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Arsonide

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Everything posted by Arsonide

  1. That error is indicative of having an outdated version of Asteroid Day installed. Please update to the version that was uploaded concurrently with 1.0.5.
  2. No, that does not sound related to what we have here. Go ahead with a thread on those issues, just make sure to attach the logs.
  3. Is this the only contract currently available, and has your tech tree been modded? Test contracts can repeat now, though not at first. It waits to repeat them until you have a decent amount of test subjects to choose from. Seeing as the Juno is a ways into the tech tree, you do have test subjects available, so it is choosing randomly from the available test subjects.
  4. Correct, contracts generated in 1.0.5 will generate with the proper ORBITING values. However, for the moment try not to put part requests as the root (first) part of your vessel.
  5. Alright there are two bugs at play here. First of all, it cannot detect your orbit because in 1.0.4 the vessel's ORBITING state was different than it is in 1.0.5, and the new compatibility stuff does not account for that, so it cannot detect the orbit. Unfortunately there is no fix here, but going forward it will not be an issue. The cupola is a bit of a bigger issue. It is looking for the right part name, but because your cupola is the root part of your vessel, the vessel's name is being appended to it, causing the parameter not to be able to detect it. This is a pretty serious issue, but I'm surprised it has not been reported before. I thank you for reporting it, and I will fix it now. For now, the best advice I can give you with this contract, is hit Alt-F12, go to Contracts, find the contract in the list, and hit "Com" to forcibly complete it. It isn't cheating if you ran into a bug!
  6. Firstly, how did you get to the point in the screenshot? Was the vessel flown up there just prior, or did you load in from the map, or quick load, or swap from another vessel? Secondly, going to the tracking station and back to the vessel should finish the contract, if it is stuck.
  7. If you can reproduce these, please submit a bug report to the support forum with logs of the crash and a description of what you were doing at the time of the crash.
  8. The penalty is fairly light by default, so it isn't going to punish people too much that are just declining things they really do not want to do. It is there to prevent board clearing. For players that would like the freedom to choose their own path, the Leadership Initiative strategy is available. It couples with the new passive reward system to increase your income for doing whatever you like, and gives you extra science from field research, that you can utilize with other strategies to generate funds or reputation if you like. The contract system is for people that want more direction, and the contract decline penalty solidifies this. Generating specific, custom tailored missions is not what Mission Control is for, though this is a nice idea. For now, luckily, the decline penalty is a difficulty option if you do want to custom tailor missions out of Mission Control by repeatedly generating them.
  9. You aren't going to want to delete that after 1.0.5.
  10. Something is affecting your crew roster in a negative way, but I will need more information to assist you further. Please post your save file and a full list of the mods that you are using. If you can replicate this zero cost issue, a log file from a time when this occurred might also be beneficial. Thanks!
  11. Right, the problem can be caused by any mod that adds odd numbers of contract definitions. I'm glad the temporary fix has helped you while I put together a more permanent solution.
  12. I have located the source of the issue. It seems to be caused by having an uneven number of contracts defined, by addons or otherwise. Any contract addon can cause it, but since Asteroid Day adds an odd number of contracts - one, it is likely to cause it. This is why some people experience it, and others do not. Even people with Asteroid Day might see males if they have other contract mods installed that are evening out their definitions. The fix for this will be in the next patch. However, in the mean time, I have come up with a small plugin here that you guys can plop in your GameData folder to fix it. Keep in mind that this is a temporary fix, but it adds a single blank contract definition to even out your definition count, until a more permanent solution is in place. Also keep in mind, that if you add more contract addons after the fix, you may need to remove it to fix the bug again. For people that are experiencing this issue, please let me know if the fix helps you.
  13. I have located the source of the issue. It seems to be caused by having an uneven number of contracts defined, by addons or otherwise. Any contract addon can cause it, but since Asteroid Day adds an odd number of contracts - one, it is likely to cause it. This is why some people experience it, and others do not. Even people with Asteroid Day might see males if they have other contract mods installed that are evening out their definitions. The fix for this will be in the next patch. However, in the mean time, I have come up with a small plugin here that you guys can plop in your GameData folder to fix it. Keep in mind that this is a temporary fix, but it adds a single blank contract definition to even out your definition count, until a more permanent solution is in place. Also keep in mind, that if you add more contract addons after the fix, you may need to remove it to fix the bug again. For people that are experiencing this issue, please let me know if the fix helps you.
  14. There is a lot of great feedback here, but would like to address the game killer first. Typically when Mission Control clears out like that, it's because there's an error popping up in the log. If you can recreate the bug, then go into the KSP_Data directory where your game is installed, you will typically find output_log.txt. If you upload this somewhere for me to read, I should be able to diagnose what is happening here. A list of any addons that you might be using would also assist in diagnosing the issue. From the screenshots I can just see Kerbal Engineer Redux.
  15. Contracts have quite a few flags that they keep track of. They watch your progression levels, your available technology, your facility upgrades, and your available assets. However, the harder contracts might intentionally push these boundaries a bit. ISRU contracts do watch for ISRU research, for instance. If they are appearing before you have researched ISRU technology, this might indicate that your contract configuration file has been altered somehow. Some of the other examples are examples that not all players might agree with. I know I would be able to land a vessel without landing legs, for instance.
  16. May I look at the save file associated with this career, and know all of the addons you are using?
  17. It no longer uses the word "land" at any point. It says to make ground contact with the planet, which is about as specific as it can get I'm afraid.
  18. This issue has popped up in the past, and I'd rather keep the splashdown objective and the landing objective separate on planets with oceans. So to address the issue, I have reworded the contract to "make ground contact" to alleviate any confusion.
  19. I posted a reply to the thread that Araym has linked, if anybody here is having this issue, please provide the information I requested in the reply.
  20. Hmm, if the name is not changing, but the visible gender is upon loading the EVA vessel, then the kerbal might still be generating as male, and it's just loading the wrong model. I've performed a quick test to confirm that as far as the kerbal itself goes, these are generating 50/50 male/female, so it could indeed be loading the wrong model. This being dependent upon Sentinel being installed is quite odd, as Sentinel is entirely self contained. I need more information to diagnose this issue. After you rescue a kerbal that swaps genders when installing the Sentinel mod, does its true gender as represented in the save file and the astronaut complex represent its visible appearance as it was when you rescued it? I would be very interested to see the save games involved in this issue. Both before and after a rescue kerbal swaps genders in this way. EDIT: Alright I've done some further testing, and with purely the stock game, and Asteroid Day, I am getting male tourists, male rescues, and they stay male when approaching them. (In addition to female tourists and rescues.) I'm going to need a list of every mod you guys are utilizing, in addition to saves, and possibly logs to further diagnose this issue.
  21. Ah, yes, rover contracts were tricky. Fun fact: when I initially started work on Fine Print, I set out to have more to do in the game. My first two ideas were rover contracts, and surface sample contracts. The initial rover contract actually asked you to drive four kilometers in any direction. In the first version, you could even drive four kilometers in circles. Sometimes it had a side objective to do a "sick jump" in low gravity. Eventually I realized that it was more fun to actually drive towards something. Ironically, both of these early ideas were eventually folded into what is now the more all encompassing survey contract. For the Asteroid Day addon, I did the contract and scenario logic that spawns the asteroids from the telescope.
  22. This is incorrect. Recovery contracts have the same chance to appear as any other contract. Once you get the Klaw, it only opens up the possibility of a rescue with a part recovery. This has a higher chance to be requested on more difficult contracts. If you just want the rescues, without worrying about the part, stick to the easier one-star recoveries. They pay less, but in most cases you only need to worry about a kerbal or a part, not both. You can also completely disable part recoveries in GameData/Squad/Contracts/Contracts.cfg if they are not your cup of tea by setting AllowPartRecovery in the Recovery section to false. As for the topic at hand - the gender of spawned crew members is random. Of course, if you flip a coin fifty times, it is possible to get heads every time. Such is the nature of entropy.
  23. This is throwing red flags: [LOG 18:50:13.465] [INFO] ContractConfigurator.ContractConfigurator: Disabled 3 ContractTypes. [LOG 18:50:13.466] [INFO] ContractConfigurator.ContractConfigurator: Finished Adjusting ContractTypes [ERR 18:50:13.528] ContractList: Contract type 'CollectScience' not found [ERR 18:50:13.529] ContractList: Contract type 'CollectScience' not found [ERR 18:50:13.578] ContractList: Contract type 'StationContract' not found [ERR 18:50:13.579] ContractList: Contract 0 is invalid [ERR 18:50:13.579] ContractList: Contract type 'CollectScience' not found [ERR 18:50:13.580] ContractList: Contract 6 is invalid [ERR 18:50:13.580] ContractList: Contract type 'CollectScience' not found [ERR 18:50:13.581] ContractList: Contract 7 is invalid [ERR 18:50:13.595] ContractList: Contract type 'StationContract' not found [ERR 18:50:13.596] ContractList: Contract 29 is invalid This seems to be normal for Configurator, to disable certain types of contracts, but invalidating existing generated contracts seems suspect, if Configurator had already been installed, these would not be in the save to begin with. Seeing as we're in this thread, and you have several packs installed (some quite old), I doubt you just installed these, which begs the question: how did the invalidated contracts get into the save? Granted, I'm not entirely familiar with Configurator, so this might be normal. It is possible that in the milliseconds between when the contract system loaded, and Configurator loaded, the system generated these contracts to be immediately invalidated by Configurator. If this is the case, and it is normal, it might be a good idea to wipe the board of these contracts prior to disabling contract types, so that these invalidations do not occur.
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