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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]


nightingale

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Can you raise a GitHub issue for me? It should be just a fly over of the location, but I need to make the requirements more clear (and possibly less restrictive for distance, and possibly better rewards).

Also the waypoint disappearing could be a bug - can you show me a screen shot of the contract after that happened (in flight view)?

Thank you for the response. I am horrible with github just ask Nathankell when i tried to help him. I am not sure I have a clue on the github thing. As for the way point bug I tried to reproduce last night but no luck worked perfectly for me which means it is a sometimes bug. I will try again tonight if I get time. Sorry, for not being very helpful. I will try and post a github pull request if get time to tonight.

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Thank you for the response. I am horrible with github just ask Nathankell when i tried to help him. I am not sure I have a clue on the github thing. As for the way point bug I tried to reproduce last night but no luck worked perfectly for me which means it is a sometimes bug. I will try again tonight if I get time. Sorry, for not being very helpful. I will try and post a github pull request if get time to tonight.

No pull request necessary, really just needed the issue raised so I didn't forget (vacation is over now though, so shouldn't be a problem). Raised [#9].

If you are able to reproduce, what I really need is that screenshot of the contract's state. You can post that wherever is convenient (on this thread, or against the issue above).

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No pull request necessary, really just needed the issue raised so I didn't forget (vacation is over now though, so shouldn't be a problem). Raised [#9].

If you are able to reproduce, what I really need is that screenshot of the contract's state. You can post that wherever is convenient (on this thread, or against the issue above).

It failed or rather worked correctly when I tried to reproduce again tonight. I will keep an eye out for it though if it happens again as I go through career mode I will grab a screenshot and post.

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What do I need to do to get the non-random tourist contracts? I have unlocked the whole tech tree and visited a few different planets ut so far I haven't reveived any contracts other than "take these 5 kerbals to robit for an hour" I have done a couple of them but I am looking forward to doing something more advanced.

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What do I need to do to get the non-random tourist contracts? I have unlocked the whole tech tree and visited a few different planets ut so far I haven't reveived any contracts other than "take these 5 kerbals to robit for an hour" I have done a couple of them but I am looking forward to doing something more advanced.

You need to take a few tourists on the various contracts before you start seeing more. I may look at reducing the progression requirements a little bit, but to unlock the next ones it shouldn't be more than 5-6 total tourists.

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So far I have done about 5-6-7 of those "4 kerbals to orbit missions" (Initially it was an easy source of funds) and I have seen the "Take Mr X or Mr Y for a tour to unlock the Hotel or Casino contract" But thats it.

On the other hand I just put up my Space Station, and no ones has left Kerbin orbit yet. (Still doing unmanned missions to Mun and Minmus)

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So far I have done about 5-6-7 of those "4 kerbals to orbit missions" (Initially it was an easy source of funds) and I have seen the "Take Mr X or Mr Y for a tour to unlock the Hotel or Casino contract" But thats it.

On the other hand I just put up my Space Station, and no ones has left Kerbin orbit yet. (Still doing unmanned missions to Mun and Minmus)

Sounds like you're progressing along then. If there's empty space on your station you should see contracts to take the tourists there. Once you do the investor contract that'll unlock building the hotel/casino and then you'll get contracts to take lots of tourists there.

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I did do the hotel/casino tour. But did not see the a follow up mission yet. (Figured I would see it sooner or later) I did have the Cloning bug when I did the mission. The only time I have ever had that.

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I did do the hotel/casino tour. But did not see the a follow up mission yet. (Figured I would see it sooner or later) I did have the Cloning bug when I did the mission. The only time I have ever had that.

You may need to wait until you either have the appropriate tech to build the station or until you have unlocked the level 3 tracking station.

Oh and the cloning bug will be fixed in Contract Configurator 1.5.1

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Tito Kerman enjoyed his orbital flight so much he decided to stick around and so far no brave Kerman has managed to convince him to leave.

I think I'll put him on the next Kerbol suborbital flight and see what happens.

How I got there: upon splashing in ocean, Jeb swam out to collect surface sample but was unable to return to the vessel, so I had to recover the vessel from space center.

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Tito Kerman enjoyed his orbital flight so much he decided to stick around and so far no brave Kerman has managed to convince him to leave.

I think I'll put him on the next Kerbol suborbital flight and see what happens.

How I got there: upon splashing in ocean, Jeb swam out to collect surface sample but was unable to return to the vessel, so I had to recover the vessel from space center.

This is a stock bug - Arsonide is aware of it, so I assume it'll be fixed in 1.1. Try putting him on a vessel and then recovering through the flight view​ (any other recovery method will result in the tourist not leaving).

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Hey Nightingale - switching thread to pester you (again (sorry)) :)

I'm only getting contracts for 4-5 tourist, but haven't yet unlocked any kind of passenger cabin, so it's hard to put together a vessel that can get them into orbit cost effectively. Using a pair of 3-man command pods removes any real option to carry a secondary payload given my current tech level. Any chance that this pack could take a peek at what's been unlocked, and scale back a bit if people don't have dedicated passenger modules? ^^

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Hey Nightingale - switching thread to pester you (again (sorry)) :)

I'm only getting contracts for 4-5 tourist, but haven't yet unlocked any kind of passenger cabin, so it's hard to put together a vessel that can get them into orbit cost effectively. Using a pair of 3-man command pods removes any real option to carry a secondary payload given my current tech level. Any chance that this pack could take a peek at what's been unlocked, and scale back a bit if people don't have dedicated passenger modules? ^^

Hmm.... I think I'm going to leave it, for the following reasons:

  • It'll generate contracts for 2-5 tourists randomly (so if you're only seeing 4-5, then it's just bad luck).
  • The player has the option of bringing them up in different flights
  • The player has the option of not accepting 5-tourist contracts
  • Some players may want the challenge of creating a 6-mk1-pod monstrosity

Although maybe what I can do is change it to 1-5... but then I'll get people complaining that the 1-tourist contract doesn't pay well enough. ;)

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New release, with a variety of minor changes. Download now!

ContractPack-Tourism 1.1.6

  • Convert agent icons to DDS.
  • Added support for AntennaRange in building contracts.
  • Allow one-tourist contracts to be generated for low-orbit contracts.
  • Loosen waypoint tolerance for sub-orbital contracts.
  • Made differentiation between investor contracts more clear.

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Hello, relativity new to posting on the forums. Wanted to report the following exceptions I am receiving when the Tourism pack loads in my debug menu when the game loads at the start menu. Not sure if they are harmless, but it does show that not all contracts are loading (73 of 76), so just want to make sure im not missing out on anything. Im using KSP 32 bit, Contract Configurator 1.5.1, Tourism 1.1.6, and a bunch of other mods.

[Log]: [iNFO] ContractConfigurator.ContractConfigurator: Loading CONTRACT_GROUP: 'Tourism'

[Error]: ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'Tourism_Casino', PARAMETER 'AntennaPart' of type 'PartValidation': The value supplied for partModule (System.Collections.Generic.List`1[system.String]) is invalid.

[Exception]: ArgumentException: No PartModule class for 'ModuleLimitedDataTransmitter'.

[Error]: ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'Tourism_Hotel', PARAMETER 'AntennaPart' of type 'PartValidation': The value supplied for partModule (System.Collections.Generic.List`1[system.String]) is invalid.

[Exception]: ArgumentException: No PartModule class for 'ModuleLimitedDataTransmitter'.

[Error]: ContractConfigurator.ParameterFactory: CONTRACT_TYPE 'Tourism_Investor',PARAMETER 'HotelTour' does not specify the mandatory 'type' attribute.

[Error]: ContractConfigurator.InvalidParameterFactory: CONTRACT_TYPE 'Tourism_Investor', PARAMETER 'HotelTour' of type '': Missing required value 'type'.

[Log]: [iNFO] ContractConfigurator.ContractConfigurator: Loaded 73 out of 76 CONTRACT_TYPE nodes.

[Log]: [iNFO] ContractConfigurator.ContractConfigurator: Contract Configurator 1.5.1 finished loading.

Also, here is my output log:

https://www.dropbox.com/s/0qahunfog219dkj/output_log.txt?dl=0

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Hello, relativity new to posting on the forums. Wanted to report the following exceptions I am receiving when the Tourism pack loads in my debug menu when the game loads at the start menu. Not sure if they are harmless, but it does show that not all contracts are loading (73 of 76), so just want to make sure im not missing out on anything. Im using KSP 32 bit, Contract Configurator 1.5.1, Tourism 1.1.6, and a bunch of other mods.

[Log]: [iNFO] ContractConfigurator.ContractConfigurator: Loading CONTRACT_GROUP: 'Tourism'

[Error]: ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'Tourism_Casino', PARAMETER 'AntennaPart' of type 'PartValidation': The value supplied for partModule (System.Collections.Generic.List`1[system.String]) is invalid.

[Exception]: ArgumentException: No PartModule class for 'ModuleLimitedDataTransmitter'.

[Error]: ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'Tourism_Hotel', PARAMETER 'AntennaPart' of type 'PartValidation': The value supplied for partModule (System.Collections.Generic.List`1[system.String]) is invalid.

[Exception]: ArgumentException: No PartModule class for 'ModuleLimitedDataTransmitter'.

[Error]: ContractConfigurator.ParameterFactory: CONTRACT_TYPE 'Tourism_Investor',PARAMETER 'HotelTour' does not specify the mandatory 'type' attribute.

[Error]: ContractConfigurator.InvalidParameterFactory: CONTRACT_TYPE 'Tourism_Investor', PARAMETER 'HotelTour' of type '': Missing required value 'type'.

[Log]: [iNFO] ContractConfigurator.ContractConfigurator: Loaded 73 out of 76 CONTRACT_TYPE nodes.

[Log]: [iNFO] ContractConfigurator.ContractConfigurator: Contract Configurator 1.5.1 finished loading.

Also, here is my output log:

https://www.dropbox.com/s/0qahunfog219dkj/output_log.txt?dl=0

At least one of them looks like I messed up the AntennaRange support.... I'll have to look into the rest and get a fix out.

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Follow up to the above - one was a contract that accidentally got mangled before release, will be uploading a fix ASAP.

The other appears to be an issue on your end - you have an AntennaRange directory in your GameData, but AntennaRange isn't actually installed. ModuleManager thinks it is, so that's what's causing the problem.

- - - Updated - - -

And here's the update, download now!

ContractPack-Tourism 1.1.8

  • Fixed badly broken investor tour contract (thanks BT3).

Edited by nightingale
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Ooooh, I read it wrong, this is the section in the module manager output that I based it off of:

Non-DLL mods added (:FOR[xxx]):  Tourism
[B] AntennaRange[/B]
AES
HERP
PackRat
FTT
KarbonitePlus
MKS
OKS
SrvPack

So what it's saying is that there is a module manager config *somewhere* in your GameData that is using :FOR[AntennaRange], and that's what's causing ModuleManager to believe that AngennaRange is installed.

From looking closer at the log, it's this line:

Config(@TRACKING_STATION_RANGES
[*]:NEEDS[AntennaRange]:FOR[AntennaRange]) OPM/OPM_AntennaRange/@TRACKING_STATION_RANGES
[*]:NEEDS[AntennaRange]:FOR[AntennaRange]

So assuming you haven't been messing around with stuff, then it looks to me like it might be a bug in the Module Manager config for Outer Planets Mod (they shouldn't have that FOR[AntennaRange] in there).

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Ah I see, Thank You. I don't really know enough about the programming (yet) to mess around with anything like that inside the configs, so correct, not messing around with stuff. However, I do know enough to know I can safely delete that config for now as I don't use Antenna Range.

Ill mention that over in the Outer Planets thread.

Thanks Again

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Hi, I'm just trying this pack for the first time and I'm having some troubles. In stock I always use tourism contracts early on, while they still only want to go orbital and suborbital, but here I find myself unable to do so because of being required to bring all tourists at once. I play with a 2x planet resize pack, so carrying even one tourist along already requires an upgraded launchpad and the full 30 part limit. I can't carry more than one without an expensive VAB upgrade... which I was trying to pay for with tourist missions!

This is really a very big inconvenience for early career. I realize that with my mod selection I'm making it harder for myself, but is there anything I can do to tweak this? Some config setting perhaps?

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Hi, I'm just trying this pack for the first time and I'm having some troubles. In stock I always use tourism contracts early on, while they still only want to go orbital and suborbital, but here I find myself unable to do so because of being required to bring all tourists at once. I play with a 2x planet resize pack, so carrying even one tourist along already requires an upgraded launchpad and the full 30 part limit. I can't carry more than one without an expensive VAB upgrade... which I was trying to pay for with tourist missions!

This is really a very big inconvenience for early career. I realize that with my mod selection I'm making it harder for myself, but is there anything I can do to tweak this? Some config setting perhaps?

You can make changes to the contracts under ContractPacks/Tourism (but be careful with upgrades). The auto-passenger loader will only load passengers if there's room for all of them, but you should still be able to complete the contracts taking the tourists up individually.

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It doesn't, actually.

I tried it with one contract that required only 2 passengers. I sent two separate vehicles right after one another, but the goal of flying past the waypoint always failed on account of the other passenger missing. There was a red X in the contract window at that position for the whole flight. All other mission requirements were green, but couldn't complete because of the missing passenger. After landing, the task to recover each passenger also didn't register as fulfilled (probably because the previous step on the mission was still open).

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It doesn't, actually.

I tried it with one contract that required only 2 passengers. I sent two separate vehicles right after one another, but the goal of flying past the waypoint always failed on account of the other passenger missing. There was a red X in the contract window at that position for the whole flight. All other mission requirements were green, but couldn't complete because of the missing passenger. After landing, the task to recover each passenger also didn't register as fulfilled (probably because the previous step on the mission was still open).

Oooh, you're right, I had that one wrong. Okay, raised [#11] to do some improvements for the early game.

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