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[1.2.1] Spacetux - Contract Pack: Unmanned Contracts, Rover Contracts, Grand Tours and Sprite Missions


linuxgurugamer

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53 minutes ago, Stratickus said:

While I have not 'tested' it, I have used it throughout my early 1.2 career play through. The only issue I have found is that the orbit a probe and return it safely contract seems to complete upon the next returned ship from orbit after acceptance of the contract, regardless of whether or not it is a probe. Could be a mod conflict, so possibly an isolated incident. 

Also the aforementioned generous contract rewards..

Cheers,

That may be a CC issue, I'll ask @nightingale.  the reward will be fixed in the next release

Edited by linuxgurugamer
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On 11/16/2016 at 8:24 AM, linuxgurugamer said:

Released Unmanned Contracts 0.3.26

  • Science Nerf, from 25 down to 5
  • Updated version for 1.2.1

Released Grand Tours 0.1.10.1

  • Updated for 1.2.1

Good stuff.  A minor suggestion: If/when you update the Rover missions contract pack if you could rename it to --> "Contract Pack: Rover Missions" it would match the 'normal' convention of the rest of the contract packs.

Cheers,

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3 minutes ago, Stratickus said:

Good stuff.  A minor suggestion: If/when you update the Rover missions contract pack if you could rename it to --> "Contract Pack: Rover Missions" it would match the 'normal' convention of the rest of the contract packs.

Cheers,

It already is named that way, I'll be getting it updated for 1.2.1 soon:

http://spacedock.info/mod/52/Contract Pack: Rover Missions

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On 11/15/2016 at 6:48 PM, linuxgurugamer said:
On 11/15/2016 at 5:55 PM, Stratickus said:

While I have not 'tested' it, I have used it throughout my early 1.2 career play through. The only issue I have found is that the orbit a probe and return it safely contract seems to complete upon the next returned ship from orbit after acceptance of the contract, regardless of whether or not it is a probe. Could be a mod conflict, so possibly an isolated incident. 

Also the aforementioned generous contract rewards..

Cheers,

That may be a CC issue, I'll ask @nightingale.  the reward will be fixed in the next release

The problem is that the crew isn't specified, so any ship will work.

Will fix today

Fixed Unmanned Missions, get version 0.3.27:

  • Added crew requirement for first unmanned to orbit and back

This will only apply to new contract, not existing ones

Released Rover Missions for 1.2.1

Edited by linuxgurugamer
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I noticed the latest Rover Missions gave a validation error. Is 'ModuleWheel' obsolete?

[LOG 03:59:40.314] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'RoverExplore'
[ERR 03:59:40.326] ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'RoverExplore', PARAMETER 'PartValidation' of type 'PartValidation': A validation error occured while loading the key 'partModule' with value 'System.Collections.Generic.List`1[System.String]'.

[EXC 03:59:40.328] ArgumentException: No PartModule class for 'ModuleWheel'.
	ContractConfigurator.Validation.ValidatePartModule (System.String name)
	System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate)
	ContractConfigurator.PartValidationFactory+<>c.<Load>b__3_6 (System.Collections.Generic.List`1 x)
	ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, System.Collections.Generic.List`1 defaultValue, System.Func`2 validation)
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2)
	ContractConfigurator.PartValidationFactory:Load(ConfigNode)
	ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory)
	ContractConfigurator.ContractType:Load(ConfigNode)
	ContractConfigurator.<LoadContractConfig>d__26:MoveNext()
	ContractConfigurator.ContractConfigurator:PSystemReady()
	EventVoid:Fire()
	<Start>c__Iterator77:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[WRN 03:59:40.364] ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'RoverExplore'
[LOG 03:59:40.367] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'RoverDeploy'
[LOG 03:59:40.382] [INFO] ContractConfigurator.ContractType: Successfully loaded CONTRACT_TYPE 'RoverDeploy'

 

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  • 4 weeks later...

Hey @linuxgurugamer

I get a ModuleWheel related error with the Rover Contracts on KSP1.2.2. Changing ModuleWheel to ModuleWheelMotor in iteratorRover.cfg fixes it, however I am not sure if thats the intended solution. But I assume. :)

Spoiler


[EXC 18:50:00.879] ArgumentException: No PartModule class for 'ModuleWheel'.
    ContractConfigurator.Validation.ValidatePartModule (System.String name)
    System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate)
    ContractConfigurator.PartValidationFactory+<>c.<Load>b__3_6 (System.Collections.Generic.List`1 x)
    ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, System.Collections.Generic.List`1 defaultValue, System.Func`2 validation)
    UnityEngine.Debug:LogException(Exception)
    ContractConfigurator.LoggingUtil:LogException(Exception)
    ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2)
    ContractConfigurator.PartValidationFactory:Load(ConfigNode)
    ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory)
    ContractConfigurator.ContractType:Load(ConfigNode)
    ContractConfigurator.<LoadContractConfig>d__26:MoveNext()
    ContractConfigurator.ContractConfigurator:PSystemReady()
    EventVoid:Fire()
    <Start>c__Iterator77:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

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6 minutes ago, Jebs_SY said:

Hey @linuxgurugamer

I get a ModuleWheel related error with the Rover Contracts on KSP1.2.2. Changing ModuleWheel to ModuleWheelMotor in iteratorRover.cfg fixes it, however I am not sure if thats the intended solution. But I assume. :)

  Reveal hidden contents


[EXC 18:50:00.879] ArgumentException: No PartModule class for 'ModuleWheel'.
    ContractConfigurator.Validation.ValidatePartModule (System.String name)
    System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate)
    ContractConfigurator.PartValidationFactory+<>c.<Load>b__3_6 (System.Collections.Generic.List`1 x)
    ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, System.Collections.Generic.List`1 defaultValue, System.Func`2 validation)
    UnityEngine.Debug:LogException(Exception)
    ContractConfigurator.LoggingUtil:LogException(Exception)
    ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2)
    ContractConfigurator.PartValidationFactory:Load(ConfigNode)
    ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory)
    ContractConfigurator.ContractType:Load(ConfigNode)
    ContractConfigurator.<LoadContractConfig>d__26:MoveNext()
    ContractConfigurator.ContractConfigurator:PSystemReady()
    EventVoid:Fire()
    <Start>c__Iterator77:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

it is, thanks.

I'll review and update 

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@linuxgurugamer I know you're busy with the 46? mods you're now in charge of but I was wondering if either you could add some compatibility for Galileo's Planet Pack or give me some guidelines on how to do it myself (I have a fair amount of experience with .cfg files and a lot of free time coming up).

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16 minutes ago, TheRagingIrishman said:

@linuxgurugamer I know you're busy with the 46? mods you're now in charge of but I was wondering if either you could add some compatibility for Galileo's Planet Pack or give me some guidelines on how to do it myself (I have a fair amount of experience with .cfg files and a lot of free time coming up).

Add compatability for it in what?

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2 hours ago, TheRagingIrishman said:

Unmanned Contracts please (sorry, slipped my mind that 3 contract packs live here)

That will be difficult, the cfg files are generated from a script.

Here is what I'll need to do a specific version for Galileo's planet pack:

  1. List of bodies, with a maximum deadline (in days) for each.  Necessary because bodies further away take longer.
  2. For each body, the antenna needed for RemoteTech to work

Once I have this, I should be able to generate a contract pack for you, but you are going to have to test it

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9 hours ago, OhioBob said:

The following is something that some of you might find useful.  This is a table giving the minimum and maximum distances between planets, measure in megameters.  This covers 500 years of planetary movements, from year 1 through year 500.  To find the minimum distance, select the innermost planet going down the column on the left, and the outermost planet going across the row at the top.  Then read the distance at the intersection of the selected column and row.  To find the maximum distance, select the innermost planet going across the row at the top, and the outermost planet going down the column on the left.

For example, let's say you want the minimum distance between Gael and Gratian.  Gael in the inner planet, so select Gael in the column at the left.  Gratian is the outer planet, so select Gratian in the row across the top.  Where those selections intersect we see that the minimum separation is 22,830 Mm.  To find the maximum distance, now select Gratian in the column to the left, and Gael in the row across the top.  We find that the maximum separation is 55,486 Mm.

 

  Icarus Thalia Niven Gael Tellumo Gratian Otho Gauss Nero Hox Leto
 Icarus ------ 3,176 6,845 10,146 18,498 33,138 66,322 132,343 256,741 352,761 484,557
 Thalia 10,808  ------ 3,245 6,923 15,005 29,851 62,879 128,728 253,436 349,583 481,394
 Niven 14,132 17,736  ------ 3,181 11,654 26,302 59,469 125,433 249,901 345,876 477,826
 Gael 17,826 21,046 24,787  ------ 7,945 22,830 55,828 121,666 246,406 342,673 474,562
 Tellumo 26,250 29,745 33,092 36,806  ------ 14,623 47,814 113,727 238,236 334,066 466,221
 Gratian 45,174 48,462 52,008 55,486 63,686 ------  32,138 97,108 223,585 318,848 451,600
 Otho 79,114 82,558 85,967 89,609 97,623 113,230 ------  65,128 190,118 284,087 417,970
 Gauss 147,345 150,960 154,255 158,023 165,962 182,550 214,551 ------  122,216 222,479 350,603
 Nero 291,445 294,751 298,285 301,780 309,949 324,584 358,063 425,579 ------  143,965 232,783
 Hox 486,301 489,479 493,184 496,393 504,999 520,358 555,023 624,150 726,005 ------  156,248
 Leto 600,629 603,794 607,365 610,634 618,988 633,620 667,373 735,508 853,786 969,245 ------ 
 
 

Something useful from the GPP thread

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Just started a new career and the Unmanned contracts are not generating. I am pretty sure that it is a CC issue, but the Rover contracts are generating so I'm not sure. Specifically the "First Orbit" and "Return from Orbit" contracts are not generating. I have successfully orbited; I imagine that is a pre-requisite for the contracts to generate.

Let me know if you need amplifying information.

Cheers,

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12 hours ago, Stratickus said:

I checked the CC logs. It generated a folder titled: "!NO_GROUP" All the Unmanned contracts are in the folder. Let me know if they are of any use to you.

Additionally, the CC ingame debug menu appears to be generating stuff for Unmanned contracts.

Cheers,

Ok, sounds like something needs an update.

Going to be a day or so before I get around to this

Thanks

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Hi @linuxgurugamer I just had my first "Rover Expedition" mission showing up and I have a few question about it :

Spoiler

OMQu1fA.png

First, my rover has 4 seats but I was planning of sending a crew of 2, can I complete the mission like that :

  1. Board the rover with Johnny and Agalina
  2. Investigate Memorial
  3. Send Johnny and Agalina back to Kerbin
  4. Board with Nedmy and Steltine
  5. Investigate Blaze and Battleground

Or should I do all in a row with a single crew ? If I regenerate new contract will it always ask me to fill all the seats of the rover ? I play with USI-LS/MKS so I usually build things with more seat than kerbal.

Second, what "Collect science at 4" mean ? Should I run the experiment with a crew of 4 in the rover ? Or collect science at the 4 locations mentioned above ? (only 3 different actually)

Thanks for any light you can shed on this.

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3 minutes ago, Li0n said:

Hi @linuxgurugamer I just had my first "Rover Expedition" mission showing up and I have a few question about it :

  Hide contents

OMQu1fA.png

First, my rover has 4 seats but I was planning of sending a crew of 2, can I complete the mission like that :

  1. Board the rover with Johnny and Agalina
  2. Investigate Memorial
  3. Send Johnny and Agalina back to Kerbin
  4. Board with Nedmy and Steltine
  5. Investigate Blaze and Battleground

Or should I do all in a row with a single crew ? If I regenerate new contract will it always ask me to fill all the seats of the rover ? I play with USI-LS/MKS so I usually build things with more seat than kerbal.

Second, what "Collect science at 4" mean ? Should I run the experiment with a crew of 4 in the rover ? Or collect science at the 4 locations mentioned above ? (only 3 different actually)

Thanks for any light you can shed on this.

you only need one kerbal, the "collect science at 4" is referring to the 4th location

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Thanks for the quick answer, I just notice another thing : none of my kerbal has name matching the contract requirement, neither those available for hire in the astronaut complex ??

At the time I only got 4 scientist and all them are on mission, maybe that's the cause ?

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16 minutes ago, Li0n said:

At the time I only got 4 scientist and all them are on mission, maybe that's the cause ?

It's not, I hired a new one, decline the contract, the new contract ask for a single scientist but still for an unknown kerbal's name. Regenerate a new contract, 5 scientist asked for this time but none from my roster either.

Will the contract complete if names don't match ? I'm running low on funds and prefer to not discover it "in-situ"...

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