Jump to content

Contract Pack: Advanced Progression - REPLACED


tjsnh

Recommended Posts

Aha!
Possible, it was CrowdSourcedScience (in old format with custum science report definitions). Or updating and reinstalling sorted *.cfg and removed old files. (That's because CrowdSourcedScience now just the same.)
Anyway there is no error in KSP log now.
Link to comment
Share on other sites

[quote name='Volchik']Aha!
Possible, it was CrowdSourcedScience (in old format with custum science report definitions). Or updating and reinstalling sorted *.cfg and removed old files. (That's because CrowdSourcedScience now just the same.)
Anyway there is no error in KSP log now.[/QUOTE]

Ah yup, that makes sense, and probably falls into the "bad module manager config" section. :)

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

[quote name='Volchik']Also, am I correct about "recoveryMethod = None"? (Meaning that none is deprecated.) In what file I can find possible recoveryMethod values (Yesterday I had to make text parser small "reverse engineering" :) )[/QUOTE]

Doubled checked this and the None value should still be supported. None just means "I don't care about whether the science is recovered".
Link to comment
Share on other sites

  • 1 month later...
8 hours ago, smjjames said:

So, does this work in 1.0.5 for sure?

Yes, everything still works fine in 1.0.5

One or two of the contracts end up duplicating stock contracts due to the new dynamic progression method squad uses, but nothing gets in the way or fails to function correctly.

Link to comment
Share on other sites

33 minutes ago, Mister Spock said:

Is this contract pack compatible with New Horizons?  How about Severed Solo's Bases & Stations contract pack?

It should be compatible with all other contract packs, but may not work well with mods that add extra planets or moons.

Link to comment
Share on other sites

2 hours ago, smjjames said:

Hey @tjsnh I wonder if the problem I'm reporting here: http://forum.kerbalspaceprogram.com/index.php?/topic/91625-105-contract-configurator-v191-2015-12-15/&page=85#comment-2334137 is connected to this contract pack.....

Never seen anything like that - I'm not an expert at KSP debugging, but looks vaguely like a low-level graphics bug with the Unity engine that is causing the root problem.

Link to comment
Share on other sites

A small suggestion for next release is to ditch the "agent =" specifier for the contracts in the Routine.cfg file, because to me it makes little sense that a world-firsts society would ask me to send a number of kerbals on a routine mission to orbit or to plant a flag on some celestial body I've already been to. No, it doesn't break the game, only my precious immersion. :P

Link to comment
Share on other sites

On 1/1/2016 at 10:24 AM, Gazpachian said:

A small suggestion for next release is to ditch the "agent =" specifier for the contracts in the Routine.cfg file, because to me it makes little sense that a world-firsts society would ask me to send a number of kerbals on a routine mission to orbit or to plant a flag on some celestial body I've already been to. No, it doesn't break the game, only my precious immersion. :P

The idea was that NASA sent Apollo 12 through 17, even after 11 had landed etc - still more to see and do.

2 hours ago, smjjames said:

Could you set up the ones for orbital scanning to disable if SCANsat is installed? Because it's pretty redundant with the SCANsat contracts.

I haven't used the scansat contracts, so I don't know what they do - but now knowing that there is overlap I can certainly look into it. Thanks for the heads up. :)

Edited by tjsnh
Link to comment
Share on other sites

54 minutes ago, tjsnh said:

The idea was that NASA sent Apollo 12 through 17, even after 11 had landed etc - still more to see and do.

I haven't used the scansat contracts, so I don't know what they do - but now knowing that there is overlap I can certainly look into it. Thanks for the heads up. :)

SCANsat has it's own contract for the clamshell scanner as well as it's own resource survey contracts. Plus the fact that you can disable the stock scanning if you wanted to.

Link to comment
Share on other sites

51 minutes ago, smjjames said:

SCANsat has it's own contract for the clamshell scanner as well as it's own resource survey contracts. Plus the fact that you can disable the stock scanning if you wanted to.

I havent looked at the scansat contracts yet, so forgive my ignorance - do they use the default squad parts? I was under the impression that the scansat contracts required an add-on parts pack mod?

Link to comment
Share on other sites

1 hour ago, tjsnh said:

I havent looked at the scansat contracts yet, so forgive my ignorance - do they use the default squad parts? I was under the impression that the scansat contracts required an add-on parts pack mod?

There is one that uses the clamshell scanner. Also, SCANsat has contracts that come with the mod, you're probably thinking of an old contract pack that added contracts for SCANsat.

I just find it redundant in that theres already SCANsat contracts to scan for resources and I disable the stock scanning system (an option in the mod) in my game.

Link to comment
Share on other sites

Just a quick thing, not quite sure how the mechanics work: 
"Orbit Kerbin for a whole week" uses the first manned ship launched after accepting the mission. Problem is said ship is now the core of a station around Minmus and can't come back home at all without some serious in-orbit modifications... 

(i'm alt-F12-completing it now, i'll be more careful next time i guess, but yeah there's a ship landing right now that fills all the criteria yet no completion...)

Link to comment
Share on other sites

11 minutes ago, Mokmo said:

Just a quick thing, not quite sure how the mechanics work: 
"Orbit Kerbin for a whole week" uses the first manned ship launched after accepting the mission. Problem is said ship is now the core of a station around Minmus and can't come back home at all without some serious in-orbit modifications... 

(i'm alt-F12-completing it now, i'll be more careful next time i guess, but yeah there's a ship landing right now that fills all the criteria yet no completion...)

Is the entire origional ship the core or is just part of the origional ship the core? Like you had brought up a station piece?

I actually had the same kind of problem. I was using a station construction ship (which had some station parts I was bringing up) to do the 'send two kerbals into orbit' contract, but after returning, I saw that it didn't complete for some reason. So, I looked at it in Contract Window and found that the contract had somehow transferred itself to the station (probably via the station parts I had brought up). Had to alt+F12 complete it.

Link to comment
Share on other sites

2 hours ago, smjjames said:

Is the entire origional ship the core or is just part of the origional ship the core? Like you had brought up a station piece?

I actually had the same kind of problem. I was using a station construction ship (which had some station parts I was bringing up) to do the 'send two kerbals into orbit' contract, but after returning, I saw that it didn't complete for some reason. So, I looked at it in Contract Window and found that the contract had somehow transferred itself to the station (probably via the station parts I had brought up). Had to alt+F12 complete it.

I guess tracking missions is somewhat complicated...

 

Link to comment
Share on other sites

  • 1 month later...

Hello, as is probably well known now there is no more kerbalstuff. Spacedock is up and running as a replacement with apparently a lot of the same functionality.

Are there plans to update things/upload to spacedock so this mod works with CKAN again?

Link to comment
Share on other sites

21 hours ago, John FX said:

Hello, as is probably well known now there is no more kerbalstuff. Spacedock is up and running as a replacement with apparently a lot of the same functionality.

Are there plans to update things/upload to spacedock so this mod works with CKAN again?

I agree, i'd love to see this back up on CKAN

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...