severedsolo Posted September 4, 2015 Author Share Posted September 4, 2015 are there any contracts that requires you to "bring a surface sample of biome x to the science module for analysis" ?Not right now, but I'm always open to requests. I can't promise anything, but Field Research does something similar, so I can look into that. Link to comment Share on other sites More sharing options...
nightingale Posted September 4, 2015 Share Posted September 4, 2015 Not right now, but I'm always open to requests. I can't promise anything, but Field Research does something similar, so I can look into that.In terms of Contract Configurator support, you can do "has surface sample of biome x" onboard and has a science module. I don't have anything to guarantee that the sample is in the science module... but probably close enough. Link to comment Share on other sites More sharing options...
severedsolo Posted September 15, 2015 Author Share Posted September 15, 2015 Kerbin Space Station 2.3/Useful Space Stations 1.1 Released!(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). Link to comment Share on other sites More sharing options...
severedsolo Posted September 16, 2015 Author Share Posted September 16, 2015 Minor update:Kerbin Space Station 2.3.1/Useful Space Stations 1.1.1 Released!(USS Only) - Fixed problem with Contract GroupsFixed misleading text in ExtraCrewCapacity missions. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 18, 2015 Share Posted September 18, 2015 Using KSS, how do I redefine what KSS actually is? My station, Prosperity, was going ok, but I messed up expanding it and I fear going near it so I want to send up a replacement. Complicating matters is the fact that I have a contract I accepted before I messed up for some tourists to visit it - my worry is that if I do redefine the KSS, the contract will still require the old deprecated (possibly exploded) station (perhaps this is more of a question for TourismPlus, come to think of it). So yeah, how do I redefine what the KSS vessel is and what do I do about my contract? It's my own fault entirely, I freely admit that, but I need help :/ Link to comment Share on other sites More sharing options...
nightingale Posted September 19, 2015 Share Posted September 19, 2015 Using KSS, how do I redefine what KSS actually is? My station, Prosperity, was going ok, but I messed up expanding it and I fear going near it so I want to send up a replacement. Complicating matters is the fact that I have a contract I accepted before I messed up for some tourists to visit it - my worry is that if I do redefine the KSS, the contract will still require the old deprecated (possibly exploded) station (perhaps this is more of a question for TourismPlus, come to think of it). So yeah, how do I redefine what the KSS vessel is and what do I do about my contract? It's my own fault entirely, I freely admit that, but I need help :/If I remember correctly, the in-game way to do this requires you to destroy the KSS (the "launch the KSS" contract should then come back). The contract to go to the old KSS should "switch" automatically over to the new one.The other way is to go into the persistent file, look for the KSS entry in the ContractVesselTracker and change it to the ID of the new vessel. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 19, 2015 Share Posted September 19, 2015 Alright, I'll give that a shot, cheers Link to comment Share on other sites More sharing options...
severedsolo Posted September 19, 2015 Author Share Posted September 19, 2015 As nightingale said - if you destroy the station then the failsafe will kick in and you'll get a new contract to build the KSS.Not sure if the already accepted Tourism Plus contract will recognise the new definition though? Don't they use the vessel ID instead? Link to comment Share on other sites More sharing options...
nightingale Posted September 19, 2015 Share Posted September 19, 2015 Whoops, wasn't paying close enough attention. Yes - the tourism one won't switch automatically, it'll be tied to whatever vessel it picked. Link to comment Share on other sites More sharing options...
Bob Jub Posted September 20, 2015 Share Posted September 20, 2015 I'm not okay with this Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 20, 2015 Share Posted September 20, 2015 Why not? You only need one of the power sources, not all of them. One thing it doesn't mention is that you also need a science lab. Link to comment Share on other sites More sharing options...
Bob Jub Posted September 20, 2015 Share Posted September 20, 2015 (edited) Why not? You only need one of the power sources, not all of them. One thing it doesn't mention is that you also need a science lab.OH! I thought it was requiring all of those! Cool cool.. Whew, that would have taken a lot of work to get together, not to mention unlocking all of those parts. Shoot, forgot the science lab though >< Oh well, I'll complete the contract by sending up the mobile processing lab tomorrow Small issue I guess, hopefully it'll be updated and fixed soon. Stations are my favorite things in KSP, so I have high hopes for this mod. Edited September 21, 2015 by Bob Jub Link to comment Share on other sites More sharing options...
severedsolo Posted September 21, 2015 Author Share Posted September 21, 2015 (edited) OH! I thought it was requiring all of those! Cool cool.. Whew, that would have taken a lot of work to get together, not to mention unlocking all of those parts. Shoot, forgot the science lab though >< Oh well, I'll complete the contract by sending up the mobile processing lab tomorrow Small issue I guess, hopefully it'll be updated and fixed soon. Stations are my favorite things in KSP, so I have high hopes for this mod.Bah, looks like I broke the hideChildren when I fiddled with it. It used to say "have one of the following power generators on board". I also noticed another issue. Raised #45 to deal with.Edit: actually it may be something to do with Near Future. Bob Jub do you have it installed? I hope so because it's asking you for NF only parts.Edit2: Also, you need to set the vessel as a station. I don't know why it isn't telling you that, but I'm fixing it!Edit 3: On that note:Kerbin Space Station 2.3.2 released!Fixed broken contract text in Core Missions (#45) (Thanks Bob Jub) Edited September 21, 2015 by severedsolo Link to comment Share on other sites More sharing options...
Bob Jub Posted September 21, 2015 Share Posted September 21, 2015 (edited) Bah, looks like I broke the hideChildren when I fiddled with it. It used to say "have one of the following power generators on board". I also noticed another issue. Raised #45 to deal with.Edit: actually it may be something to do with Near Future. Bob Jub do you have it installed? I hope so because it's asking you for NF only parts.Edit2: Also, you need to set the vessel as a station. I don't know why it isn't telling you that, but I'm fixing it!Edit 3: On that note:Kerbin Space Station 2.3.2 released!Fixed broken contract text in Core Missions (#45) (Thanks Bob Jub)Thanks for the support! I have Near Future Solar installed along with RoverDude's MKS/OKS which has reactors and I installed a small nuclear reactor on my core. The contract hasn't completed though. And you seem to have fixed some things Edited September 21, 2015 by Bob Jub Link to comment Share on other sites More sharing options...
severedsolo Posted September 21, 2015 Author Share Posted September 21, 2015 Did you place the science lab as OWK advised, and set the vessel as a station? Also, if MKS/OKS has reactors they probably won't work - I only have support for Near Future. Will look into adding MKS/OKS though - #46 raised.If you did all that, you may wish to cancel the contract, and try again (with the fixed text). That will at least allow you to see what's going wrong. Link to comment Share on other sites More sharing options...
Bob Jub Posted September 21, 2015 Share Posted September 21, 2015 (edited) Yep, I'm sending this up right now to test: http://i.imgur.com/PyYrG2t.png (edit) The generator didn't satisfy the contract parameters, adding basic solar panels did. Contract completed and I'm still getting "Launch the Kerbin Space Station!" contracts. Edited September 21, 2015 by Bob Jub Link to comment Share on other sites More sharing options...
severedsolo Posted September 21, 2015 Author Share Posted September 21, 2015 (edited) One thing I forgot to mention, is that you'll need some kind of command module (I can't remember if the Cupola provides one, and I know the hitchiker doesn't)Edit; just seem your latest edit. Sounds like the definition didn't take (probably because it updated.) Try re-accepting the contract and switch to your vessel. The definitions can be a bit flaky sometimes. Edited September 21, 2015 by severedsolo Link to comment Share on other sites More sharing options...
Bob Jub Posted September 21, 2015 Share Posted September 21, 2015 One thing I forgot to mention, is that you'll need some kind of command module (I can't remember if the Cupola provides one, and I know the hitchiker doesn't)Edit; just seem your latest edit. Sounds like the definition didn't take (probably because it updated.) Try re-accepting the contract and switch to your vessel. The definitions can be a bit flaky sometimes.The Cupola does provide one I'm sure, is appears in the CM section of the VAB. And I have the completed contract- i just keep getting more, But I'll try your fix. Link to comment Share on other sites More sharing options...
severedsolo Posted September 21, 2015 Author Share Posted September 21, 2015 Apologies for the quick succession of updates, but Bob Jub's screenshot pointed out an error to me:Kerbin Space Station 2.3.3 Released! Fixed duplicate Science Lab parameter on Minmus Space Station contract. Fixed bug that would require Mun Station to orbit Minmus Link to comment Share on other sites More sharing options...
Bob Jub Posted September 21, 2015 Share Posted September 21, 2015 Apologies for the quick succession of updates, but Bob Jub's screenshot pointed out an error to me:Kerbin Space Station 2.3.3 Released! Fixed duplicate Science Lab parameter on Minmus Space Station contract. Fixed bug that would require Mun Station to orbit Minmus Look at me busting bugs today- Link to comment Share on other sites More sharing options...
Dexter_D Posted September 21, 2015 Share Posted September 21, 2015 Thanks for the quick update, I noticed that mun station @minmus orbit for myself when I was searching for a solution for another bug I experience. Since I updated, the Minmus Space Station Contract (re)appears and I can't get rid of it. Maybe you'll find something, I didn't see anything wrong in the MinmusStationCore.cfg, hope you see something, 'cause I'm to tired right now. Link to comment Share on other sites More sharing options...
severedsolo Posted September 22, 2015 Author Share Posted September 22, 2015 (edited) Thanks for the quick update, I noticed that mun station @minmus orbit for myself when I was searching for a solution for another bug I experience. Since I updated, the Minmus Space Station Contract (re)appears and I can't get rid of it. Maybe you'll find something, I didn't see anything wrong in the MinmusStationCore.cfg, hope you see something, 'cause I'm to tired right now. I found it When I deleted the duplicate lab parameter, I forgot to remove all of the parenthesis, so all the requirements were not being loaded. I can see why you wouldn't have spotted it though. Thank god for Notepad++.I've fixed it now. I just hope this is the last one. Apparently I was having a bad day yesterday.Kerbin Space Station 2.3.4 Released!Fixed broken parenthesis on Minmus Core Mission (thanks Dexter_D) Edited September 22, 2015 by severedsolo Link to comment Share on other sites More sharing options...
Dexter_D Posted September 22, 2015 Share Posted September 22, 2015 (edited) It's ok pal. At least the minmus station bug is fixed now with the new update, just tested it, ty. You see, things are gonna be fine now. Edited September 22, 2015 by Dexter_D Link to comment Share on other sites More sharing options...
timmers_uk Posted September 24, 2015 Share Posted September 24, 2015 Hi,I'm not sure if someone else has noticed/report this yet, but I couldn't see anything ... the github release 2.3.4 seems to contain an out of date munstationcore.cfg - the 2.3.4 tagged file in github has fixes from it referring to being in minmus orbit and the station name being MinmusStationNEW, but the release file is still referring to minmus.Maybe a repackaging is needed?Thanks,Tim Link to comment Share on other sites More sharing options...
severedsolo Posted September 25, 2015 Author Share Posted September 25, 2015 This is why you don't release things 5 minutes before you leave the house Sorry about that.Kerbin Space Station 2.3.4.1 Released!Re-package of 2.3.4 - new version number for CKAN purposes. (thanks timmers_uk) Link to comment Share on other sites More sharing options...
Recommended Posts