jlcarneiro Posted December 7, 2015 Share Posted December 7, 2015 (edited) Hello, you have released a new version but I think you haven't seen this: On 14/10/2015 17:31:08, jlcarneiro said: [...] I think I've found a glitch: the flags are showing completely blank! I think the problem is in spacetux.cfg under ContractPacks/Spacetux/SharedAssets/Agencies/. The path to the flags currently is spacetux/Agencies/, I've changed it to ContractPacks/Spacetux/SharedAssets/Agencies/ and it is working fine now... Edited December 7, 2015 by jlcarneiro Quote Link to comment Share on other sites More sharing options...
Gazpachian Posted January 1, 2016 Share Posted January 1, 2016 The following is in regards to Unmanned Contracts, but it may be an issue present in other packs as well. One thing I think should be reviewed for next release is the deadlines for some contracts, such as impactor probes to the outer planets. Take for example the FirstEelooImpact contract from Eeloo_unmanned.cfg, lines 134-268. I'd be hard pressed getting a probe to Eeloo in the 100 days the contract is up for offer plus the 100 days I have after accepting it before the deadline. Add Kerbal Construction Time, 64K and other mods I do/may use into the mix and I've got a real challenge on my hands! I like the idea of deadlines as it motivates me to get the contract done rather than just sit in my log, but it has to be balanced to some extent. Sending a probe in advance and looking for the contract offering as it approaches the SOI of the body shouldn't be the only way to complete the contract. Other than that minor grievance it's a great pack of contracts that I've enjoyed for several months across multiple installs. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 1, 2016 Author Share Posted January 1, 2016 3 hours ago, Gazpachian said: The following is in regards to Unmanned Contracts, but it may be an issue present in other packs as well. One thing I think should be reviewed for next release is the deadlines for some contracts, such as impactor probes to the outer planets. Take for example the FirstEelooImpact contract from Eeloo_unmanned.cfg, lines 134-268. I'd be hard pressed getting a probe to Eeloo in the 100 days the contract is up for offer plus the 100 days I have after accepting it before the deadline. Add Kerbal Construction Time, 64K and other mods I do/may use into the mix and I've got a real challenge on my hands! I like the idea of deadlines as it motivates me to get the contract done rather than just sit in my log, but it has to be balanced to some extent. Sending a probe in advance and looking for the contract offering as it approaches the SOI of the body shouldn't be the only way to complete the contract. Other than that minor grievance it's a great pack of contracts that I've enjoyed for several months across multiple installs. Thanks for the feedback. I'll take a look at it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 2, 2016 Author Share Posted January 2, 2016 11 hours ago, Gazpachian said: The following is in regards to Unmanned Contracts, but it may be an issue present in other packs as well. One thing I think should be reviewed for next release is the deadlines for some contracts, such as impactor probes to the outer planets. Take for example the FirstEelooImpact contract from Eeloo_unmanned.cfg, lines 134-268. I'd be hard pressed getting a probe to Eeloo in the 100 days the contract is up for offer plus the 100 days I have after accepting it before the deadline. Add Kerbal Construction Time, 64K and other mods I do/may use into the mix and I've got a real challenge on my hands! I like the idea of deadlines as it motivates me to get the contract done rather than just sit in my log, but it has to be balanced to some extent. Sending a probe in advance and looking for the contract offering as it approaches the SOI of the body shouldn't be the only way to complete the contract. Other than that minor grievance it's a great pack of contracts that I've enjoyed for several months across multiple installs. I just updated the mod, it now has reasonable deadlines. I erred on the side of too long rather than too short. I looked at a dV map, got all the transfer times, doubled them and added 100 or so. Let me know if this is good enough Quote Link to comment Share on other sites More sharing options...
blu3wolf Posted January 2, 2016 Share Posted January 2, 2016 3 minutes ago, linuxgurugamer said: I just updated the mod, it now has reasonable deadlines. I erred on the side of too long rather than too short. I looked at a dV map, got all the transfer times, doubled them and added 100 or so. Let me know if this is good enough Im not using your pack at present, and I dont know how many folks this applies to, but there are very low delta v transfers available which use multiple planet flybys. They also take much longer (although they happen much more frequently than the normal transfers, depending on how little delta v you need it to use). Whether that is a concern for your contracts though I cant say. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 2, 2016 Author Share Posted January 2, 2016 19 minutes ago, blu3wolf said: Im not using your pack at present, and I dont know how many folks this applies to, but there are very low delta v transfers available which use multiple planet flybys. They also take much longer (although they happen much more frequently than the normal transfers, depending on how little delta v you need it to use). Whether that is a concern for your contracts though I cant say. It's not. This contract pack doesn't do multiple targets at this time. I would need to learn or be told some of the multple transfer windows before I could even think of doing them Thanks Quote Link to comment Share on other sites More sharing options...
blu3wolf Posted January 2, 2016 Share Posted January 2, 2016 No, I meant more about for your question on whether twice the transfer time for a direct hohmann would be sufficient for the contract. If users were relying on indirect transfers by using gravity assists, in order to open up their launch windows (a lot), they would likely have issues with meeting the contract time limits (acceptable launch windows go up, but so does the transfer time). It was more about the reasonable deadlines thing rather than asking if you could add contracts to do that specifically. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 2, 2016 Author Share Posted January 2, 2016 18 hours ago, blu3wolf said: No, I meant more about for your question on whether twice the transfer time for a direct hohmann would be sufficient for the contract. If users were relying on indirect transfers by using gravity assists, in order to open up their launch windows (a lot), they would likely have issues with meeting the contract time limits (acceptable launch windows go up, but so does the transfer time). It was more about the reasonable deadlines thing rather than asking if you could add contracts to do that specifically. Hmmm. I'll have to think about this, I understand what you are saying now. Quote Link to comment Share on other sites More sharing options...
Gazpachian Posted January 3, 2016 Share Posted January 3, 2016 For now the fix provided is very sufficient, thank you! It seems you forgot to bump the version number in the .version file though, so AVC thinks there is an unapplied update available upstream. That's easy to patch for me or anyone else so I wouldn't worry about fixing it with all haste, but at least now it is documented! Quote Link to comment Share on other sites More sharing options...
Chonner Posted January 3, 2016 Share Posted January 3, 2016 You forgot to update the .version file with most recent update of Unmanned Contracts, so AVC is complaining there is more up to date version. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 3, 2016 Author Share Posted January 3, 2016 Updating now, look for it in about 15 minutes. Thanks Quote Link to comment Share on other sites More sharing options...
klaami Posted January 15, 2016 Share Posted January 15, 2016 Not sure if this is due to an issue in your pack, or in the configurator, but I've been having issues with contracts not completing even though I met the conditions. Specifically, I was fulfilling the 'impact a probe on the Mun' contract and the altitude requirement was never triggered. What log info if any, would you need to diagnose? Quote Link to comment Share on other sites More sharing options...
Thegamer211 Posted January 17, 2016 Share Posted January 17, 2016 How do I get the right contracts? Most contracts I get are Kolyna orbits for Bop and Duna. But the farthest I went was crashing a probe in the mun. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 17, 2016 Author Share Posted January 17, 2016 If you got to the Mun, then it will give you contracts for further planets. However, I'm going to be releasing a major rewrite later today, which fixes a lot of little stuff as well as making the right contracts come up. Quote Link to comment Share on other sites More sharing options...
maculator Posted January 18, 2016 Share Posted January 18, 2016 What's that benchmark-thing the scientist wants me to do while Im on a rover mission? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18, 2016 Author Share Posted January 18, 2016 13 minutes ago, maculator said: What's that benchmark-thing the scientist wants me to do while Im on a rover mission? Are you running the latest rover mission release? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18, 2016 Author Share Posted January 18, 2016 32 minutes ago, maculator said: What's that benchmark-thing the scientist wants me to do while Im on a rover mission? Are you running the latest rover mission release? That "Benchmark" is a location name, you simply need to run all the science available on the rover Quote Link to comment Share on other sites More sharing options...
maculator Posted January 18, 2016 Share Posted January 18, 2016 Okay thanks ill check on that. Maybe i forgott a crew report. But the location was named museum and is checked green. So ill just repeat all the experiments and report back. Quote Link to comment Share on other sites More sharing options...
Matt77 Posted January 22, 2016 Share Posted January 22, 2016 On 18/01/2016 at 4:46 PM, linuxgurugamer said: Are you running the latest rover mission release? That "Benchmark" is a location name, you simply need to run all the science available on the rover I have the "Benchmark" contract for my Minmus rover. It expires in 49 days and I have other things to do so I was going to come back to it. As I launch another unrelated rover, I get a message that I've failed the Benchmark contract and been penalised 90k funds. Sorry, but I had to uninstall. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 22, 2016 Author Share Posted January 22, 2016 Nothing to apologize for. I can't do anything about expirations, but will be releasing an update soon (as soon as Contractconfigurator gets updated) which will fix a number of problems Quote Link to comment Share on other sites More sharing options...
Matt77 Posted January 22, 2016 Share Posted January 22, 2016 That's the point, it didn't expire - 49 days left. The instant I launch the other rover, I fail the existing contract. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 22, 2016 Author Share Posted January 22, 2016 Oh, that's wierd. Can you send me the log and the save file? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 22, 2016 Author Share Posted January 22, 2016 Question, was the new rover contract also generated by my contract pack? It shouldn't have been. Quote Link to comment Share on other sites More sharing options...
Matt77 Posted January 22, 2016 Share Posted January 22, 2016 (edited) Sorry for the slow reply, I was doing the "other things" ie building a large ship in orbit. Log here. The nearest save I could find here. You'll need KER, TAC LS and Scansat to load it I think. The minmus rover was a re-purpose contract for an existing rover, and the mun contract was a fresh one requiring a new rover (although the "new" rover was already under construction via Kerbal Construction Time, it was an opportunity contract...) Edited January 22, 2016 by Matt77 Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 28, 2016 Share Posted January 28, 2016 I like the contracts, except for the crash a probe ones... Any way to remove those easily? Quote Link to comment Share on other sites More sharing options...
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