Astrofox Posted March 28, 2015 Share Posted March 28, 2015 I had mission that had enough free space, but no window popped up. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 28, 2015 Author Share Posted March 28, 2015 I had mission that had enough free space, but no window popped up.About the only other thing would be to confirm that you had the contract active. Otherwise, send logs and I'll take a look. Quote Link to comment Share on other sites More sharing options...
dorin6565 Posted March 30, 2015 Share Posted March 30, 2015 I had an issue with the take 4 tourists to orbit and orbit PE above 75km for 1 hour. I loaded them, got them above 75km, then went around for an hour as the counter counted down. When it was at 0, I retro burned to deorbit. As soon as I dropped the service module stage leaving jeb and the 4 tourists and prepared for reentry, the clock reset itself to 00:00:01 and did not give me credit for the mission. I went ahead and landed thinking it was needing to recover the tourist. Still no credit. Using 7.4 and 1.0 version of contract config and tour.I had just previously completed the single tourist for 4 hours contract without an issue. Great mod, love it. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 30, 2015 Author Share Posted March 30, 2015 I had an issue with the take 4 tourists to orbit and orbit PE above 75km for 1 hour. I loaded them, got them above 75km, then went around for an hour as the counter counted down. When it was at 0, I retro burned to deorbit. As soon as I dropped the service module stage leaving jeb and the 4 tourists and prepared for reentry, the clock reset itself to 00:00:01 and did not give me credit for the mission. I went ahead and landed thinking it was needing to recover the tourist. Still no credit. Using 7.4 and 1.0 version of contract config and tour.I had just previously completed the single tourist for 4 hours contract without an issue. Great mod, love it.Alright, I've gotten this one on and off for a couple weeks now (across various contract packs), so something's obviously amiss with that timer. Raised [#168] to get to the bottom of this. Quote Link to comment Share on other sites More sharing options...
dorin6565 Posted March 30, 2015 Share Posted March 30, 2015 Thanks for the help!!I love the contract packs!! I find myself just doing them and forgetting to advance further in space, hehe. I really like the tourism and space station ones! Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted March 30, 2015 Share Posted March 30, 2015 Thanks for the contract packs!I had an odd problem with tourist contracts. I sent the first 9 or so tourists into low orbit and then I started to get the station visit contracts pop up with no target properly defined (i.e. @targetVessel = null string I think). As I was writing this I suddenly realised what was causing it. For some reason MKS keeps labelling my stations as bases. It has been annoying me for a long time. After every docking or undocking event the designation goes back to base. When I went into rename my pre-existing LKO station and properly re-designated it as a station not a base the next visit contract came up correct. If anyone else is having a problem make certain your stations and bases are properly designated I guess. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 30, 2015 Author Share Posted March 30, 2015 Thanks for the contract packs!I had an odd problem with tourist contracts. I sent the first 9 or so tourists into low orbit and then I started to get the station visit contracts pop up with no target properly defined (i.e. @targetVessel = null string I think). As I was writing this I suddenly realised what was causing it. For some reason MKS keeps labelling my stations as bases. It has been annoying me for a long time. After every docking or undocking event the designation goes back to base. When I went into rename my pre-existing LKO station and properly re-designated it as a station not a base the next visit contract came up correct. If anyone else is having a problem make certain your stations and bases are properly designated I guess.The contract shouldn't come up at all if you don't have a valid target (no stations in orbit of Kerbin, or not enough room to accommodate tourists). Also, even if you were to change it from station to base after the contract is offered, it should still work.However, docking does fun things to vessels in KSP (ie gives them new identifiers), so I suspect that may be the real issue here. I'll have to dig into it. Raised [#170] on GitHub to investigate. Quote Link to comment Share on other sites More sharing options...
shaw Posted March 30, 2015 Share Posted March 30, 2015 Thanks for the contract packs!I had an odd problem with tourist contracts. I sent the first 9 or so tourists into low orbit and then I started to get the station visit contracts pop up with no target properly defined (i.e. @targetVessel = null string I think). As I was writing this I suddenly realised what was causing it. For some reason MKS keeps labelling my stations as bases. It has been annoying me for a long time. After every docking or undocking event the designation goes back to base. When I went into rename my pre-existing LKO station and properly re-designated it as a station not a base the next visit contract came up correct. If anyone else is having a problem make certain your stations and bases are properly designated I guess.Do you have Kerbin space station contract pack? Maybe it sets a target space station and messes with the tourist contracts. I also had the same problem, but never experienced it before I installed the space station contracts. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted March 30, 2015 Share Posted March 30, 2015 (edited) KSS shouldn't interfere with tourist pack (actually it's meant to work with it), but I can see a scenario where it would do (if you have one of my contracts active while you have a tourist contract open).Do me a favour, try the latest dev version - see if that fixes it. https://github.com/severedsolo/KerbinSpaceStation/releases/tag/0.2.0.1Oh also - KSS doesn't make you designate it as a station. As it may well be your only station you'll need to do it manually (I'll look to fix that in the next release) Edited March 31, 2015 by severedsolo Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted March 31, 2015 Share Posted March 31, 2015 I was unaware of the existence of KSS contract pack (but it sounds great!) so ... No I did not have it installed. Quote Link to comment Share on other sites More sharing options...
SpaceNomad Posted April 3, 2015 Share Posted April 3, 2015 Hi, it's me again; the Contract Configurator/Packs QA team I wanted to give a group of five tourists a special experience by sending them to orbit in a BizCoPo (http://forum.kerbalspaceprogram.com/threads/95576-Biza-a-5-kerbals-lightweight-command-pod ). The pilot is in a Mk1 Pod, so only passengers supposed to go into the BizCoPo, which has a capacity of 5.Unfortunately, loading the five tourists into it failed with the following messages in the log file:Cannot add crewmember Neldous Kerman to biza.KPIBIZACMP. Seat index 3 is out of range(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)ContractConfigurator.Behaviour.SpawnPassengers: Unable to add crew to vessel named 'mk1pod (Tourist Orbiter 5T)'. Perhaps there's no room?(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal model(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal modelAnd indeed clicking on the BizCoPo hatch reveals that only the first three tourists are onboard. Filling it with 5 crew works, though (including leaving and reentering the pod). It seems, the tourists are a bit picky, and each one wants a seat Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 3, 2015 Author Share Posted April 3, 2015 Hi, it's me again; the Contract Configurator/Packs QA team I wanted to give a group of five tourists a special experience by sending them to orbit in a BizCoPo (http://forum.kerbalspaceprogram.com/threads/95576-Biza-a-5-kerbals-lightweight-command-pod ). The pilot is in a Mk1 Pod, so only passengers supposed to go into the BizCoPo, which has a capacity of 5.Unfortunately, loading the five tourists into it failed with the following messages in the log file:Cannot add crewmember Neldous Kerman to biza.KPIBIZACMP. Seat index 3 is out of range(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)ContractConfigurator.Behaviour.SpawnPassengers: Unable to add crew to vessel named 'mk1pod (Tourist Orbiter 5T)'. Perhaps there's no room?(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal model(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal modelAnd indeed clicking on the BizCoPo hatch reveals that only the first three tourists are onboard. Filling it with 5 crew works, though (including leaving and reentering the pod). It seems, the tourists are a bit picky, and each one wants a seat Interesting, not something I ever saw on any of the stock parts! Raised [#177], although very possible the problem is with the BizoCoPo pod. Still, let me look into it, and I'll post over in their thread if it's their issue. Quote Link to comment Share on other sites More sharing options...
SpaceNomad Posted April 3, 2015 Share Posted April 3, 2015 although very possible the problem is with the BizoCoPo pod. Still, let me look into it, and I'll post over in their thread if it's their issue. Well, I guess the issue is that the IVA model only has 3 seats, while the pod has a capacity of 5. Wasn't there a stock cockpit that has no IVA view at all? Might be interesting to test what happens with that. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 3, 2015 Share Posted April 3, 2015 Wasn't there a stock cockpit that has no IVA view at all? Might be interesting to test what happens with that.Mk2 and 3 crew cabins are, for the moment, IVA-less. Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 3, 2015 Author Share Posted April 3, 2015 Mk2 and 3 crew cabins are, for the moment, IVA-less.I'm sure the MK3 cabin works - tested that one. So maybe it's when the number of seats doesn't match the stated capacity? Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 3, 2015 Author Share Posted April 3, 2015 (edited) Issue fixed! It'll still generate warnings (stock KSP, can't change that), but they will be loaded into the vessel. It'll be in the next release.Since I can't rep the QA team (SpaceNomad) due to having rep'd him recently, everybody who stops by should give him a little thanks with some rep. Edited April 4, 2015 by nightingale spelling Quote Link to comment Share on other sites More sharing options...
SpaceNomad Posted April 4, 2015 Share Posted April 4, 2015 (edited) Issue fixed! It'll still generate warnings (stock KSP, can't change that), but they will be loaded into the vessel. It'll be in the next release.Since I can't rep the QA team (SpaceNomad) due to having rep'd him recently, everybody who stops by should give him a little thanks with some rep. Too much of honor . I'm just playing the game and reporting issues if I stumble over them...Now to our little problem with that bizarre pod: Using CC 0.7.9 it's getting better; now I have 4 of 5 tourists on boardTac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T)Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0[00:00:00]: Tourist Orbiter 5T boarded BizCoPo on Tourist Orbiter 5T.[EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part)[EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T)Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0[EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part)[EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0[EL Workshop] Kerbal: Wildan Kerman 0.1295768 0.7416254 True 0() 0Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T)Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0[EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part)[EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0[EL Workshop] Kerbal: Wildan Kerman 0.1295768 0.7416254 True 0() 0[EL Workshop] Kerbal: Camely Kerman 0.05919695 0.3694341 False 0() 0Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T)Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0[EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part)[EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0[EL Workshop] Kerbal: Wildan Kerman 0.1295768 0.7416254 True 0() 0[EL Workshop] Kerbal: Camely Kerman 0.05919695 0.3694341 False 0() 0[EL Workshop] Kerbal: Neldous Kerman 0.3301693 0.1992259 False 0() 0Tac.LifeSupportController[FFF7C484][109.10]: OnCrewBoardVessel: from=BizCoPo(Tourist Orbiter 5T), to=BizCoPo(Tourist Orbiter 5T)Tac.LifeSupportController[FFF7C484][109.10]: EmptyEvaSuit - Cannot find VesselInfo for aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0[EL Workshop] transfer: ProtoCrewMember biza.KPIBIZACMP (Part) biza.KPIBIZACMP (Part)[EL Workshop] Kerbal: Hendas Kerman 0.3966376 0.1202013 False 0() 0[EL Workshop] Kerbal: Wildan Kerman 0.1295768 0.7416254 True 0() 0[EL Workshop] Kerbal: Camely Kerman 0.05919695 0.3694341 False 0() 0[EL Workshop] Kerbal: Neldous Kerman 0.3301693 0.1992259 False 0() 0[EL Workshop] Kerbal: Sonald Kerman 0.7257308 0.521399 False 0() 0InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal modelInternal Model error: Crewmember Neldous Kerman couldn't be seated because the internal model doesn't have any more seats defined.Internal Model error: Crewmember Sonald Kerman couldn't be seated because the internal model doesn't have any more seats defined.InternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal modelInternal Model error: Crewmember Neldous Kerman couldn't be seated because the internal model doesn't have any more seats defined.Internal Model error: Crewmember Sonald Kerman couldn't be seated because the internal model doesn't have any more seats defined.ScienceAlert, Rebuilding observer listScienceAlert, ProfileManager.OnVesselChange: Bringing vessel aedc22e5-8e5e-4ab5-a68d-b050ef48f5d0 up to date on stored profile defaultCannot add crewmember Hendas Kerman to biza.KPIBIZACMP. Seat index -1 is out of rangeInternalModel error: Part Crew capacity is 5, but 3 seats are defined in internal modelHendas Kerman, the one with the "Seat index -1 is out of range" message in the second to last line is missing. Please note, that I'm still getting the "not any more seats" message for two other passengers even though only four passengers were successfully boarded. From the order of messages it appears as if Hendas occupied the first internal seat and was only thrown out later. Maybe he misbehaved Edit: I now tried a 3 tourist contract and preloaded 2 crew before launching and it's one of the crew that is missing. This even happens if I only preload 1 crew. So it's indeed the first one who's thrown out afterwards by the boarding tourists (I've also seen the missing crew member(s) before I accept loading the tourists).Edit2: The way BizCoPo does it (i.e. using a dummy IVA model with too few seats) is definitely fishy. The stock Mk3 Cockpit, which has a maximum crew of 4, uses the "Placeholder" model, which has 16 internal seats, so too many seems to be okay. Switching the BizCoPo from the "Generic3" to the "Placeholder" model indeed fixes it for me.So, I guess, there is no value trying to fix on the Contract Configurator side, what is rather a BizCoPo bug. I'll head over to the BizCoPo thread with my findings now... Edited April 4, 2015 by SpaceNomad Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 4, 2015 Author Share Posted April 4, 2015 Very odd, since it produced warnings (I thought they were different than what you see, but can't remember now), but it still put all 5 in the pod. Perhaps an issue with TAC-LS or EL, since those are also spitting out stuff? Not really sure.But yeah, ideal fix would be changing the model on the BizCoPo side. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted April 4, 2015 Share Posted April 4, 2015 I can confirm that for me, TAC throws that "empty EVA suit" warning - then a few minutes later the tourists board anyway. My original crew disappear from the portrait panels (but they are still there) Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 4, 2015 Author Share Posted April 4, 2015 Hmmm.... been meaning to look into TAC-LS for this. I raised [#151] for this a while back, but haven't looked into it yet. I'll do that for the next release. Quote Link to comment Share on other sites More sharing options...
SpaceNomad Posted April 4, 2015 Share Posted April 4, 2015 Hmmm.... been meaning to look into TAC-LS for this.Those TAC-LS "EmptyEvaSuit" are unrelated to that BizCoPo issue, though. I already had them right from the beginning of CP Tourism and also with the Mk1 Pod (and I'm still having them with any pod, including the fixed BizCoPo). I did not notice any effect except for the HUD and log message on boarding passengers. Quote Link to comment Share on other sites More sharing options...
Firebird Posted April 5, 2015 Share Posted April 5, 2015 Hi,First off, thank you for making this mod . I'm posting here because I encountered an issue on my current save and I thought I'd report it just in case the problem is with the mod itself.As you can see it says "would like to visit on" without any further specifications. There are several other contracts like this: the one at the bottom and the 2-star "Tourism: four tourists to visit" also have the same issue. There is also one that says "to visit the station", though I have none. I have not dared to accept any of these contracts yet since I do not know what to do with them . I did reject one and it simply came back the same way.As far as I can tell I am using the latest version available through CKAN (1.0.0). I did recently upgrade contract configurator while this mod was already active, I don't know if that is relevant because I didn't yet have those contracts at the time. I am playing on Linux Mint 17.1.Current mod list:Astronomer's PackChattererCoherent Contracts (I also tried without - no effect)Contract Configurator 0.7.10Contract Pack: Anomaly Surveyor 1.0.5Contract Pack: Tourism 1.0.0Environmental Visual EnhancementsKerbal Alarm ClockKerbal Attachment SystemKerbal Engineer ReduxModule ManagerPlanetShinePrecise NodeStock Bug Fix ModulesTrajectoriesWaypoint ManagerPlease let me know if I can provide any further information. Quote Link to comment Share on other sites More sharing options...
Wiseman Posted April 5, 2015 Share Posted April 5, 2015 I'm having the issue with "Tourism: x tourists to visit ." too. Also, I completed the "Investor Tour" mission, but haven't gotten the contract to build a casino... Are those possibly related issues? Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 5, 2015 Author Share Posted April 5, 2015 Interesting! Nothing out of the ordinary in your mod list. Could you send me your save file?- - - Updated - - -I'm having the issue with "Tourism: x tourists to visit ." too. Also, I completed the "Investor Tour" mission, but haven't gotten the contract to build a casino... Are those possibly related issues?Possibly.... hmm.... save file for you too and I'll look at the casino issue. One thing is to make sure you have a 3 star contract slot open - sometimes the "Explore X" ones take up the spots. Quote Link to comment Share on other sites More sharing options...
kiwiak Posted April 5, 2015 Share Posted April 5, 2015 Now this is actually interesting contracts mod. Thanks for it. Quote Link to comment Share on other sites More sharing options...
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