-6" mission;
    and the "Vanguard-SLV-6" needs "Pioneer-4";
    and "Pioneer-4" needs "Luna-1";
    and "Luna-1" needs "Pioneer-P-3";
    and"Pioneer-P-3" needs "Explorer-7";
    and"Explorer-7" needs "Explorer-7X";
    But "Explorer-7X" needs "Explorer-6"!!!???
    I know, due to the last posts, that you don't have the time for this right now, but i just want to leave this information here ;) 

    Hope that the surgery went ok and hope for fast and full recovery.  ;) 

    Thank you for spotting that. It is not present in the RSS version so that's why I missed it in my play-through last time. I am glad you enjoy the mod, and yes I intend to finish it up to the present day. I have adjusted Luna-1, Pioneer-P-3, Explorer-7X, and Explorer-7 to be in the proper places now and that should correct the issues you noted. Also keep in mind that Explorer-7X does still launch before Explorer-6 as per history.

    It is now updated on the GitHub so it can be downloaded and manually installed. Just click the green clone or download button and select Download Zip. I will hopefully release a new version within the next few days. I have a couple of changes I wanted to finish before pushing it out or I will forget entirely.

    Surgery and recovery went well and I should be back to steady modding within a few weeks or so. Just got blindsided with other family health issues and have had very little time to dedicate to this awesome game. I am having serious Kerbal withdraws as I have not played in over a month.

  5. On 5/2/2018 at 1:24 PM, betony1 said:

    how are you doing with that? i tried it a few months ago and got stuck with an error during the Apollo missions, but had no time to fix it. It was one of the reasons why i initially tried to run all three of the historic packs, to see if i could fix it, and maybe try to make an extremely basic "kerballed" pack, using idea's from each of the packs, and making basic missions to space, moons and eventually all the planets. It wouldn't be based on real missions, but it would be a crewed mission pack.

    Well I haven't started that. Just got the call that there is an operating room ready for me and will be going for a surgery. I will be afk for the next several weeks. I may take a peak at those contracts while recovering though. I'm going to try to get another version of this released before that but my time is extremely limited at the moment and until the surgery. I will try to pop in every few days if I can to help people if needed and answer any questions.

  6. 13 hours ago, betony1 said:

    Ok, i figured out the problem, after digging through the logs i found that a few names of agents were the same names as the other historical packs, after deleting those packs, the contract pack came up!

    Great. I was away for the weekend and just came back. Glad you got that sorted and thanks for the info on compatibility with other historic packs. I was about to try out historical progression to see what it would take to resurrect it. I'll make sure to remove my mod first then. Thanks and sorry about the late reply.

  7. 5 hours ago, SchitzoSchaf said:

    I launched until 40th or so satellite contract now and my kerbin orbit looks like spaghetti. let the player fail 1 of every series like crash one vanguard because half of them where failures then pick what is special about the specific series like that are weather satellites so they must perform an pressure scan or temperature. The other one was the first polar orbit in history, so pick that one out. In stock it makes no sense at all to spam your orbit with like 40 satellites. most of them did not stay up there for long. An good option would be to force the player to deorbit the sputnik and that other stuff, except that longer lasting few. the way that you have like 3-5 satellites in really high elliptical polar orbits and another 5 in circular mildly inclined orbits.

    I would pick only what is special about the series.

    You could still let them ALL in but give the player an option to skip whole series. After I launched the first unsuccessful Vanguard I do not need to kill another 10. and successful sputnik thing I do not have to launch another 2. Only change the presets that I can go on to the less boring stuff. Like Moon, first manned. Just offer options to jump over that boring stuff.

    Make it like 

    Sputnik 1 -> sputnik 2 ---the whole other stuff like it is now

    but also: go on with laika (may bee bring a goo up with an  probe core, burn them up in the atmosphere or crash them after you send the science back)

    Than the player can jump from highlight to highlight but has the option to take the grind or do that stuff later if he is interested in all that background info or needs to bring up more satellites.

    And you need more victory conditions. What fuel is allowed? But Idk what is possible with that contract configurator.

    I am now in automating my satellite launches too :P

    All day long launching the same 4 things. 

    An over engineered satellite, a single probe core, an rocket that goes straight up, 1 version with and one without parachutes for hours to come  :D 

    at least I write some scripts again and make progress on the way.

     

    Edit that destroy a probe at the launch made me creative.... put at stayputnik on an launch clamp moved it all the way up in the VAB and then dropped it :-D

    I am using the mod Orbital Decay to handle that little problem with too many satellites or debris in orbit. I can't entirely recommend it at this time as its not officially updated or working perfectly right now, but it still does wonders for clearing your orbits of satellites. I have a  mostly working version running in my 1.3.1 install and there is a way to run it in 1.4.2 as well if you read its forum thread. And yup this will be a long boring pack. I really expected only 20 people at most to download this mod since its focus is so heavily on history. This isn't a revival of Historical Contracts or Historical Progression. It's really for true history re-enactments and for learning and interacting with the entire history of spaceflight.  If time and the license allows, one day I may revive the Historical Progression contract pack but its not my priority, although that pack seems more like what you are looking for and a better fit for the vast majority of stock players. I would much rather focus my attention to RP-0/RP-1 than work on another project.

    Things like adding part requirements for satellites will be added before V1.0. I have a few contracts that require solar panels but that was just as a test of contract configurator code.  I might end up trimming some launch failures but I dunno. I doubt it. This isn't History of Spaceflight light and in the end may just end up trashing the stock version as it may never fit right. Stock is a totally different game than RSS/RP-0. In RP-0 I use historical rockets for each flight from the multitude of parts packs made for launching historical rockets to their historical orbits. I enjoy pushing the rockets to their limits in game the same way as was done in real life. And when engines don't exist in any of the packs I just build my own configs with the proper thrusts and fuels.. etc. I build historical satellites that look, weigh, and usually function the same(if science parts allow). That is why a lot of the contracts have rocket dimensions and all have satellite masses. The ones with dimensions don't exist in any pack and are for the player to recreate in RP-0. So this pack is geared towards the minority I assume of players who like the pure historical aspect of it like I do(or maybe I'm alone here).

    I also just realized that in stock there is no Range Safety buttons on your probe cores so those destroy probes during flight or just after launch may be difficult. Especially with stock aerodynamics. Can't just do a sharp pitch over and make your rocket disintegrate in the thick atmosphere without FAR installed. Will have to look into that. I like your solution though too with the stayputnik. Very nice. Technically you didn't have to destroy at the launch pad. If you crashed at any point it would have triggered the contract complete. Also the license allows re-mixing as long as you retain the same license in your pack. I am looking for someone to take over the stock side to be perfectly honest as I don't really play stock or really want to play stock and this kind of pack as is really isn't a stock pack and is best played on RP-0 with a heavy mod load. But I have some thinking on how I want the stock side of this mod to proceed. Feedback from others who are playing the stock version would be appreciated too. I don't want to destroy something that someone may be enjoying. It took next to no time to convert it to stock so its no real loss to me.

  8. 13 hours ago, SchitzoSchaf said:

    I realy like the style of that pack. But may be you should think about making it less repetitive in the beginning (only tested stock so far)  after the 10th sub orbital flight with the same rocket it gets a bit boring. The later missions are great!

    Maybee pack them a bit together? Like one mission for russians A-x to A-y and then another one for the ballistic tests and the same for the other nations, make description like: from date x to date y soviet russians tested the missiles on sub orbital flight reaching alt... to alt.... and had a range of ....  . The Descriptions are great but there is no real progress in the game, only if you over engineer that launches for collecting science in different  biomes. but that makes other mission packs like the one to collect every bit of science a bit useless in the beginning because there is no real synergie then.

    That way you don´t loose much of the great historical data that I really like. Great work.

     

    Another possible solution: make one of the later Missions (like the first after sputnik 1) have no previous mission only has reached orbit=met and all previous become unavailable at this time like has not reached orbit = unmet (idk if thats already possible because of the huge amount of missions I have not seen them all)

    That should be only a copy and paste work that is not that time intense and let you jump over that 20 or more suborbital again and again missions. Later Missions are also repetitive in parts but they always have some progression in game terms like get more science on the way, Bring satellites up that other contracts want you to do anyway or u can use as relay sats, train your crews, do rescue missions on the way dock things you want to dock anyway...

     

    I can overcome that grind with 7 lines of kos script too, if i like, but not everyone can do this.

         bootfile.ks

             lock throttle to 1.

             lock steering to up .

             wait 5.

             stage.

             wait until alt: radar > 70000.

             wait until alt:radar< 15000.

            stage. 

     

    Design the rocket that its apoapsis gets to around 73 km, pack it with parachutes and do something else in that time, come back when landed get next contract repeat.

     

    Edit: solution for everyone made with kos(a better one), with detailed description in the readme file and 2 craft files if someone wants to use it

    https://drive.google.com/file/d/1yk8JmE2Gy0NznUMwIAhyn2JjYSUyP3NT/view?usp=sharing

    brings you to 70+k with time warp

    brings you back with time warp

    plays a sound.

    History is well sometimes a bit boring. Try sitting through a Sedimentology lecture, or 50. Oh man, talk about boring. Sand, sand, and more sand. I recognize that this pack won't always be the most exciting thing in the world at times as it's strictly following history. And honestly those beginning sounding rocket contracts really do play better in RP-0. There was a whole progression to them there. I removed a whole bunch for the stock version and just kept ballistic missile progression because who wants 50 sounding rocket missions in stock? In RP-0 now you have to add payloads to your sounding rockets and reach certain altitudes. That doesn't exist in stock. Early RP-0 play can rely heavily on the extra biome science and fund grind. The whole pack play differently with RSS/RP-0 and especially with Kerbal Construction Time as well. Then it becomes a race against the clock to see if you can launch your rockets at the same pace as history. You will find you have to end up rushing builds and then that cuts into your profits.

    But I am definitely considering just dropping most of the early ballistic and go quickly to the orbitals. Maybe just leave 2 Germany launches, 1 SRBM, 1 MRBM, and 1 ICBM  each for USA and Soviets. My original intent was to leave them out except for around 5 or so but someone requested that they stay in. He was fine with all 50 but I trimmed it to 18. Still too much I think. I skipped through them on my stock playthrough that I started. So I definitely know what you are saying. If I do chop them it will be in the next release in a day or two. They really just don't play well in stock. Thanks for the feedback. It definitely confirmed my suspicions about those missions on my first time through. I don't really play much stock these days anymore. This mod was intended to be for RSS/RP-0 only but someone asked for stock so I ported it over a few days. I am sure the stock version will need a lot of tweaking and balancing so any suggestions are appreciated and will be considered as long as they aren't history breaking. And i do usually work on both stock and RP-0 versions pretty much daily.

     

    edit: trimmed down version avail by downloading my main GitHub page

  9. 47 minutes ago, FrancoisH said:

    Below as spoiler is the log I have.

    It seeps to load it without trouble... I still have blank icon as image... Don't understand why as I can't find any error in the log...

     

      Reveal hidden contents

    [LOG 10:45:21.262] Load(Texture): ContractConfigurator/ui/eva_ac_female
    [LOG 10:45:21.264] Load(Texture): ContractConfigurator/ui/eva_ac_male
    [LOG 10:45:21.265] Load(Texture): ContractConfigurator/ui/eva_kerbin_female
    [LOG 10:45:21.267] Load(Texture): ContractConfigurator/ui/eva_kerbin_male
    [LOG 10:45:21.268] Load(Texture): ContractConfigurator/ui/eva_space_female
    [LOG 10:45:21.270] Load(Texture): ContractConfigurator/ui/eva_space_male
    [LOG 10:45:21.271] Load(Texture): ContractConfigurator/ui/iva_female
    [LOG 10:45:21.273] Load(Texture): ContractConfigurator/ui/iva_male
    [LOG 10:45:21.274] Load(Texture): ContractConfigurator/ui/MissionControl
    [LOG 10:45:21.276] Load(Texture): ContractConfigurator/ui/TrackingStation
    [LOG 10:45:21.278] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/ASILogo
    [LOG 10:45:21.282] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/ASILogo_Scaled
    [LOG 10:45:21.284] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/ASRILogo
    [LOG 10:45:21.287] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/ASRILogo_Scaled
    [LOG 10:45:21.289] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/CalendarLogo
    [LOG 10:45:21.294] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/CalendarLogo_Scaled
    [LOG 10:45:21.296] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/CNESLogo
    [LOG 10:45:21.300] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/CNESLogo_Scaled
    [LOG 10:45:21.302] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/CNSALogo
    [LOG 10:45:21.306] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/CNSALogo_Scaled
    [LOG 10:45:21.308] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/CSALogo
    [LOG 10:45:21.312] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/CSALogo_Scaled
    [LOG 10:45:21.315] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/Germany
    [LOG 10:45:21.318] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/Germany_Scaled
    [LOG 10:45:21.320] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/JAXALogo
    [LOG 10:45:21.324] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/JAXALogo_Scaled
    [LOG 10:45:21.326] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/NASAOLDLogo
    [LOG 10:45:21.329] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/NASAOLDLogo_Scaled
    [LOG 10:45:21.331] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/UKSALogo
    [LOG 10:45:21.336] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/UKSALogo_Scaled
    [LOG 10:45:21.338] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/USADODLogo
    [LOG 10:45:21.343] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/USADODLogo_Scaled
    [LOG 10:45:21.346] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/USAFLogo
    [LOG 10:45:21.349] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/USAFLogo_Scaled
    [LOG 10:45:21.351] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/USARMYLogo
    [LOG 10:45:21.355] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/USARMYLogo_Scaled
    [LOG 10:45:21.357] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/USNavyLogo
    [LOG 10:45:21.361] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/USNavyLogo_Scaled
    [LOG 10:45:21.363] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/VoskhodLogo
    [LOG 10:45:21.368] Load(Texture): ContractPacks/ContractPacks/HistoryofSpaceflight/Logo/VoskhodLogo_Scaled

    @FrancoisH

    According to your log you have 2 copies of ContractPacks in your filepath. It is installed incorrectly. you have it in:

    GameData/ContractPacks/ContractPacks/HistoryofSpaceflight

    instead of

    GameData/ContractPacks/HistoryofSpaceflight

    Moving it into the correct folder will fix your problem. Easy mistake to make. Almost didn't notice it. Was about to post that everything looks fine.

  10. 1 minute ago, flart said:

    I like Contract Pack: Historical Progression more than Contract Pack: Historic Missions.

    Do you have plan for resurrecting Historical Progression? (aka History of Spaceflight - Lite)

    No sorry, 3 versions of this one will be enough for me(Stock/RP-0/RP-1). Too much work to do on this one. Still have around 5000 contracts to add! More if I add cubesats. This is only 10% or so complete. Ironing out balance and bugs before adding any more into the mix.

  11. 1 minute ago, SchitzoSchaf said:

    ok thx for the quick answer. 

    hm not that much a problem if the kerbalism contracts do not work, as long as i do not kill my save with it.

    No Problem! I can't give any  guarantees on the safety of your save file or if my contracts will all work properly with that bug. As a general rule you should use caution with mods and backup your save files often.

  12. 59 minutes ago, FrancoisH said:

    Hi, I just triple checked and I can't find what's wrong. I just updated your contract pack with every update you published, removing the directory and installing the next version. Maybe should I reinstall contract manager as well?

    Kind regards.

    @FrancoisH I'll need a copy of your KSP.log file from your KSP main install folder to see where its trying to load the icons from. Re-installing contract configurator probably won't help here. Alternately you can look in your log and see if yours looks like this.

    [LOG 12:44:23.610] Load(Texture): ContractConfigurator/ui/eva_space_female
    [LOG 12:44:23.612] Load(Texture): ContractConfigurator/ui/eva_space_male
    [LOG 12:44:23.613] Load(Texture): ContractConfigurator/ui/iva_female
    [LOG 12:44:23.615] Load(Texture): ContractConfigurator/ui/iva_male
    [LOG 12:44:23.617] Load(Texture): ContractConfigurator/ui/MissionControl
    [LOG 12:44:23.619] Load(Texture): ContractConfigurator/ui/TrackingStation

    [LOG 12:44:23.666] Load(Texture): ContractPacks/HistoryofSpaceflight/Logo/ASILogo
    [LOG 12:44:23.670] Load(Texture): ContractPacks/HistoryofSpaceflight/Logo/ASILogo_Scaled
    ...

  13. 16 minutes ago, SchitzoSchaf said:

    i get an error message from module manager with kerbalism installed. Exception Contracts Configurator.cfg (the one from compatibility inside the kerbalism folder). I think the extra Missions that Kerbalism provides crash somehow with history of spaceflight. My knowledge of Module Manager syntax is pretty limited so I cant fix it myself. 

    No other Contract Pack installed gets me an error with ksp...so may bee its only an minor problem.

    That's a problem between Kerbalism and Contract Configurator caused by a MM-Patch to make contracts work in Kerbalism. My understanding is Kerbalism doesn't play well with any contract pack that uses the contractType variable right now and will have to be fixed by someone else. Last I read a few days ago was that someone was looking into it. Until then do not use this contract pack with Kerbalism installed or you will get errors. Sorry that doesn't really fix your problem for now and hopefully they get that sorted soon.

  14. I also tried it late on Sunday in an RSS build with 150+ mods. Seems to be working fine and craft are decaying back to Earth on their own like they are supposed to do. And, no orbits are being messed up. I do sometimes see the orbits flicker for a millisecond and appear to move but then go right back to where they should be. Still testing but working fine after 30 or so launches. I didn't think anyone was going to get this mod fixed. @Starwaster  you are brilliant. Can't thank you enough.

  15. 5 hours ago, FrancoisH said:

    Hello, I got into an issue with your contracts. None have their organization image displayed, i've just a white rectangle with every of them. Wasn't the case in  the 0.5.3 version. If I can do something to help you... I didn't see any error message in the log.

    I've been playing around for about 30 mins here and the only way I can reproduce that bug is if the pack is installed incorrectly. Quadruple check that the HistoryofSpaceflight folder is in the GameData/ContractPacks folder. If its anywhere else the contracts will still load but the icons will not. I made no changes to the icons or the config file that controls it since the release and I really can't reproduce it any other way. Check your folders. I have accidentally had two installs of mods before but inside of another mods folder. That one took 4 hours to figure out. If that doesn't help then you will have to send me your logs so I can double check them.

  16. I would also like to point out. Expect some bugs. There are a lot of contracts. If you find one just report it and it will hopefully be sorted quick. I'm usually around pretty much all day. I make a lot of small typo mistakes on account of the strong pain medication I have to take. Either post in the forum or create a new issue on the GitHub Issues page. I will try to fix the problem as soon as I see it. I also don't really play all that much stock anymore so that is where most bugs are going to be. In the future I'll make sure that the contracts actually load in stock before releasing. I usually just load RSS and port them over and assume that they will load. That isn't always the case it seems. I will be more diligent in the future concerning stock releases. Thanks again for finding that bug and pointing it out for me to fix.

  17. 1 hour ago, Gordon Dry said:

    @Frylovespi there still is an issue with "Mars-1":

    
    ContractConfigurator.ContractType: CONTRACT_TYPE 'Mars-1': Error parsing group
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    ArgumentException: No contract group with name 'MarsMission'
      at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[ContractGroup] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ConfigNodeUtil.ParseValue[ContractGroup] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ConfigNodeUtil.ParseValue[ContractGroup] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, ContractConfigurator.ContractGroup defaultValue, System.Func`2 validation) [0x00000] in <filename unknown>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    ContractConfigurator.LoggingUtil:LogException(Exception)
    ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, ContractGroup, Func`2)
    ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, ContractGroup)
    ContractConfigurator.ContractType:Load(ConfigNode)
    ContractConfigurator.<LoadContractTypeConfig>d__30:MoveNext()
    ContractConfigurator.<FinalizeContractTypeLoad>d__29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
     
    (Filename:  Line: -1)
    

     

    Its working in mine now. I put up the wrong download. It still had an extra DunaMission in the cfg. So re-download the now fixed link from github. This also introduced a new bug in a 1964 mission ESRS that i am working on fixing. It was supposed to be in the next release but i forgot to remove it so the 1964 bug will be fixed tonight. Don't report it it's known.

    Edit. ESRS mission is also fixed. It didn't like my description so I had to rewrite it. Its included in the latest patch from github,  spacedock, and curse.

  18. 7 minutes ago, Gordon Dry said:

    @Frylovespi there still is an issue with "Mars-1":

    
    ContractConfigurator.ContractType: CONTRACT_TYPE 'Mars-1': Error parsing group
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
    
    ArgumentException: No contract group with name 'MarsMission'
      at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[ContractGroup] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ConfigNodeUtil.ParseValue[ContractGroup] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ConfigNodeUtil.ParseValue[ContractGroup] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, ContractConfigurator.ContractGroup defaultValue, System.Func`2 validation) [0x00000] in <filename unknown>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    ContractConfigurator.LoggingUtil:LogException(Exception)
    ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, ContractGroup, Func`2)
    ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, ContractGroup)
    ContractConfigurator.ContractType:Load(ConfigNode)
    ContractConfigurator.<LoadContractTypeConfig>d__30:MoveNext()
    ContractConfigurator.<FinalizeContractTypeLoad>d__29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
     
    (Filename:  Line: -1)
    

     

    I see the problem. I changed "MarsMission" to DunaMission in the historyofspaceflight.cfg for the stock version. Must have had the file open when i was batch converting mars to duna. Pushing a fix to github now. I will add anothr hotfix release right away. Thanks for noticing it. It wasn't replicated in my RSS version and that's the version I have been using most over the last few days.

  19. 11 hours ago, Elon Kerman Jr said:

    Saw this on curse and it seems good but will it work in science mode? @Frylovespi

    Oh I just looked at the images but why do you get so little science like shouldn't you get more than 5 for launching like the first satellite or what.

    No, unfortunately contracts pack will not ever work with science mode. Mission Control building is disabled by default in science mode as per Squad settings. And this mod is a supplement and not meant to replace doing experiments. And I think you are playing with an old version. I had updated Sputnik-1 to 10 science and Sputnik-3 to 15 a few days ago. I also just went through the pre-sputnik missions and realized that I was rewarding the science for the RP-0 version instead. So I increased the science rewards and the next release will reflect that. Once complete this contract pack will contain over 8000 contracts.  But, if each contract awards 5 science(launch failures award less) then you would have 40,000 science just from doing contracts. And as per history Sputnik-1 didn't contain any experiments  on board. All the science gained was deduced by watching it from the ground and tracking it. Sputnik-3(Object-D), which was the first space laboratory,  was supposed to be the first satellite in space by the Soviet Union but they had to fast track Sputnik-1 to beat the USA so they went with the simple satellite.

  20. 1 hour ago, MacKerbie said:

    Hate to sound stupid but what's the correct folder path for this mod? I want to make sure I've installed it correctly.



     

    How to install History of Spaceflight:
     
    1. unzip contract packs to a new folder
    2. Choose which version you want to play. Either RSS/RP-0 mod or Stock
    3. Copy the HistoryofSpaceflight folder into your KSP game directory under GameData/ContractPacks

    4. When updating to a new version it's best to delete the previously installed HistoryofSpaceflight as well as ModuleManager.ConfigCache, and ModuleManager.ConfigSHA from your GameData folder to make sure it loads the new contracts that were added.

  21. 7 hours ago, White Owl said:

    Have you tried it? Does it work? Please share it!

    I am not much of a programmer and couldn't get it to compile. So all it needs is someone to fix the error and to recompile. Easy enough but slightly above my level. I can only do monkey work like program contracts. I've managed to re-compile a few mods over the years but tried for 3 hours on this one and just couldn't get all the references in that were needed. If a .csproj was included in the source, then I would have had better luck figuring it out.

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