AccidentalDisassembly Posted March 7, 2021 Share Posted March 7, 2021 5 hours ago, WelshSteW said: I've had this a few times, but never made the connection to this contract. @AccidentalDisassembly it might be a bit late for you now, but you can save the savegame if you've got a recent backup of your persistent.sfs file. Just replace the corrupt one with the backup version. It's definitely that contract - and I managed to salvage the game by deleting that contract and the hotel/casino ones dependent upon it - so far so good! Quote Link to comment Share on other sites More sharing options...
IV_Aerospace Posted March 13, 2021 Share Posted March 13, 2021 Playing on a new save game and having trouble with the kick start mission. I take Tito to orbit and get all the check marks, wait the amount of time, but never get the time marker checked. As soon as I deorbit I lose all the other checks and cannot complete Quote Link to comment Share on other sites More sharing options...
Kerbex Posted April 23, 2021 Share Posted April 23, 2021 On 3/6/2021 at 2:53 PM, AccidentalDisassembly said: For anyone else who might have encountered this - on a heavily modded install (so conflicts are possible) of 1.11.1 with newest versions of everything I could get newest versions for, every time I complete the investor tour contract, the next craft I launch cannot be controlled, the camera moves to an unusual position, and basically I can't launch or do anything. Reverting works, but launching fails and entails a very large number of nullrefs from a large number of mods. I've done this on various saves and the common denominator is *always* completing the investor tour, then launching a new craft. I have no idea what's going on, exactly, but just a heads up for anyone else who was as confused as I was by sudden game/save-breaking madness. I also ran into this. Bummer, cause I'd like to build a hotel or a casino with a contract. Whenever launching a craft after doing the investor tour, the camera is flipped on its side and there is no ability to control the vehicle. Not sure if it's a compatibility issue with some other mod or if it's with the newest version of KSP and Tourism Plus. Might try to do a fresh save with just contract configurator and tourism plus installed (whatever other dependencies) and see if it happens still. Quote Link to comment Share on other sites More sharing options...
WelshSteW Posted April 23, 2021 Share Posted April 23, 2021 5 hours ago, Kerbex said: I also ran into this. Bummer, cause I'd like to build a hotel or a casino with a contract. Whenever launching a craft after doing the investor tour, the camera is flipped on its side and there is no ability to control the vehicle. Not sure if it's a compatibility issue with some other mod or if it's with the newest version of KSP and Tourism Plus. Might try to do a fresh save with just contract configurator and tourism plus installed (whatever other dependencies) and see if it happens still. I think I may have figured out the issue. When you take control of the investor, and he gets into / onto your rover or whatever, it counts as a crew transfer. If this is your first crew transfer, you get the world first notification. This is what breaks things. If it's not your first crew transfer, you're ok. Quote Link to comment Share on other sites More sharing options...
Kerbex Posted April 23, 2021 Share Posted April 23, 2021 8 hours ago, WelshSteW said: I think I may have figured out the issue. When you take control of the investor, and he gets into / onto your rover or whatever, it counts as a crew transfer. If this is your first crew transfer, you get the world first notification. This is what breaks things. If it's not your first crew transfer, you're ok. I'll try that, basically just do a crew transfer at the KSC with Jeb and Bill first, then try the investor contract. However, I did try last night to just run the investor around KSC without a rover or any assistance from other kerbals and it still happened. Quote Link to comment Share on other sites More sharing options...
Kerbex Posted May 18, 2021 Share Posted May 18, 2021 (edited) On 4/23/2021 at 7:06 AM, WelshSteW said: I think I may have figured out the issue. When you take control of the investor, and he gets into / onto your rover or whatever, it counts as a crew transfer. If this is your first crew transfer, you get the world first notification. This is what breaks things. If it's not your first crew transfer, you're ok. Hey, I know it's been a few. I did try the crew transfer, but I still ended up borking the save file completing the investor tour. The only solution I've found so far is to do the investor tour, do not recover vessel or switch scenes from the investor kerbal, wait for the game to save (check in alt+f12), hit esc, quit to main menu, load the save, accept whichever casino or hotel contract (while the null refs are being spammed), wait for the game to save, quit the game completely and then reload it. So far that worked. Edited May 18, 2021 by Kerbex Quote Link to comment Share on other sites More sharing options...
dan1ell1ma Posted June 28, 2021 Share Posted June 28, 2021 Hello, this contract pack is dead? Some update at horizon? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 9, 2021 Share Posted July 9, 2021 @nightingaleYour mod has inspired me to turn the Space Camp contract into a reality TV show... w Well done! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted July 9, 2021 Share Posted July 9, 2021 1 minute ago, Angel-125 said: turn the Space Camp contract into a reality TV show So much awesome. Quote Link to comment Share on other sites More sharing options...
flart Posted August 11, 2021 Share Posted August 11, 2021 On 10/5/2019 at 12:40 AM, catonthekbd said: Undocking, and re-docking the main accommodation module (5x inflatable units at the far end) I also noticed that inflatable centrifuges are not counted after inflating in HasCrewCapacity, but have not guessed that it could work after redocking in inflated state. Make sense. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 11, 2021 Share Posted August 11, 2021 2 minutes ago, flart said: not counted after inflating in HasCrewCapacity I have a similar issue with command chairs attached to the outside of helicopters. They don't get counted towards crew capacity until someone actually sits in it during the parameter that is doing the HasCrew check. Quote Link to comment Share on other sites More sharing options...
Brutwarst Posted September 2, 2021 Share Posted September 2, 2021 Hey, I am doing the space casino contract. Pretty sure my casino has everything it needs, but the contract does not complete. It seems crew capacity is the issue somehow? I have 24 hitchhiker storage containers and two Mk1 crew cabins. This crew capacity should work out to be 24*4 + 2*2 = 100. Is it possible that the contract actually wants >100 and not ≥100 as it implies in the contract? If not, what do you guys reckon the problem is? Screenshots of my space casino: https://imgur.com/a/QOjDZHj Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 2, 2021 Share Posted September 2, 2021 (edited) 18 minutes ago, Brutwarst said: what do you guys reckon the problem is? The parameter indicates 100 is OK PARAMETER { name = HasCrewCapacity type = HasCrewCapacity minCapacity = 100 } You can look at the active contract in your game's persistent.sfs file with a text editor. Look for the "ContractSystem" and then find the active contract for casinos. You can scroll through it to see the current state of the parameter and why it doens't think you have 100 slots for crew. Edited September 2, 2021 by Caerfinon Quote Link to comment Share on other sites More sharing options...
Brutwarst Posted September 2, 2021 Share Posted September 2, 2021 24 minutes ago, Caerfinon said: The parameter indicates 100 is OK PARAMETER { name = HasCrewCapacity type = HasCrewCapacity minCapacity = 100 } You can look at the active contract in your game's persistent.sfs file with a text editor. Look for the "ContractSystem" and then find the active contract for casinos. You can scroll through it to see the current state of the parameter and why it doens't think you have 100 slots for crew. Thanks. This is what it says about crew capacity: name = HasCrewCapacity id = HasCrewCapacity state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = Tourism.Tourism_Casino title = Crew Capacity: At least 100 notes = completedMessage = fakeFailures = True allowStateReset = True failWhenUnmet = True minCapacity = 100 maxCapacity = 2147483647 So it seems like it should accept 100. I can't decipher from this why it's labeled incomplete. I took the entire text of the contract and put it here in a pastebin: https://pastebin.com/AQUSCaR6 Is there any dead giveaway here that tells us why the contract is not completed? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 2, 2021 Share Posted September 2, 2021 6 minutes ago, Brutwarst said: Is there any dead giveaway here that tells us why the contract is not completed? The parameter for crew capacity has no associated vessel ID with it. like the following; VESSEL_STATS { vessel = 0ea9aef9-ed8a-49dc-976d-cffb0319ca5e state = Complete strength = MEDIUM completionTime = 787369260.95601857 } So either: The vessel id 0ea9aef9-ed8a-49dc-976d-cffb0319ca5e does not have a crew capacity of 100 via Contract Configurator's calculation. Some kind of error/bug is occurring preventing the vessel from being registered as completing the parameter. Post your KSP.log and we can look for any errors relating to the contract. Quote Link to comment Share on other sites More sharing options...
Brutwarst Posted September 2, 2021 Share Posted September 2, 2021 14 minutes ago, Caerfinon said: The parameter for crew capacity has no associated vessel ID with it. like the following; VESSEL_STATS { vessel = 0ea9aef9-ed8a-49dc-976d-cffb0319ca5e state = Complete strength = MEDIUM completionTime = 787369260.95601857 } So either: The vessel id 0ea9aef9-ed8a-49dc-976d-cffb0319ca5e does not have a crew capacity of 100 via Contract Configurator's calculation. Some kind of error/bug is occurring preventing the vessel from being registered as completing the parameter. Post your KSP.log and we can look for any errors relating to the contract. Alright, here's the log. Had to split it into three parts due to pastebin's size limits. Part 1 https://pastebin.com/YLF8qAbf Part 2 https://pastebin.com/Z2azXPF6 Part 3 https://pastebin.com/BcaCPTaG Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 2, 2021 Share Posted September 2, 2021 (edited) @Brutwarst You can zip the log and post it as a single file. In #3 when you are grappling the "Space Casino" with "Stuff for the space casino" there are some errors and exceptions thrown. it might be that CC loses track of the vessel ID during this activity. There are no obvious errors This is one of those cases where I'd use the debug console to manually complete the contract as successful. Edited September 2, 2021 by Caerfinon Quote Link to comment Share on other sites More sharing options...
Brutwarst Posted September 2, 2021 Share Posted September 2, 2021 39 minutes ago, Caerfinon said: @Brutwarst You can zip the log and post it as a single file. In #3 when you are grappling the "Space Casino" with "Stuff for the space casino" there are some errors and exceptions thrown. it might be that CC loses track of the vessel ID during this activity. There are no obvious errors This is one of those cases where I'd use the debug console to manually complete the contract as successful. Yeah, I think I'll just resort to doing that. Thanks a lot for your help! Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted April 23, 2022 Share Posted April 23, 2022 I had a contract to take 3 tourists on a moon flyby (ksrss). My ship had an engine failure on ascent, and during the abort sequence 1 of the tourists was killed but I recovered the other 2. The contract was failed, but the two tourists I recovered are still in my roster. Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted April 23, 2022 Share Posted April 23, 2022 (edited) 12 hours ago, JonnyOThan said: I had a contract to take 3 tourists on a moon flyby (ksrss). My ship had an engine failure on ascent, and during the abort sequence 1 of the tourists was killed but I recovered the other 2. The contract was failed, but the two tourists I recovered are still in my roster. I guess they enjoyed the experience so much as soon as they got back to Earth they said "Let's become astronauts!" "Yeah!" "That was awesome." "Sure was, shame about Bob thou." I wouldn't be suprised if their stats are 100% courage and 100% stupidity. Edited April 23, 2022 by 610yesnolovely Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted April 23, 2022 Share Posted April 23, 2022 4 hours ago, 610yesnolovely said: I guess they enjoyed the experience so much as soon as they got back to Earth they said "Let's become astronauts!" "Yeah!" "That was awesome." "Sure was, shame about Bob thou." I wouldn't be suprised if their stats are 100% courage and 100% stupidity. Well, they're still tourists...so I can't fire them. Unless I fire them into the ground or the sun. Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted April 24, 2022 Share Posted April 24, 2022 Perhaps that'll give them something to do. I've not tried it. Surely there's some mod that allows you to train tourists from astronots to astronauts (certainly some Life Support mods turn astronauts into tourists instead of killing them). Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted April 24, 2022 Share Posted April 24, 2022 6 hours ago, JonnyOThan said: Well, they're still tourists...so I can't fire them. You can edit the persistent.sfs file and change the tourists to one of the other professions. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted April 24, 2022 Share Posted April 24, 2022 Another note...the reputation reward/penalties seem way out of line. Like most of the contracts offer 1 star reward for completion and -60 for failure. The failure maybe is OK, but the reward for completion is less than your basic parts testing contract. Quote Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted May 14, 2022 Share Posted May 14, 2022 (edited) This mod destroyed my save. Awesome. Right after finishing the KSC Tour, I got the Hotel contract. Now, as stated in messages above, I can't switch to on orbit vessels, the camera on launch pad vessels is broken and the vessel is completely uncontrollable. Please someone tell me there is a way to fix this hell. Declining the remaining contracts doesn't fix it. Edited May 14, 2022 by Lijazos Quote Link to comment Share on other sites More sharing options...
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