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[1.2.2] Contract Pack: Bases and Stations 3.6.1 (30/04/2017) (formerly Kerbin Space Station)


severedsolo

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Contract Pack: Bases and Stations

B&S is now maintained by @LemonSkin - please see the new thread:

 

 

Introduction

A complete overhaul of the stock Space Station and Base missions. Featuring no fewer than 15(!) extra missions for your stations/bases when they are in orbit. Also stops continuous "build a new space station" or "build a new base" missions. You'll only be asked to build one if there isn't one already on that celestial body.

The Pack

This pack will completely disable the stock space station (and build a base) missions, and replace them with my own flavour of missions:

The Missions

 

Spoiler

 

Building the Station:

Launch a new "Core" - This just has to have some kind of command module, and a docking port. You can then (either with your core, or modularly) attach:

 

  • A Power Module
  • A Science Module (supports the stock Mobile Lab as well as Station Science Lab).
  • A Habitation Module
  • A cupola

 

Maintenance missions

The meat and bones of the pack. This will give you a selection of missions to keep your station busy.

 

  • Space Station Crew Rotation (common)
  • Repair a faulty Power Module (uncommon)
  • Replace a faulty Power Module (uncommon)
  • Evacuate your station (rare)
  • Life Support Resupply Missions (supports TAC LS, USI LS, IFI LS) - open to support others on request. (common)
  • Do science on your station (common)
  • Do an Emergency Medical Evacuation (rare)
  • Upgrade the Crew Capacity of the station (common - in specific circumstances).
  • Collect a surface sample from a specific biome, and return it to your station for analysis.

*NEW* Surface Bases

Building the Base

  • Scan the planet for a suitable place to build (supports SCANsat and the stock M700 scanner)
  • Scout for a new place to build the base. (The final location of this vehicle will be the place your base will be built).
  • Build the base
  • Expand it with extra crew capacity, life support (if installed) and a science lab

Maintenance Missions

  • Crew Rotation
  • Medical Emergency
  • Resupply Life support (if applicable)
  • Restore lost communications

 

 

 

Additional Mods that are required or supported by Bases and Stations. (that isn't to say other mods won't work, but these are the ones that B&S is specifically aware of).

Contract Configurator by nightingale - available here - REQUIRED DEPENDENCY

Module Manager by sarbian (included in download, but also available here) - REQUIRED DEPENDENCY

StationScience by ethernet is highly recommended because it's one of my favourite mods and the pack is specifically written with it in mind. It is available here

NearFutureElectric  available here

TAC Life Support available here

USI Life Support available here

IFI Life Support available here

Contract Pack: Tourism Plus by nightingale is also recommended

The Legal Bit

This pack is licensed under CC BY-SA-NC 4.0

It also contains elements of CosmoBro's Base Construction pack (with permission) which is licensed under MIT License (see below). I have sublicensed this under CC-BY-SA-NC 4.0.

Contract Configurator is licensed under MIT License.

Mini-AVC is licensed under GNU General Public License v3

Thanks/Credits

Massive thanks to Nightingale for all your help, and Contract Configurator - without which this would not be possible.

Thanks to metl for your time, patience and massive amounts of code contributed to this project.

Thanks to CosmoBro for allowing me to take over Base Construction

Agent Flag by Dale Humphries on www.flaticon.com and is licensed under CC-BY 3.0

Known Issues

Possible problem with vessel definitions. More Data needed. Please see this post if you can help.

ScienceExperimentModule may require a scene change before it will complete once you recover the science at KSC. This is a minor enough issue that I let it through the net. I think it's a CC bug and nightingale is investigating.

Life Support checking is... sloppy to say the least. Don't rely on the pack telling you to send up a crew only when you have LS on board. Check first (working on this)

Planned Features

Spoiler

Better Station Science Contracts
 

 

.Changelog

Spoiler

3.5.3

  • Reworked Uniqueness checks for Core Missions to make them more likely to generate.
  • Slightly increased rewards on BaseScan
  • Reduced rewards on BaseRover
  • Fixed missing RNG roll on LSResupply (makes it not generate so often).
  • Increased "acceptable range" of all missions where you have to land near a base to 2k.

3.5.2

  • BaseScan will now double check SCANSat coverage before generating.

3.5

  • Adds Compatibility with Galileo's Planet Pack
  • Fixed validation error when using USI Life Support
  • Agent changed to use Enceos's awesome logos.

3.4.1

  • Contracts will not check their requirements if they have already been accepted.
  • LSResupply now requires a new vessel

3.4

  • Maintenance contracts will now roll a D10 when deciding whether to generate.

3.3.1

  • Fixed Catastrophic Failure on loading when using supported mods.
  • Updated LS contracts so they load properly when USI is installed.

3.3

  • Updated to make it compatible with latest Contract Configurator.
  • Added "Duna One" agency. (Agent Flag by Dale Humphries on www.flaticon.com and is licensed under CC-BY 3.0)
  • Removed MiniAVC, as if you really want that functionality, you are probably already running KSP-AVC

3.2.2

  • Maintenance missions will no longer fire for Bases on the Homeworld. (thanks @Deimos Rast)
  • Medical Emergency missions will check that the Kerbal in question has not already been recovered before generating (thanks @Deimos Rast)

3.2

Added Payload Specialist Mission

3.1.5

  • Base expansions now require a new vessel (thanks garwel)
  • Updated some obsolete values to match newer CC format.
  • Removed random reference to a Kerbal who doesn't exist in BaseCommsLost
  • 1.1 Compatibility (also compatible with 1.0.5)
  • Removed contract deadlines

3.1.4

  • Removed legacy "KSS Docking Port" part. If you still need it, grab it from an older release.
  • Fixed bug where new station contracts won't generate while there are no stations in orbit.

3.1.2

  • Fixed compatibility issues between bases and SCANsat (thanks @Anominous)
  • Simplified and clarified parameters for BaseCommsLost (thanks @rottielover)
  • Turned down rewards for Base Scan mission.
  • Scan mission now requires a Hi Res Altimetry scan if you have SCANsat installed. Because there are only so many ways a bug can resurface before you go "Sod it"

3.1.1

  • Fixed validation error in Base Self-Sufficiency
  • Fixed a bug which would require you to land your Space Station to satisfy the evacuate mission.
  • Core missions will no longer generate for any bases on Kerbin.
  • Base Population will now do a sanity check on crew space before generating.

3.1

This is a massive update. So massive that I feel that the minor version number change isn't doing it justice. However, I'm going to use proper versioning, unlike SOME companies I won't mention, and this is compatible with previous versions so it's a minor increment.

Name Change / Headline Feature

  • Merged CosmoBro's Base Construction with Kerbin Space Station. This means the pack has a new name: Contract Pack: Bases and Stations (installation path is unchanged so CKAN doesn't get confused).

Base Construction Changes from the original

  • Missions will generate for all Bases, regardless of whether they were built using this pack.
  • Outpost Missions removed as they have been rendered irrelevant by the above.
  • Simplified contracts. How you get there no longer matters, just the end result.
  • The M700 will no longer unlock early. Instead you'll have to wait til you have it to start building bases. (note this doesn't stop you building your own bases, and getting maintenance contracts. You just won't get contracts to build bases until you unlock the M700)
  • Fixed a million (might be exaggerating a little) validation errors.
  • Tons of other stuff I've probably forgotten about. I've tried to keep it as close to the original as possible, while making it easy to maintain. Hopefully you won't notice many gameplay changes.

Licensing
License updated to CC-BY-NC-SA 4.0. This isn't a massive change, it just means you can't use the pack for commercial purposes, and clarifies what "appropriate attribution" means.

Base Construction used under the MIT License and is available here: https://github.com/CosmoBro/BaseConstruction

I have excercised my right to sublicense - and have sublicensed under CC-BY-NC-SA 4.0 as per the rest of the pack. In practice, this basically means you can't use Base Construction (as presented here) for commercial purposes, and have to give both myself and CosmoBro appropriate credit. You are of course free to use the original under MIT as I did.

3.0.3

Added Strategia support (nightingale)
Fixed issue where Evacuate would complete early in specific circumstances.
Evacuate Mission will no longer ask you to perform an Emergency Landing on bodies without a surface (thanks CrashTestDanny)
Changed the way Maintenance Contracts check for unique vessels. This change means that KSS now requires Contract Configurator 1.9.0 or higher.
Turned down reputation rewards on Core Mission.
Fixed issue where a duplicate Core Mission could be generated under specific circumstances. (thanks CompB)
Updated CrewRotation so you know what vessel you are rotating from the title.
Fixed a problem where Evacuate wouldn't care who landed.

3.0.2

Version file updated for 1.0.5 compatibility

fixed misplaced children in SurfaceSample (khr15714n)

Fixed optional parameter triggering any time a Kerbal goes on EVA in ExtraCrewCapacity (thanks Obsessed with KSP)

Fixed duplicate Maintenance contracts (thanks Obsessed with KSP)

Fixed poorly worded parameter in Core Mission (thanks Obsessed with KSP)

3.0.1

Fixed multiple core contracts for each body.

Kerbol Station will no longer require low orbit. (Anything below Eeloos Ap will do)

Fixed minor textual bug in Core Mission

3.0

Added functionality so that any space station (not just KSS stations) will generate maintenance contracts if they are selected as stations (right click -> rename -> (select type station) (as per Useful Space Stations)

Full support for RSS/Planet packs added.

Various minor bugfixes.

Replaced Core Missions with a generic (expression based) contract. This also enables stations around every single body in the system.

2.3.4

Fixed broken parenthesis on Minmus Core Mission (thanks Dexter_D)

2.3.3

Fixed duplicate Science Lab parameter on Minmus Space Station contract.

Fixed bug that would require Mun Station to orbit Minmus

2.3.2

Fixed broken contract text in Core Missions (#45) (Thanks Bob Jub)

2.3.1

(USS Only) - Fixed problem with Contract Groups

Fixed misleading text in ExtraCrewCapacity missions.

2.3

(KSS Only) - Mun and Minmus stations must now be defined as stations (right click - set as station)

(USS Only) - ExtraCrewCapacity will now only generate when there is a need for extra room. (The definition of "need for extra room" is less than 4 empty seats.)

Fixed inablity do do basic mathematics when generating ExtraCrewCapacity mission.

New Mission added: Take a surface sample and return it to your station. (note: you must be capable of processing the sample. This means having a spectrometer (Station Science) or a Mobile Science Processing Unit (stock).

2.2.1

(KSS only) New Stations must now be defined as such. (ie, right click - select "Station" as the vessel type). (#42)

Crew Rotation will now only be offered if you have a crew. (#43)

Crew Rotation will force you to return the entire crew to Kerbin. (#43)

New Mission: Send a crew to the station (#43)

Fixed reward scaling for different Celestial Bodies (thanks SingingBoyo/brandonson)

(KSS only) "Build a Station" missions will now show you the orbital requirements (thanks TheWattGaming)

Medical Emergency will now show gender neutral mission text (#44)

2.2

Evacuation Missions changed. Will now require you to land the crew of the Space Station on the body it is orbiting.

If the Crew are not recovered - a special mission will generate to return them to a space station. (Please note - due to the way this is checked - it may not necessarily be the one they came from, if you have more than one station).

The Core Mission will now actually require 4 kerbals - as apparently I forgot to add this in 2.1 despite adding it to the changelog.

2.1.1

Fixed a couple of missing }

2.1

New Missions/Features

Emergency Medical Evacuation

Add Extra Crew Capacity to the Station

Added support for Near Future Electrical (fraz86)

Tweaks/Changes

More Reward Balancing

Tightened target selection for LS and CrewRotation Missions (makes them more likely to generate)

CrewRotation now requires an engineer in the rotation

The "Station Core" missions now only require space for 4 Kerbals, instead of 5.

Dependencies

Now requires CC 1.2.5 or higher - due to bugs in previous versions.

2.0.1

Removed erroneous zero in certain contract rewards.

2.0

Too many to list here. See this post.

1.4.2

Please note - EVERYBODY needs this, even if you don't use LS.

Fixed an issue that would make Mun and Minmus contracts fail validation if certain LS mods were installed.

Fixed a textual bug in LS Missions.

1.4.1

Fixed Requirement Nodes (thanks biohazard15)

1.4

Added support for Near Future Electric (only curved solar panels right now, as the others say they are outdated and unsupported).

To encourage contract diversity, once you complete a maintenance contract, it will temporarily place itself in the "rare" category. In other words, it will be less likely to generate two of the same contract in a row.

ScienceExperimentModule has been moved back into the "common" category.

ReplaceFaultyPowerModule moved to the "uncommon" category (for some weird reason it was sitting in it's own category somewhere between uncommon and rare)

KSS requirements will now accept "Station Science" lab as an alternative to unlocking the stock Science Lab.

Mun and Minmus missions now require the core KSS missions to be completed first.

All Maintenance contracts have had their deadlines extended.

Updated first post of forum post to explain which category each mission sits in.

1.3.4

Fixed a problem with LSResupply missions

1.3.3

- fixed a requirement issue with Life Support contracts

- removed surplus disableonStateChange nodes.

1.3.2

Crew Rotation fix rolled out to all bodies (thanks toastboy)

Dependencies updated to Contract Configurator 1.0.3 due to bugs in previous versions.

1.3.1

No changes. Just updated KSP version number.

1.3

- Added support for USI Life Support and IFI Life Support

- Updated AVC file to reflect 1.0 compatibility

- Station Core Docking port is no longer required - any old docking port will do (but I've left the part for compatibility)

- Fixed an issue that would stop RepairFaultyPowerModule from completing (thanks kalizec)

1.2.1

Contract Deadline for Tier 1 missions extended, will now be a random figure between 500 and 1000 kerbin days (previously 1-500)

1.2

New Features

Tier 1 and 2 are now one Mission (allowing for greater flexibility, you can launch your station in one go or modularly now).

Bug Fixes

Fixed a bug that sometimes prevents CrewRotation from completing (thanks Capt Kerk)

Minor bugfixes/corrections/cleanup of cfgs. (thanks nightingale for your help with this).

Tweaks/Changes

In order to maintain save compatibility with the Core Mission change, The "LKOStation, MunStation and MinmusStation" vessel definitions are now obsolete. Replaced by "LKOStationNEW, MunStationNEW, MinmusStationNEW". (Old stations will have to re-run the Core Mission to get the new definition).

Taken advantage of nested Contract Groups to stop the pack from swamping Mission Control

Improved compatibility with Vens Stock Revamp - the "Station Core Docking Port" will now use the mesh of that mod, if you have it installed. (Or any other mod that replaces the Clamp-O-Tron to be honest, but only tested with Stock Revamp).

Dependencies

Now requires Contract Configurator 0.7.12 or higher

1.1

Added Station Missions for Mun and Minmus

Warning added to not use the ScienceExperimentModule contract when converting 100% of science to funds.

Turned down frequency of ScienceExperimentModule to due above.

Fixed weighting of ScienceExpermimentModule

Tier 2 missions now have 1 Kerbal year to complete (formerly 150d).

1.0

New Features

New Mission - resupply the station (if you have TAC LS installed) (severedsolo)

ScienceModule now recognises the Station Science Lab (if you have Station Science installed) (severedsolo)

New mission - perform science on the station and return it to Kerbin. (metl)

Tweaks/Changes

If you have TAC LS installed, "CrewRotation" will no longer be the 1st Tier 3 mission you see. Instead, resupply will, then CrewRotation, then it will open up to all missions as before.

Failsafe completely reworked, and actually works properly now. It will now kick in as soon as you lose your station (metl)

Missions now moved into their own "Kerbin" folder in preparation for multiple bodies. (severedsolo)

Removed duplicate requirements for KerbinCrewRotation (severedsolo)

Removed unnecessary "targetVessel" flags (severedsolo)

Tier3StationMission contract group removed - replaced by KerbinTier3 (severedsolo)

Dependencies:

Now requires Contract Configurator 0.7.8 or higher (Bad Things will happen if you don't update).

0.2

New Features:

Evacuate the space station (very rarely)

Add a Hab Module with a Cupola (thanks micha for the idea)

New part added - Station Core Docking Port (exactly the same as a Clamp-O-Tron, but only used on KSS)

Tweaks:

ScienceModule no longer requires the part, just the module. - Essentially this makes it mod friendly. (Idea provided by Akira_R)

StationCore Mission now requires 1 Station Core Docking Port, rather than 4 Clamp-O-Tron. (old stations should be unaffected).

Dependencies:

Due to the changes to StationCore this pack now requires Module Manager.

The pack now requires Contract Configurator 0.7.4

Fixes:

Fixed an issue that would stop HabModule from showing up more than once.

HabModule reverted to old version of requirement checking due to a small bug.

0.1.2

Hotfix - 0.1.1 referenced some contracts that don't exist yet, this was resulting in validation errors (basically a load of contracts didn't load). Issue now fixed.

0.1.1

Tweaked rewards

Changed HabModule contract to better suit Nightingales Tourism Pack

Fixed an issue where a faulty power module could be fixed from the launchpad.

Engineers can no longer telecommute

Cleaned up package file for CKAN compatibility

Moved Contract_Group into it's own file for easier future compatibility

 

 

Installation

I highly recommend you download from CKAN - however, if you really insist on installing manually, see the link below, and grab Contract Configurator and Module Manager from the Dependencies section.

Download: https://github.com/severedsolo/KerbinSpaceStation/releases

Source: https://github.com/severedsolo/KerbinSpaceStation/releases

Edited by severedsolo
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Wait, if this will disable all orbital base missions, there will only ever be ONE station! Will it always be in orbit around Kerbin, or will it chose other host bodies too?

I would suggest replacing "Kerbal" with "Kerbin", and allowing one station for each body in the Kerbol system.

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Wait, if this will disable all orbital base missions, there will only ever be ONE station! Will it always be in orbit around Kerbin, or will it chose other host bodies too?

I would suggest replacing "Kerbal" with "Kerbin", and allowing one station for each body in the Kerbol system.

I'm not saying this isn't the case... but have I missed something? I think I have called it "Kerbin Space Station" everywhere? Did I miss one? You are right, it should be called Kerbin Space Station.

To answer your question: At this early point in time? It will just choose Kerbin, and yes there will only be one station. (although you can manipulate "the failsafe" to get around that...)

I absolutely agree about allowing one station per body, and that will be coming later, (as soon as I iron out the creases with the nice easy Kerbin missions.) Obviously crew rotations every 30-120 days (as it is now) would work fine for Mun, possibly even Minmus, but what about say, Duna?, I think it would be impractical, so I'm working out the easy stuff, and then I'll work on missions for other bodies.

To be honest, although at the moment the modules do require your station to remain in orbit around kerbin, I could easily take that out, and you could then dump your station wherever you felt like and it would work. In fact I may put that into the patch I'm working on at the moment.

I'm very close to finishing up the Kerbin missions though, then I will start work on other bodies.

Edit: never mind, I see what you mean, I've put it all over the first post. I plan to update that later, so I'll fix it then

Planned Features

medium term

Missions for stations around other bodies

Edited by severedsolo
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Would you have any objections if I threw this up on CKAN for you?

None at all, I was looking into it myself to be honest, but I was struggling to figure out the github stuff, I'd be very grateful.

Edit: Having said that, it may be worth watching CKAN issue 860 - as I already raised an issue for this.

Edit2: Ok the next update may be slightly more delayed than I thought, so I've taken the time to clean up the original post, properly thank nightingale for all your help, and added some pics (thanks Shadow79473 for this one)

Edit3: change of plan, I've pushed a new release out to clean up the zip for ckan, no new functionality but a few tweaks, the extra features will make the next release

Version 0.1.1:

Changelog:

Tweaked rewards

Changed HabModule contract to better suit Nightingales Tourism Pack

Fixed an issue where a faulty power module could be fixed from the launchpad.

Engineers can no longer telecommute

Cleaned up package file for CKAN compatibility

Moved Contract_Group into it's own file for easier future compatibility

Edited by severedsolo
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None at all, I was looking into it myself to be honest, but I was struggling to figure out the github stuff, I'd be very grateful.

Edit: Having said that, it may be worth watching CKAN issue 860 - as I already raised an issue for this.

Edit2: Ok the next update may be slightly more delayed than I thought, so I've taken the time to clean up the original post, properly thank nightingale for all your help, and added some pics (thanks Shadow79473 for this one)

Edit3: change of plan, I've pushed a new release out to clean up the zip for ckan, no new functionality but a few tweaks, the extra features will make the next release

Oh yeah, had a look at that issue, there's really nothing for me to do - you've done all that needs to be done except that last cleanup of your zip file for them. Good stuff. :)

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This is awesome!

Question regarding the Tier 2 missions, specifically the science module, does it need the actual stock part or does it just need to have the mobile processing lab part MODULE in it?

The reason I ask is I usually make my own custom welded parts for space station modules and add the various resources and part MODULEs so they fulfill the intended role.

For instance I'll make a lab module that has the stock mobile processing lab, and also functions as a station science lab and a MKS/OKS lab for recycling spent nuclear fuel.

If it requires the part itself that's fine I can always just "cheat" and complete the contract through the debug menu once the module is docked, but I figured I would ask.

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Thanks for the encouragement, it's appreciated, I would be very interested in seeing that part.... I tend to ditch the stock science module in favour of a station science lab instead.

At the moment, the tier 2 missions look for:

HabModule - doesn't care, just wants space for 5 kerbals.

ScienceModule - is looking specifically for the lab part, but I'll try and get it to look for the module instead (I'm not sure why I didn't do this in the first place.... I think I looked and just saw ScienceContainer, and forgot to scroll any further.) I also intend to have the Station Science Lab fufill this role at some point, as soon as I figure out module manager.

PowerModule - is looking for anything with "power" - this means panels or RTGs basically.. I wanted it to look for batteries too, but couldn't figure it out without specifying each part.

I've opened Issue 6 on Github to track the changes to the ScienceModule contract. I think it should be pretty simple to implement.

I'm sitting on 0.2 at the moment, which will finish up the Kerbin missions - I can then start to work on other bodies. (Mun in particular should be very quick to do)

Edited by severedsolo
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This is awesome! Finally an end to "launch yet another station with space for 5 kerbals".

Some more mission ideas for your mod:

* custom cores; forcing people to add 4 docking ports is a bit limited. As long as the core has a single free docking port that's enough (eg, Salyut, Spacelab)

* liveability enhancement missions - add cupola / hitchhiker modules

* add support for additional station science mods (DMagic's Orbital Science, ethernet's Station Science, N3h3mia's Orbital Science mods)

+ some of these could mean entire contract arcs - various supporting modules must be launched in order to then perform certain experiments.

* support for multiple stations around multiple planets/moons

+ idea might be that an agency may want their own station instead of collaborating with others (the player can always turn down contracts to build a new station if they already have an existing one around a particular body; should never generate a "new station" contract until a manned mission has been in orbit around a body though)

* change station orbit - may want to overfly different territory, or perform experiments at different altitudes.

* add specific science instruments to station

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Thanks for the feedback!

* custom cores; forcing people to add 4 docking ports is a bit limited. As long as the core has a single free docking port that's enough (eg, Salyut, Spacelab)

The problem with this is, once the contract has been accepted, I look for a vessel in orbit of kerbin with 4 docking ports. I chose 4 ports because I figured that the chances of having a vessel up there with that many ports accidentally, was pretty slim. 1 port could easily be done by accident (and once the station is defined, I can't undefine it). Don't forget I'm also working within the confines of Contract Configurator too. (unless someone can think of a way around this)

Not to mention, although the core needs 4 ports, by the time you add your Power Module, Hab Module(s), Science Module, your probably going to be down to 1 or less ports anyway (assuming you don't add any more).

* liveability enhancement missions - add cupola / hitchhiker modules

I can't believe I didn't think of this... Issue 7 raised on Github to implement.

* add support for additional station science mods (DMagic's Orbital Science, ethernet's Station Science, N3h3mia's Orbital Science mods)
I like this one too, I had similar thoughts myself, I'm already tracking this through Issue 2
* support for multiple stations around multiple planets/moons

Multiple bodies is planned, and being tracked through Issue 10 - I'm not sure about multiple stations.

As I mentioned above, each station is defined, so I'd have to add new contracts for each station. I may consider adding 2/3 stations per body at a later date....

* change station orbit - may want to overfly different territory, or perform experiments at different altitudes.
I like this alot, and have raised Issue 9 to look into... I'm a bit concerned about the inherent wobbliness of Docking ports, but I may just let the player worry about that. You don't have to accept the contract after all.
* add specific science instruments to station
I had similar thoughts, and have raised Issue 8 to track.

So yeah 4 new issues from one post... thanks for the ideas!

Edit: Also, we are now on CKAN! Go download from there, it's much easier than maintaining it yourself.

Edited by severedsolo
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This is exactly what the stock station missions needed! I cannot give enough kuddos to this! I only have one idea. Instead of looking for four docking ports, maybe someone could make a small part defined as a "station core" identifier? Maybe a specific type of antenna or light? Or even a specific docking port? Maybe copy and just retexture the stock one so it stands out from the regular but still functions as a docking port, but with a "station core" module that your mod looks for?

Just an idea because I do know some people build craft in orbit using docking ports (not me, I lack that talent, LOL!)

Otherwise, well done sir!

So out of curiousity, I created a git fork and added a "Station Core Docking Port" and changed the Station Core cfg to look for that part. (No retexture, not sure how to do that.) I tried testing it to see if it is even a feasible idea, but I cannot get the contract to come up. Looks like I may have screwed something up somehow :(

Edited by metl
new info
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Thats a good idea... Tracking under Issue 11

Also I think your problem with your fork is that you are looking for the wrong part.

Your part cfg...

+PART
+{
+[B]name = StationPort[/B]
+module = Part
+author = metl

Wheras StationCore is looking for...


+ [B]part = StationCore[/b]
+ title = Station Core Docking Port

The two names in bold need to match up. If that still doesn't work, hit Alt-F10 - if the contract is red it's failed to load, then check the Debug log (Alt-F12) for the reason. The errors are usually pretty good.

Edited by severedsolo
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That did it. I can't tell you how many times I overlooked that, and kept making the same issue! I apparently forgot what I named the part! The changes have been uploaded. :)

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I only have one idea. Instead of looking for four docking ports, maybe someone could make a small part defined as a "station core" identifier?

That's a nifty solution! I hadn't looked into the code so wasn't sure how it could be solved; I had simply assumed that it might be possible for the mod to track stations by name, which would probably also be necessary if multiple stations are to be tracked around a single body.

@severedsolo: thanks so much for considering my suggestions :)

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It kind of does track by name, in that the station is internally defined as "LKOstation", although you should never see it called that, nightingale mentioned that there were a few issues with making defined vessels persist (in layman's terms, CC forgets what the station is called). With the way it is now, you have the potential to define the wrong vessel accidentally, which is what the failsafe is meant to fix, but metls changes should help with that, currently penned in for 0.2

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I believe that should be solved with the upcoming change to the way it looks for the science module as opposed to the lab specifically. It just depends on how Station Science has the parts set up.

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Unfortunately station science specifies it's own module, but I have an idea of how to get around that.

For now station science should still work if you use it on your KSS, but obviously you won't see any contracts from this pack geared towards it.

0.2 is now feature complete, check out the github repo if you want a preview, I'm only aware of one minor bug which I'll be fixing later. I plan to focus exclusively on mod compatibility in 0.3, which means that multiple bodies is now scheduled for a 0.4 release

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Kerbin Space Station 0.2 Released!

New Features:

Evacuate the space station missions (very rarely)

Add a Hab Module with a Cupola mission (thanks micha for the idea)

New part added - Station Core Docking Port (exactly the same as a Clamp-O-Tron, but only used on KSS) - credit goes to metl - completely his/her idea.

Tweaks:

ScienceModule no longer requires the part, just the module. - Essentially this makes it mod friendly. (Idea provided by Akira_R)

StationCore Mission now requires 1 Station Core Docking Port, rather than 4 Clamp-O-Tron. (old stations should be unaffected).

Dependencies:

Due to the changes to StationCore this pack now requires Module Manager. (even more reason to download through CKAN)

The pack now requires Contract Configurator 0.7.4

Fixes:

Fixed an issue that would stop HabModule from showing up more than once.

HabModule reverted to old version of requirement checking due to a small bug.

Edited by severedsolo
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