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


nightingale

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Trust me, there wasn't :D I checked all 6xx occurrences of the word 'contract' and their surroundings.

However, new information: Deploying a vessel from VAB to the launchpad and going into Tracking Station fails the contract...

While deploying with or without the tourist by left-clicking on the launchpad DOES NOT :D

Hence, going to try to complete the contract now.

Edit:

Well, the saga concludes thusly: I could not attempt to complete the contract because I would need to begin tracking an asteroid in Tracking Station. Therefore, I edited the save file changing the status of the contract to offered. I then proceeded to the Tracking station, where the same checks as previously executed, taking it away from my Available contracts, and replacing it with a new one. So, my previous suspicion seems confirmed. I will now continue my campaign without it :v

If you want my pre-fail savefile, contact me :)

Edited by qm3ster
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I just finished the contact to give a Kerbal a tour of the KSC so I can get the space casino contract, but I never got the space casino contract. D: Did I do something wrong?

Could be there's an issue, someone a page back posted the same thing. Check you have enough prestige to be getting 3-star contracts, and if so cycle through the contracts a couple times (cancel any 3-star ones you can to get new ones to show up). If that doesn't get it to show, send a save file and I'll take a closer look.

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I just finished the contact to give a Kerbal a tour of the KSC so I can get the space casino contract, but I never got the space casino contract. D: Did I do something wrong?

You could also go to Alt-F12>contracts, and try spawning in some hard contracts from the tourism mod (By pressing the H)

See if those decompose when you change scene.

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This is a tough contract pack! But I had a ton of fun building the Kerbin Space Casino and Adventure Hotel, so thank you!

Since I'm pretty darn proud of it, I thought I'd post some pictures :)

First I had to establish a colony on the Mun, harvesting the resources I needed. In this picture, I have just finished building the Orbital Shipyard component for Mun Station which is standing to the right, ready to launch.

Ezx4VD3.jpg

Here's the completed Mun Station, where the core of the Casino will be built. This is a pretty small shipyard, so the Casino core took 180 days to finish.

jkREgd2.jpg

Once built, the station had to move back to Kerbin.

RJbp4UZ.png

OK, Phase I complete!

7I5mqgt.jpg

Time to learn how to capture some asteroids.

L2ubRhM.png

Attaching the Casino module.

UCi6grF.jpg

The completed station.

LWFVNNp.jpg

From above.

JaU4iPa.png

Yay!

5n7UJNk.png

Edited by MalevolentNinja
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This is a tough contract pack! But I had a ton of fun building the Kerbin Space Casino and Adventure Hotel, so thank you!

Wow, that is absolutely fantastic - you should start a thread with this one so more people see it. :)

Also - mind if I use a couple of those pics in the main album on the first post?

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Wow, that is absolutely fantastic - you should start a thread with this one so more people see it. :)

Also - mind if I use a couple of those pics in the main album on the first post?

Thanks! I really just wanted to let you know how much I enjoy your mod(s)!

Yes of course you can use the pics, I would be honored :)

Edited by MalevolentNinja
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Thanks! I really just wanted to let you know how much I enjoy your mod(s)!

Yes of course you can use the pics, I would be honored :)

First post updated! The new ones aren't showing up in the imgur album, but I assume that's just caching (possibly even on my end) and will clear up soon enough.

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...

You know, sometimes, I look at myself and think "Jesus, OWK, why do you have like, no imagination?!"

That is a fantastic mission, I'm incredibly jealous of it :)

Indeed, I was thinking the same thing when I was replacing the casino I built in the first post (basically a tube with 4 rocks attached to it...).

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  • 4 weeks later...

I'm trying to build the hotel, and one of the requirements is having 4 parts with the module Limited Data Transmitter, which I assume to be antennas? However, when I put 4 antennas on the craft, it doesn't meet the requirements on the contracts window. I tried every antenna, and there's no problem with other requirements. Am I doing something wrong here? I have AntennaRange installed by the way.

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I'm trying to build the hotel, and one of the requirements is having 4 parts with the module Limited Data Transmitter, which I assume to be antennas? However, when I put 4 antennas on the craft, it doesn't meet the requirements on the contracts window. I tried every antenna, and there's no problem with other requirements. Am I doing something wrong here? I have AntennaRange installed by the way.

It's supposed to work with AntennaRange (LimitedDataTransmitter is the special AntennaRange antenna module). Could you post up a screenshot with the contracts app visible, as well as including your save file so I can take a peek at the vessel?

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Never mind that, I read around AntennaRange thread and somewhere it says that AntennaRange will disable itself if it detects RemoteTech. Turns out I still have RemoteTech folder in my GameData that CKAN didn't delete when I uninstalled it, and after I deleted it, everything works fine.

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Hi there, I was wondering if there was a way to get the Investor Tour contract through the alt-F12 menu?

I had it in my "Available" contracts tab and I was going to take it, but then I had a crash and had to restart, and it vanished - I've not seen it since, and I've had about a year of in-game time pass, so I'm starting to get worried I've missed out on it!

Thanks for any help :)
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[quote name='Sophistry']Hi there, I was wondering if there was a way to get the Investor Tour contract through the alt-F12 menu?

I had it in my "Available" contracts tab and I was going to take it, but then I had a crash and had to restart, and it vanished - I've not seen it since, and I've had about a year of in-game time pass, so I'm starting to get worried I've missed out on it!

Thanks for any help :)[/QUOTE]

Well, if you're in the cheat menu anyway, then go to Contracts => Tools => Clear Current Contracts to get a re-roll of the entire set of contracts ([I]beware: this will also clear your active contracts![/I]). Aside from declining or waiting, that's the only way.

The other possibility is that it's not currently a valid contract (did you perhaps lose progress when your game crashed?). Go to the Contract Configurator debug menu (alt-F10), and press "Force Check Requirements". Then find and expand the Tourism_Investor contract, and make sure all the [I]top level[/I] REQUIREMENT nodes are green.

The last thing is that it's an Exceptional contract (3-star). So if you don't have enough reputation to be offered these, don't have enough reputation to be offered very many, or if there's an "Explore Duna" type of contract blocking the only slot, then it may explain why you're not getting the tourism one.
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[quote name='nightingale']Well, if you're in the cheat menu anyway, then go to Contracts => Tools => Clear Current Contracts to get a re-roll of the entire set of contracts ([I]beware: this will also clear your active contracts![/I]). Aside from declining or waiting, that's the only way.

The other possibility is that it's not currently a valid contract (did you perhaps lose progress when your game crashed?). Go to the Contract Configurator debug menu (alt-F10), and press "Force Check Requirements". Then find and expand the Tourism_Investor contract, and make sure all the [I]top level[/I] REQUIREMENT nodes are green.

The last thing is that it's an Exceptional contract (3-star). So if you don't have enough reputation to be offered these, don't have enough reputation to be offered very many, or if there's an "Explore Duna" type of contract blocking the only slot, then it may explain why you're not getting the tourism one.[/QUOTE]

Turns out it was the lack of an "exceptional" slot; sorry, I should have guessed that myself! I'd assumed that between all my beavering away since I last saw it that it'd have appeared naturally. Oops >.<
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How close do you need to get to waypoints for sub-orbital?

I was flying over the K2 waypoint, my plan originally was to wait until the waypoint triggered (using waypoint manager) and then de-orbit to get suborbital. I got within 30k and nothing happened! how close do you need to be?
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[quote name='severedsolo']How close do you need to get to waypoints for sub-orbital?

I was flying over the K2 waypoint, my plan originally was to wait until the waypoint triggered (using waypoint manager) and then de-orbit to get suborbital. I got within 30k and nothing happened! how close do you need to be?[/QUOTE]

Should be 75km, looking at the config. I'd say either 1.0.5 broke something or there's was something wrong with your test (you sure all the other parameters were checked?). If you're able to reproduce it again, raise a GitHub issue against Contract Configurator for me, if you don't mind.
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[quote name='nightingale']Should be 75km, looking at the config. I'd say either 1.0.5 broke something or there's was something wrong with your test (you sure all the other parameters were checked?). If you're able to reproduce it again, raise a GitHub issue against Contract Configurator for me, if you don't mind.[/QUOTE]

I figured it out. I was expecting Waypoint Manager to flash the waypoint marker like it does for survey missions. It didn't, it just silently flips the "at K2" parameter. Because I wasn't watching the contract window, I missed it.
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[quote name='severedsolo']I figured it out. I was expecting Waypoint Manager to flash the waypoint marker like it does for survey missions. It didn't, it just silently flips the "at K2" parameter. Because I wasn't watching the contract window, I missed it.[/QUOTE]

Raise a GitHub issue anyway, I'll see if I can hook into or emulate that behavior in VisitWaypoint.
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