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


nightingale

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I'm using version 1.1.8. When I load a tourist on the launchpad, I get this error

[I]EmptyEvaSuit[/I] - [I]Cannot find VesselInfo[/I] for <gobblygook>

After that, the game is extremely slow.

I found it before in this topic, but for an earlier version.

I also have TAC LS installed, is it a conflict between the two mods?

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I'm using version 1.1.8. When I load a tourist on the launchpad, I get this error

[I]EmptyEvaSuit[/I] - [I]Cannot find VesselInfo[/I] for <gobblygook>

After that, the game is extremely slow.

I found it before in this topic, but for an earlier version.

I also have TAC LS installed, is it a conflict between the two mods?

It's possible. I'd need a KSP.log file to say anything more.

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It's possible. I'd need a KSP.log file to say anything more.

Here you go, I xzipped it because the original is 12 MB.

https://www.dropbox.com/s/z2krz26jg71rwg6/KSP.log.xz?dl=0

At first glance I see a lot of exceptions related to Deadly Reentry. But I am reporting it here because I only have a problem when I load a tourist.

Aaaaaand... that DR thing may of course be totally related, because I also see that in the log when I have no tourist and no slow game.

Edited by Amedee
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Here you go, I xzipped it because the original is 12 MB.

https://www.dropbox.com/s/z2krz26jg71rwg6/KSP.log.xz?dl=0

At first glance I see a lot of exceptions related to Deadly Reentry. But I am reporting it here because I only have a problem when I load a tourist.

Tar/Gzip or zip please... I'm not going to go download new software just for one log file, sorry.

Nevermind, 7-zip supports it, looking now.

- - - Updated - - -

The error implies that the version of DRE you're using isn't compatible with KSP 1.0.4 - update that, and if you're still having the issue I'll take a look at the new log.

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Tar/Gzip or zip please... I'm not going to go download new software just for one log file, sorry.

Sorry 'bout that, I assumed that since kernel.org pushed it as their default format, it's good enough to use anywhere.

Nevermind, 7-zip supports it, looking now.

That makes sense, xz and 7z are both implementations of LZMA.

The error implies that the version of DRE you're using isn't compatible with KSP 1.0.4 - update that, and if you're still having the issue I'll take a look at the new log.

DRE is now 7.2.1, and I still get a slow game and this message in yellow accross the screen

Error - EmptyEvaSuit - Cannot find VesselInfo for a92e189f-2dc7-4680-8245-e71154d83ec2

In KSP.log I have this:

[LOG 00:52:27.087] Tac.LifeSupportController[FFE00FA2][160.77]: OnCrewBoardVessel: from=Mk1 Command Pod(Space Rescue 1), to=Mk1 Command Pod(Space Rescue 1)
[ERR 00:52:27.088] Tac.LifeSupportController[FFE00FA2][160.77]: EmptyEvaSuit - Cannot find VesselInfo for a92e189f-2dc7-4680-8245-e71154d83ec2

And indeed, I have only one Mk1 Command Pod in my vessel and that is where my tourist is loaded.

As said before, this only occurs when I load a tourist into a command pod. Regular kerbonauts work just fine.

https://www.dropbox.com/s/z2krz26jg71rwg6/KSP.log.xz?dl=0

EDIT: I think I made a stupid mistake. I'm still doing a stock tourist contract (just take a tourist into orbit), not one of the contract pack. So I reported this in the wrong thread. Terribly sorry to bother you! k_embarrassed.gif*heads over to the TAC-LS topic*

Edited by Amedee
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Sorry 'bout that, I assumed that since kernel.org pushed it as their default format, it's good enough to use anywhere.

That makes sense, xz and 7z are both implementations of LZMA.

DRE is now 7.2.1, and I still get a slow game and this message in yellow accross the screen

Error - EmptyEvaSuit - Cannot find VesselInfo for a92e189f-2dc7-4680-8245-e71154d83ec2

In KSP.log I have this:

[LOG 00:52:27.087] Tac.LifeSupportController[FFE00FA2][160.77]: OnCrewBoardVessel: from=Mk1 Command Pod(Space Rescue 1), to=Mk1 Command Pod(Space Rescue 1)
[ERR 00:52:27.088] Tac.LifeSupportController[FFE00FA2][160.77]: EmptyEvaSuit - Cannot find VesselInfo for a92e189f-2dc7-4680-8245-e71154d83ec2

And indeed, I have only one Mk1 Command Pod in my vessel and that is where my tourist is loaded.

As said before, this only occurs when I load a tourist into a command pod. Regular kerbonauts work just fine.

https://www.dropbox.com/s/z2krz26jg71rwg6/KSP.log.xz?dl=0

EDIT: I think I made a stupid mistake. I'm still doing a stock tourist contract (just take a tourist into orbit), not one of the contract pack. So I reported this in the wrong thread. Terribly sorry to bother you! http://forum.kerbalspaceprogram.com/images/smilies/k_embarrassed.gif *heads over to the TAC-LS topic*

Well, at least we progressed on the DRE front! I was leaning towards sending you towards the TAC-LS thread anyway. :D

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What an awesome mod :D But I seem to be having trouble with the first tourism contract, Kick Off Space Tourism,in that I can't complete it. I got into an orbit with a periapsis above 75K and all was green; the only objective left was to retrieve Tito. So I lowered the orbit and landed, but it didn't complete and seemed to go back to requiring a 75K+ orbit again.

Edited by Doslidnyk
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What an awesome mod :D But I seem to be having trouble with the first tourism contract, Kick Off Space Tourism,in that I can't complete it. I got into an orbit with a periapsis above 75K and all was green; the only objective left was to retrieve Tito. So I lowered the orbit and landed, but it didn't complete and seemed to go back to requiring a 75K+ orbit again.

Are you running Windows KSP x64 or 32 bit? That's the sort of bug that occurs under x64.

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What an awesome mod :D But I seem to be having trouble with the first tourism contract, Kick Off Space Tourism,in that I can't complete it. I got into an orbit with a periapsis above 75K and all was green; the only objective left was to retrieve Tito. So I lowered the orbit and landed, but it didn't complete and seemed to go back to requiring a 75K+ orbit again.
Are you running Windows KSP x64 or 32 bit? That's the sort of bug that occurs under x64.

The other explanation is you missed the parameter that say you need to keep him in orbit for a minimum duration (I think it's an hour). Can you try again, and check in orbit for that?

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Sorry to report that, but on my very first mission I got a bug - did everything contract needed (orbit Tito, all checked out ), recovered... but got nothing, and the contract still active. Did you by any chance count all conditions to be met at the same time (i.e., recovery AND orbit) for completion?

Great idea, but I am removing this mode for now - I guess I will have to live without orbital casino. Looking forward to updates.

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Sorry to report that, but on my very first mission I got a bug - did everything contract needed (orbit Tito, all checked out ), recovered... but got nothing, and the contract still active. Did you by any chance count all conditions to be met at the same time (i.e., recovery AND orbit) for completion?

Great idea, but I am removing this mode for now - I guess I will have to live without orbital casino. Looking forward to updates.

Check again - more than likely you missed the timer condition - tito needs to stay in orbit for a set period of time.

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Thanks! Good point, I will try it again, as the mod is awesome.

Edit: Yep, indeed I am a jackass, unable to read instructions. Sorry. Everything works fine, thanks again!

Edited by Tau137
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I've completed a few contracts already, however on the crater flyby mission I am in a suborbital path over the crater with all the tourists yet it still fails to complete. To have it count as suborbital do I have to be in space?

EDIT:Yes, yes it does

Edited by dbmorpher
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I've completed a few contracts already, however on the crater flyby mission I am in a suborbital path over the crater with all the tourists yet it still fails to complete. To have it count as suborbital do I have to be in space?

You don't have to be in space - could be that you weren't close enough? If you send a screen shot that shows the contract app while you're over the waypoint, I can tell you what the issue is.

Also possible that they're is a bug too - maybe include a ksp.log just in case.

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Keep getting this exception after finishing a "bring tourists to Kerbin orbit" contract:

Exception occured while saving contract parameter 'ReachState' in contract 'Tourism_Moons':
System.NullReferenceException: Object reference not set to an instance of an object
at ContractConfigurator.Parameters.ReachState.OnParameterSave (.ConfigNode node) [0x00000] in <filename unknown>:0
at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

and also this one afterward, which might not be related

Exception occured while loading ScenarioModule 'ContractPreLoader':
System.ArgumentException: ContractConfigurator.Parameters.ParameterDelegate`1[T] is an open generic type
Parameter name: type
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Contracts.ContractParameter.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
at Contracts.ContractParameter.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
at Contracts.Contract.Load (Contracts.Contract contract, .ConfigNode node) [0x00000] in <filename unknown>:0
at ContractConfigurator.ContractPreLoader.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0

I'm guessing it has to do with using New Horizons, where Kerbin has no moons.

Edited by kingoftheinternet
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Keep getting this exception after finishing a "bring tourists to Kerbin orbit" contract:

Exception occured while saving contract parameter 'ReachState' in contract 'Tourism_Moons':
System.NullReferenceException: Object reference not set to an instance of an object
at ContractConfigurator.Parameters.ReachState.OnParameterSave (.ConfigNode node) [0x00000] in <filename unknown>:0
at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0

and also this one afterward, which might not be related

Exception occured while loading ScenarioModule 'ContractPreLoader':
System.ArgumentException: ContractConfigurator.Parameters.ParameterDelegate`1[T] is an open generic type
Parameter name: type
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Contracts.ContractParameter.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
at Contracts.ContractParameter.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
at Contracts.Contract.Load (Contracts.Contract contract, .ConfigNode node) [0x00000] in <filename unknown>:0
at ContractConfigurator.ContractPreLoader.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0

I'm guessing it has to do with using New Horizons, where Kerbin has no moons.

It is due to New Horizons, but I've put a fix into Contract Configurator 1.5.5 so that it doesn't cause an exception (it just won't generate that contract, which wouldn't have worked anyway). After CC 1.6.0 comes out, I'm going to do a New Horizons pass to all my contract packs so they support it (so for that moon contract it'll offer it for Sonnah's other moons).

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Welp, this has made me make some pretty crazy ships.. (note, just a test flight)

http://i.imgur.com/6nckFcB.png

For 3 tourist contract. Need funds!

Funny thing is, I've been considering tweaking it so that it's more tech-level aware when deciding how many tourists to offer up. But seeing people come up with cool designs like that gives me second thoughts. :D

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To be honest I'm kind of proud of it. It gets to LKO (barely) with 3 tourists all in Mk1 cockpits, at 30 parts... It's pretty insane.

I don't think it's a issue with Tourism Plus so much as needing to get pretty far into the tree to get something with more than 1 crew slot.

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To be honest I'm kind of proud of it. It gets to LKO (barely) with 3 tourists all in Mk1 cockpits, at 30 parts... It's pretty insane.

I don't think it's a issue with Tourism Plus so much as needing to get pretty far into the tree to get something with more than 1 crew slot.

Indeed, the tech tree in 1.0 has some real head scratchers... I don't think the design by committee idea worked out all that well.

Maybe the right answer is to leave the ranges the same, but change the rewards to scale more (right now it's linear based on passenger count). I'll play around with some stuff.

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Indeed, the tech tree in 1.0 has some real head scratchers... I don't think the design by committee idea worked out all that well.

Maybe the right answer is to leave the ranges the same, but change the rewards to scale more (right now it's linear based on passenger count). I'll play around with some stuff.

I'd say it's pretty unbalanced and needs some serious work. I'm using SETI CTT and have dozens of tech tree changes on top of that to try to even early stuff out more. :)

Hmm, yeah might be better to scale less linear since it is pretty tough to actually fit 5 tourists (early on at least).

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  • 2 weeks later...

New release! New Horizons support! Better contract progression! Download!

ContractPack-Tourism 1.2.0

  • Tourist contracts no longer ask for as many tourists at once until bigger pods get unlocked.
  • Reduced grindiness - advanced tourism contracts no longer require lots of tourist contracts to be done.
  • Support for New Horizons.

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