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Caerfinon

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Everything posted by Caerfinon

  1. Options (and having no experience with Otherworlds they are a shot in the dark at best): Check the OtherWorld's configuration files to see it it loads a partial OW celestial body along side with the OWR2 entry that CC seems to recognize. Edit your Biome.cfg and change the OWR2 to OW and reload. (Note: if point 1 did occur I would then expect CC to through exceptions on OWR2 afterwards) If both 1 & 2 fail I would follow up with the otherworlds developer to see why a celestial body named OW is occurring.
  2. The locations for HardScience,cfg are retrieved with a data node using the DifficultScienceSubjects() call. The reference to it in the CC Wiki is found on the page https://github.com/jrossignol/ContractConfigurator/wiki/ScienceSubject-Type This call is dependent on a proper BiomeData.cfg in the GameData\Contratconfigurator folder. It is created when you first load KSP after installing CC. It does not automatically get updated on each reboot of the game, so if you install mods that significantly change Kerbin's Biomes or adds additional planets then Contract Configurator can start throwing a little temper tantrum when the call to the list of in-game biomes presents it with unknown objects. Presenting you with a log full of the following. From my glance it looks as the your OtherWorldsProgram has added things CC doesn't know about. Steps to correct. rename or delete BiomeData.cfg and any copy of BiomeDataDefault.cfg in the GameData\Contratconfigurator folder reload KSP edit BiomeData.cfg and confirm it has entries for the new biomes/planets from the additional mods you have used.
  3. Once more unto the CLICK, dear friends, once more;. Or close the thread up with our moderated stillness...
  4. "I love to hear the rhythm of the clickety-clack"
  5. If you change the kerbal to crew then it prevents the contract from completing. These contracts do not use tourists, they use 3 new traits for kerbals depending on the mission type. The details are in the wiki. These new Kerbal traits are not visible in the astronaut complex and cannot be loaded prior to launch. To get these passengers on your craft, you should launch it with only the required crew members onboard. When the craft is on the runway , Contract Configurator will present you with a load passenger dialog. Choose the passenger group to load for the mission you are on and proceed with the mission. The contract in the current state should be canceled and retaken to be able to proceed.
  6. Every thing went very well! 100% cancer free. (I'm understandably very pleased). Thanks for asking. @Rutabaga22
  7. And hello to you sir! I check in every few days or so to check on my mod threads to answer any questions. Since my surgery My interests have wandered back to playing some some Lord of the Rings Online and The Sims 4. Eventually the desire to fly plans and world build will return and I'll dive back in. Until then, I'm a shadowy kerbal from a shadowy planet... @Admiral Fluffy
  8. I'm like a bad penny... always showing up. @AtomicTech
  9. Try \GameData\KerbinSideRemastered\Statics\long_roads.cfg line 109 to 153
  10. You could try copying the config for the static for "Crawler-way Srtaight" and point the mesh to crawler1km.mu. Make sure you change the Title, Name, and Description attributes as well. Then try it out an see what you get.
  11. I'd like to thank my Mom and my Dad, without whom this face would not be possible...
  12. As well as can be expected... @ColdJ
  13. The Flight contracts have two validation parameters. The first is aircraft capacity and the presence of crew and passengers. The second is the launch which requires the aircraft be within 1600 meters of the waypoint maker and remain stationary for 5 seconds, when it completes you should get the clear to launch dialog box appearing. If you launch prior to the clear to launch, then the validation parameter has not been met.
  14. I'm assuming you are referring to contracts where you rescue downed navy pilots. The pilots cannot be selected from the tracking station because the are unowned. You should be able switch to the kerbal by using the PC keys "[" or "]" to cycle through nearby kerbals/vessels/flags (Assuming you haven't remapped those keys to something else). If this isn't what you mean, then you will have to provide additional details.
  15. Contract configurator currently has no way to determine the use of the fix part action, however you could spawn a vessel that is missing a key part and then use a part validation parameter to check for the existence of of the key part. Then have your engineer rendezvous with the vessel, attach the missing part using EVA Construction or KIS/KAS and then swirtch to the now repaired vessel so the validation will trigger to complete the contract.
  16. Buried in office work @AtomicTech
  17. Not sure what to advise. The contract pack was written for JNSQ 0.9.0 on KSP 1.8.1. At that time JNSQ_KK_Fixes.zip was required. I have no idea what the new versions on the mod have changed. I would follow up with the JNSQ support thread or Discord site.
  18. That's a weird KK issue. Best try to reinstall the KK statics for YG from the JNSQ install archive. The directory is \GameData\JNSQ\JNSQ_Configs\KK\YGagarin
  19. These are Contract Configurator errors. It often loses track of vessels. There is a particular bug in CC that when generating waypoints it can sometime put them in the wrong location. Check for contract offered waypoints in the tracking station display and see it the terminal waypoint is at a completely different location from where it should be. In these cases I advise using the ALT-F12 menu to manually complete these contracts otherwise you need to edit very complex things in the persistent.sfs file to correct it.
  20. This is typically caused by an issue with Nvidia In-Game Overlay which uses “Alt + F10” to save the last 5 minutes of the game as a video. You can change the Nvidia setting, I use ALT-CTR-F10. There should be a file copy of the output under GameData/ContractConfigurator/logs. The parameter definitions are correct for standard Contract Configurator however, something you have installed has modified the radios so that the types and power settings are no longer recognized and the exceptions are thrown. You have the following options available to you to fix it. Hunt down the cause of your radio setting s being changes and fix that. Stop using OWR contracts Edit the OWR Contract files and change all instances of this PARAMETER { name = HasAntenna type = HasAntenna antennaType = TRANSMIT minAntennaPower = 100.0 } to this PARAMETER { name = HasAntenna type = HasAntenna } From what I can see the contracts don't force you to transmit data to complete them so checking that you "can" is not necessarily required. The change just makes sure you have an antenna onboard. The third option is probably the quickest way to stop the errors and continue using the contract pack in a modified form. The Monolith contract is borked. Best to just delete it.
  21. You should post the contract.cfg file that is causing the error to check that syntax is proper. Also you should tun on contract debugging. See the file ContractConfigurator.cfg.default in GameData/ContractConfiguator folder for instructions to enable debug logging. It doesn't seem to like a number of the "OWR" contracts that fail on similar parsing errors [ERR 02:49:36.050] ContractConfigurator.RemoteTech.HasAntennaFactory: CONTRACT_TYPE 'OWR_GalacticCandy', PARAMETER 'HasAntenna' of type 'HasAntenna': Error parsing antennaType [EXC 02:49:36.052] ArgumentException: Requested value 'TRANSMIT' was not found. Could be a possible CC conflict with Remotetech.
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