Friznit Posted April 20, 2019 Share Posted April 20, 2019 If the full contract terms have been completed the tourists are meant to be removed. Sounds like either you missed a step or have stumbled into a bug. Non hacky workaround is to take them back to the hotel then accept the return to kerbin contract. That should remove them. Quote Link to comment Share on other sites More sharing options...
beomagi Posted April 20, 2019 Share Posted April 20, 2019 4 hours ago, Friznit said: If the full contract terms have been completed the tourists are meant to be removed. Sounds like either you missed a step or have stumbled into a bug. Non hacky workaround is to take them back to the hotel then accept the return to kerbin contract. That should remove them. Full contract completed, so yeah this looks like a bug. Thanks, I'll try that Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted April 29, 2019 Share Posted April 29, 2019 (edited) On completing a Casino, I found that one of the parameters, specifically the ability to house 100 kerbals, had "Failed". I believe the contract got confused because of the failure of a previous mission and had set the flag to "Failed" instead of letting it remain as "Incomplete". But once it was failed, tyhere seemed to be no way to complete it and so I went into the cheat menu and declared the contract complete. Except that it seems that, in doing it that way, some other flag didn't get set so that Contract Configurator doesn't know that the Casino is complete and is not generating tourism contracts to go to the Casino. I'm still sifting through the SFC and CFG files looking for the flag that I need to change but if someone could point me in the right direction I would appreciate it. Edited April 29, 2019 by CaptKordite Quote Link to comment Share on other sites More sharing options...
Friznit Posted April 29, 2019 Share Posted April 29, 2019 Can't help specifically but you could try using the cheat menu to remove & reset the Casino contract then retake it. Nice station though! Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted April 29, 2019 Share Posted April 29, 2019 3 hours ago, Friznit said: remove & reset the Casino contract then retake it. I deleted the contract, accepted the contract for an investor tour, drove the investor around and completed that contract, then the Build a Casino contract showed up. I switched to the already completed casino and that completed the contract. Then back to Mission Control to see that, yes, there is now a contract to take tourists to the casino. Not sure why I didn't think of that but thanks, that was absolutely the correct answer. Quote Link to comment Share on other sites More sharing options...
prcreeper Posted July 20, 2019 Share Posted July 20, 2019 Im having some problems with asteroid visiting contracts, i've accepted two of them, everything was fine but now when im trying to load my game i just having messages that contracts was failed Quote Link to comment Share on other sites More sharing options...
r3_141592654 Posted August 15, 2019 Share Posted August 15, 2019 Without digging through all 25 pages of this thread, I'm having a slight issue with the Investor tour contract. I accepted it and did the guy for the casino for more challenge. That then gave me the casino contract, but another Investor tour contract popped up with two different Kerbals. So naturally I accepted it a second time and did the guy for the hotel, thinking I could do both, but when I went to pick him up after accepting, my vehicles start position on launch seemed to be inside the planet Kerbin. Kind of weird. I loaded a previous save and now I just have the valid casino contract, but I still have the second Investor tour waiting in mission control. Should this investor tour contract only persist until it is completed one time or is it supposed to be available a second time to be able to build both the casino and the hotel? Not sure what is going on. Thanks Quote Link to comment Share on other sites More sharing options...
overkill13 Posted August 15, 2019 Share Posted August 15, 2019 I've been able to build both in the past, without any of the launch position issues you are describing. That was back in 1.2.2 though. I haven't tried in 1.6.x or 1.7.x yet, but it seems being able to do both was intended. Quote Link to comment Share on other sites More sharing options...
Friznit Posted August 16, 2019 Share Posted August 16, 2019 Yes you can do both. I've done it in every version since 1.4 and it's been working fine though typically I'll complete the first contract before taking the second chap on his tour. Quote Link to comment Share on other sites More sharing options...
catonthekbd Posted October 4, 2019 Share Posted October 4, 2019 I had a bit of a nightmare with the Casino contract - it would not recognize any of the parts matched the contract Screenshot Undocking, and re-docking the main accomodation module (5x inflatable units at the far end) suddenly fixed most problems, but it still could not "see" the centrifuge at the near end. I tried undocking and re-docking it, but could not control it ! - so gave it a viking funeral, and replaced with a simple 10 bed unit to get 100 bed total now have a working Casino I just have to remember to leave the keybaod alone after entering Physics range for 15 seconds while it loads up. Quote Link to comment Share on other sites More sharing options...
paul23 Posted October 8, 2019 Share Posted October 8, 2019 I'm only getting the "bring a tourist in orbit" contracts. The others have a red cross in front even though all requirements are met: Quote Link to comment Share on other sites More sharing options...
BTAxis Posted October 21, 2019 Share Posted October 21, 2019 I accepted a mission to ferry a tourist to a station (as well as crew said station), but the mission broke and I don't know why: It says "no vessel currently matching parameters", but the station matches the parameters. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 22, 2019 Author Share Posted October 22, 2019 On 10/21/2019 at 5:53 AM, BTAxis said: I accepted a mission to ferry a tourist to a station (as well as crew said station), but the mission broke and I don't know why: <snip> It says "no vessel currently matching parameters", but the station matches the parameters. I can't see the tourist in the picture, but I'll assume he's there. Can you submit a KSP.log file? Quote Link to comment Share on other sites More sharing options...
BTAxis Posted October 22, 2019 Share Posted October 22, 2019 The tourist is still enroute in that picture (in a ship named "KSS Shuttle"). However, putting them onboard does not make a difference. I've created a KSP.log by deleting the old one, starting up the game fresh, loading up the save with the task in the state as shown in my post above, then exiting the game again. I hope that is good enough. For good measure I have also added the save file itself, as well as my .ckan file for the mods I used in that save (I use no non-CKAN mods at this time). Here's the files: https://drive.google.com/open?id=1liIM7jyupmq6vWwmuqYychgyVmqBxCYN I ultimately resolved the situation by aborting those tasks. I could re-take the station crew one immediately so I was able to complete that, but the tourist got a free ride. I've not seen another similar situation to this. Quote Link to comment Share on other sites More sharing options...
paul23 Posted November 13, 2019 Share Posted November 13, 2019 So... I've got the "space camp" mission. I'll have to make room for 18 kerbals. Do those need to be at the same station at the same time? Quote Link to comment Share on other sites More sharing options...
Retro Starship Posted December 4, 2019 Share Posted December 4, 2019 (edited) On 10/21/2019 at 7:53 AM, BTAxis said: I accepted a mission to ferry a tourist to a station (as well as crew said station), but the mission broke and I don't know why: It says "no vessel currently matching parameters", but the station matches the parameters. I have a similar task and it says "no vessel currently matching parameters", but my rocket is fine, I have a capsule for me and the "onion" for my passenger. It even puts him in the onion at the launch site too. It stays blue no matter what. I am using 1.8.1 and have had no problems with other career tasks but with this tourism plus it is my 1st time with any tourism at all. The info just like @BTAxis has in his picture is the same as mine. What does that mean tho? What is the parameter of the vessel expecting? Is it a type of capsule, multiple seats? I dont know. Edited December 4, 2019 by Saturn5tony Quote Link to comment Share on other sites More sharing options...
serjames Posted December 11, 2019 Share Posted December 11, 2019 (edited) Hi, I'm almost finished with my space hotel / casino. Can anyone tell me what the LIGHTS are I'm supposed to add. "With Module: Light" I'm struggling to find them ? Cheers for any advice SJ Edited December 11, 2019 by serjames Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted December 11, 2019 Share Posted December 11, 2019 @serjames Do you have Surface Mounted Lights installed? "Recent" versions of that mod change the module used by stock illuminators and its own lights which can make completing the casino contract as it stands much harder since few other parts match the ModuleLight requirement. Since you've already accepted the contract patching it likely wouldn't work as I think its terms are cached inside the save file after acceptance. Probably your simplest fix is just to attach the required number of lights to your casino and then use the debug menu (ALT-F12) to force the contract to complete. Alternatively you could try this untested patch to temporarily revert the lights to using the stock module until you've finished the contract then remove it to get their full behaviour back: Spoiler @PART[*]:HAS[@MODULE[ModuleStockLightColoredLens]]:FINAL { @MODULE[ModuleStockLightColoredLens] { name = ModuleLight } } @PART[*]:HAS[@MODULE[ModuleColoredLensLight]]:FINAL { @MODULE[ModuleColoredLensLight] { name = ModuleLight } } Quote Link to comment Share on other sites More sharing options...
serjames Posted December 11, 2019 Share Posted December 11, 2019 (edited) No I don't have that mod and can't see it on CKAN either. Is there a standard Squad (vanilla) Light I can simply use ? Cheers Actually according to the mission brief, it seems I have SOME lights already on the station, just not 24. Am I miss-understanding the requirement? Is "module = Light" mean that it's a component with Lights... e.g. a capsule or docking port ? Sorry I know it's probably a dumb question Edited December 11, 2019 by serjames Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted December 11, 2019 Share Posted December 11, 2019 @serjames The stock lights would be the two spotlights ("Illuminator Mk1" and "Illuminator Mk2") from the utility category. The way the contract is written it is looking for any part with a Module containing the "ModuleLight" module. Which parts those are will depend on the mods you have installed. You can find which parts in your copy have the module by searching for "name = ModuleLight" (without the quote marks) inside your ModuleManager.ConfigCache file. Spoiler // This is a snippet from my ModuleManager.ConfigCache file showing one of the found parts with extra (irrelevant) lines removed for clarity UrlConfig { parentUrl = Bluedog_DB/Parts/Apollo/bluedog_Apollo_Block2_DockingLight.cfg PART { name = bluedog_Apollo_Block2_DockingLight [SNIP] title = Apollo EVA Floodlight // <== the title of the part as shown in the editor and PAW [SNIP] MODULE { name = ModuleLight // <== This is what the contract is looking for lightName = EVAlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.04 animationName = bluedog_Apollo_DockingSpotlight_LightAnim useResources = true } [SNIP] } } It will generally be spotlights or headlights that are meant to shine light onto other parts. Cabin lights generally are not included (although some mods like MKS have glowing parts that light up their surroundings). For example in my own game I found that it was also present on: Bluedog Design Bureau: Apollo EVA Floodlight; Apollo Docking Floodlight Contares: LCD CUBE LeTech: LL-7M Lithobraker Landing Leg; LL-4M Lithobraker Landing Leg Near Future Spacecraft: Mk3B 'Pandora' Advanced Command Pod Squad: Illuminator Mk1; Illuminator Mk2; LY-99 Extra Large Landing Gear; LY-60 Large Landing Gear; LY-35 Medium Landing Gear; LY-10 Small Landing Gear USI: Akita Core; AES Pod; HERP Pod; PackRat Rover - Front Section; Safety Light; Karibou Crew Cab; Karibou Passenger Cabin; Karibou Expedition Rover; Deployable Emergency Shelter; 'Sunflower' Portable Light Kit; UKS Orbital Shipyard; MKS Kerbitrail(tm) FlexOTube; MKS 'Ranger' Anchor Hub; MKS 'Ranger' Habitation Module; MKS 'Ranger' Inflatable Storage Module; MKS 'Ranger' Mini-Habitation Module; MKS 'Ranger' Inflatable Workshop; MKS 'Tundra' Mobile Workshop; 'Otter' Submersible Pod Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted December 11, 2019 Share Posted December 11, 2019 PS: you can also find lights in the editor by looking for the "Light" module in the expanded RHS of the part description window: NOTE there may be some parts (although I don't know of any off-hand) that have a "Light" section but are actually using a different module that just displays the same name so this is less reliable than checking the ModuleManager.ConfigCache Quote Link to comment Share on other sites More sharing options...
serjames Posted December 11, 2019 Share Posted December 11, 2019 @Aelfhe1m thanks VERY much for the comprehensive answer. :-) Quote Link to comment Share on other sites More sharing options...
Stamp20 Posted January 28, 2020 Share Posted January 28, 2020 Whenever I complete the Investor tour contract, I don't get the contracts to build the hotel or casino. Quote Link to comment Share on other sites More sharing options...
ZZetho Posted February 16, 2020 Share Posted February 16, 2020 On 1/29/2020 at 10:58 AM, Stamp20 said: Whenever I complete the Investor tour contract, I don't get the contracts to build the hotel or casino. exact same problem here Quote Link to comment Share on other sites More sharing options...
Astronut25 Posted April 10, 2020 Share Posted April 10, 2020 I seem to have run into a problem where the game has decided that the shuttle is the casino. I've tried to fix it but I can't find how it identifies which vessel is the casino. Quote Link to comment Share on other sites More sharing options...
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