nightingale Posted March 3, 2016 Share Posted March 3, 2016 19 minutes ago, severedsolo said: Ah, you originally said 1.0.4, which is what lead to the confusion. @nightingale The meta data is actually correct. It's slightly confusing but I have an "epoch" on my CKAN version number, due to the issues when I upgraded to 1.0.5, so it's actually 1:3.1.4 (so doesn't at the bottom of the list). Can be seen here: https://github.com/KSP-CKAN/CKAN-meta/blob/master/ContractConfigurator-KerbinSpaceStation/ContractConfigurator-KerbinSpaceStation-1-3.1.4.ckan <== Does not understand CKAN sometimes. Link to comment Share on other sites More sharing options...
severedsolo Posted March 3, 2016 Author Share Posted March 3, 2016 (edited) 7 hours ago, Samapico said: I got a contract to do a crew rotation on a base I landed on Duna, but it's giving me something like 1 year and 160 days to complete it. It's pretty much impossible to reach Duna and come back in that amount of time, unless it happens to coincide with perfect transfer windows, and still... I guess I should have read the fine print of the contract before accepting it, but I think the deadline should be scaled to the target body. I'm not fluent in ContractConfigurator, but the config for this type of contract seems to be a fixed random amount of time: deadline = Random(500, 700) On a side note, is there any way to extend my current contract? I tried various things, including changing the second value in the "values" entry because it looked an awful lot like the deadline duration in seconds. Huh, I thought I'd done away with deadlines. Obviously not, sorry about that, I'll fix it for next release. Raised #59 As for your current one, I don't think so. What you can do is remove that line you found - "deadline = Random(x, y)" and it will default to no deadline going forward. Of course you'll have to cancel your current contract (which may lead to a penalty, but I wouldn't consider it unfair to save-hack the funds back to be honest). Edit: Oh just a heads-up. As we are days away from experimentals, as usual I will be freezing any changes to this mod until 1.1 hits. Edited March 3, 2016 by severedsolo Link to comment Share on other sites More sharing options...
Spheniscine Posted March 4, 2016 Share Posted March 4, 2016 (edited) There is a way to extend contract deadlines by save-file editing. Basically, 1. Back up your persistent.sfs file (important!) 2. Open it in a text editor. Find the contract definition. 3. Change "deadlineType" from "Floating" to "None", then change the second last number in "values" to 0. 4. Save and check it in game. Edited March 4, 2016 by Spheniscine Link to comment Share on other sites More sharing options...
berkekrkn Posted March 14, 2016 Share Posted March 14, 2016 How can I know the vessel type ? I've a contract station around earth. I everything has tick but only vessel type: station has no tick. The other requirements are all met. What should I do ? Link to comment Share on other sites More sharing options...
eberkain Posted March 14, 2016 Share Posted March 14, 2016 @berkekrkn If you go into the tracking station and select the vessel, on the right side of the screen there is a "i" button, you can open it for info, and if you click the name of the vessel you get a popup to rename the vessel and choose what category it belongs in. Maybe that will help. Link to comment Share on other sites More sharing options...
berkekrkn Posted March 14, 2016 Share Posted March 14, 2016 8 minutes ago, eberkain said: @berkekrkn If you go into the tracking station and select the vessel, on the right side of the screen there is a "i" button, you can open it for info, and if you click the name of the vessel you get a popup to rename the vessel and choose what category it belongs in. Maybe that will help. It is shown as ship. I changed it as station and worked thx for your answer. Link to comment Share on other sites More sharing options...
garwel Posted March 23, 2016 Share Posted March 23, 2016 (edited) Hi, thanks for the great mod! I've received a contract to extend my surface base by landing a science lab nearby. The base in fact already had one and as soon as I switched to it the contract was marked as complete. Perhaps, you should either check that the existing base has no lab or prevent it from triggering or require that a newly launched vessel is required. Upd: Added an issue to Github. Edited March 23, 2016 by garwel Link to comment Share on other sites More sharing options...
severedsolo Posted March 30, 2016 Author Share Posted March 30, 2016 (edited) Bases and Stations 3.1.5 Released! Base expansions now require a new vessel (thanks @garwell) 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 IF YOU ARE USING THE 1.1 PRE-RELEASE DO NOT USE THE BUNDLED MODULE MANAGER. IT'S THE 1.0.5 VERSION. I ASSUME IF YOU ARE USING PRE-RELEASE SOFTWARE YOU ARE SAVVY ENOUGH TO HANDLE THIS FOR YOURSELF. Edited March 30, 2016 by severedsolo Link to comment Share on other sites More sharing options...
severedsolo Posted April 9, 2016 Author Share Posted April 9, 2016 It's been a while since we had some new content, so here you go: Bases and Stations 3.2 Released! New Mission: Deliver a payload specialist to your station and return then safely IF YOU ARE USING THE 1.1 PRE-RELEASE DO NOT USE THE BUNDLED MODULE MANAGER. IT'S THE 1.0.5 VERSION. I ASSUME IF YOU ARE USING PRE-RELEASE SOFTWARE YOU ARE SAVVY ENOUGH TO HANDLE THIS FOR YOURSELF. Link to comment Share on other sites More sharing options...
ArmoredReaper Posted April 9, 2016 Share Posted April 9, 2016 8 hours ago, severedsolo said: It's been a while since we had some new content, so here you go: Bases and Stations 3.2 Released! New Mission: Deliver a payload specialist to your station and return then safely IF YOU ARE USING THE 1.1 PRE-RELEASE DO NOT USE THE BUNDLED MODULE MANAGER. IT'S THE 1.0.5 VERSION. I ASSUME IF YOU ARE USING PRE-RELEASE SOFTWARE YOU ARE SAVVY ENOUGH TO HANDLE THIS FOR YOURSELF. Version 3.2 of Bases and Stations is displaying as version 3.14 inside the game, and thus does not work. I have already re-downloaded the file many times, but it still won't work. I am not using the bundled ModuleManager, but version 2.6.21 instead. Any feedback will be appreciated. Thanks for the great mod! Link to comment Share on other sites More sharing options...
severedsolo Posted April 9, 2016 Author Share Posted April 9, 2016 I'm sorry but what do you mean? Do you mean that avc is reporting the wrong version number? Link to comment Share on other sites More sharing options...
ArmoredReaper Posted April 9, 2016 Share Posted April 9, 2016 Yes, KSP-AVC is reporting that the version is 3.14 instead of 3.2... I don't know if this affects anything in the game, but it says "Incompatible version. Please use KSP 1.0.5", and from my past experience, each time KSP-AVC says this, the mod that got the error gets disabled. Link to comment Share on other sites More sharing options...
Jonney5 Posted April 9, 2016 Share Posted April 9, 2016 I noticed that there are actually two version files included in this release. The version 3.14 error message from AVC is due to the extra version file. It should be safe to remove the extra to stop the error message. Link to comment Share on other sites More sharing options...
severedsolo Posted April 10, 2016 Author Share Posted April 10, 2016 (edited) 12 hours ago, ArmoredReaper said: Yes, KSP-AVC is reporting that the version is 3.14 instead of 3.2... I don't know if this affects anything in the game, but it says "Incompatible version. Please use KSP 1.0.5", and from my past experience, each time KSP-AVC says this, the mod that got the error gets disabled. Oh bums. Sorry about that. It should work fine, I just had an old file in there from the name change. Apparently I packaged it with the release. I'll fix that right now. Bases and Stations 3.2.1 released! Fixed AVC Compatibility (thanks @ArmoredReaper and @Jonney5) IF YOU ARE USING THE 1.1 PRE-RELEASE DO NOT USE THE BUNDLED MODULE MANAGER. IT'S THE 1.0.5 VERSION. I ASSUME IF YOU ARE USING PRE-RELEASE SOFTWARE YOU ARE SAVVY ENOUGH TO HANDLE THIS FOR YOURSELF. As an aside - the reason you are seeing mods disabling themselves as a result of that message has nothing to do with AVC. It's because all plugins need to be recompiled for 1.1. Contract Packs should work fine, as they are essentially just a bunch of configuration files. Edited April 10, 2016 by severedsolo Link to comment Share on other sites More sharing options...
Bob Jub Posted April 11, 2016 Share Posted April 11, 2016 Uhmm- I'm not getting the initial "Launch the station" contract. Tourism plus is working fine though. Link to comment Share on other sites More sharing options...
severedsolo Posted April 11, 2016 Author Share Posted April 11, 2016 5 minutes ago, Bob Jub said: Uhmm- I'm not getting the initial "Launch the station" contract. Tourism plus is working fine though. Need more info please - do you meet all the requirements? That is: Docking port unlocked, no other stations in orbit. Link to comment Share on other sites More sharing options...
Bob Jub Posted April 11, 2016 Share Posted April 11, 2016 I have all docking ports unlocked with no other stations in orbit, I alt+f12ed and tried refreshing all contracts also. Link to comment Share on other sites More sharing options...
severedsolo Posted April 11, 2016 Author Share Posted April 11, 2016 Might be a logic problem, I'll look at it tonight Link to comment Share on other sites More sharing options...
severedsolo Posted April 11, 2016 Author Share Posted April 11, 2016 14 hours ago, Bob Jub said: I have all docking ports unlocked with no other stations in orbit, I alt+f12ed and tried refreshing all contracts also. Bob I'm a bit short of time tonight, so if you can do me a favour this will massively narrow down my debug time. First, can you please grab this file and drop it into your contract configurator directory (don't worry, it just turns on some debug stuff in Contract Configurator). Then, start your game, and your save. Press Alt-F10 - expand "BasesandStations" then "StationCore" - you should see a box with things like "PARAMETER, REQUIREMENTS" - click "force check requirements" and screenshot the result (I need to see what colour the requirements turn). Finally, please provide your log. That should give me enough to tell you what the problem is when I wake up (or at least whether i need to fix something) Link to comment Share on other sites More sharing options...
Bob Jub Posted April 11, 2016 Share Posted April 11, 2016 Apparently I had to unlock the science lab first. Link to comment Share on other sites More sharing options...
Bob Jub Posted April 12, 2016 Share Posted April 12, 2016 (edited) http://i.imgur.com/JvnnpkS.png Heh Edited April 12, 2016 by Bob Jub Link to comment Share on other sites More sharing options...
ebigunso Posted April 14, 2016 Share Posted April 14, 2016 I think I'm really late to notice this but it seems Useful Space Stations pack no longer exists and the thread is now this one... Does this mean that the functionality was merged with the Kerbin Space Station pack + some new stuff to create this new pack? Link to comment Share on other sites More sharing options...
severedsolo Posted April 14, 2016 Author Share Posted April 14, 2016 4 hours ago, ebigunso said: I think I'm really late to notice this but it seems Useful Space Stations pack no longer exists and the thread is now this one... Does this mean that the functionality was merged with the Kerbin Space Station pack + some new stuff to create this new pack? Basically yes. Bases and Stations is basically Useful SPace Stations, with extra bits. Link to comment Share on other sites More sharing options...
ebigunso Posted April 15, 2016 Share Posted April 15, 2016 thanks! Link to comment Share on other sites More sharing options...
KocLobster Posted April 19, 2016 Share Posted April 19, 2016 (edited) I'm having trouble with the 'station' part of this mod and contract requirement. This is what the FAQ says: The Vessel type must be Station. This is the one people usually struggle with. Right click your command part and click "Rename Vessel", then select Station. This is VERY important to make other missions generate. Keep your vessel as a station, even if the game tries to change it. Was this written in an earlier version of the game or something? I have tried to do this but I don't seem to have the option. Right clicking any command pod never gives me the option to rename my vessel. This is clearly the problem; using KER's rendezvous mechanic, it lets you chose different targets to potential rendezvous with. It does this by letting you chose which type of category you're looking for, whether it's a celestial body, a probe, a lander, a station, etc. The space station I just made for this contract is, like all other vessels that I seem to make that are manned missions, considered a 'ship' and not a 'station'. This is of course confirmed when I look at the contract and see that this is the only part of the contract that isn't fulfilled. What am I doing wrong, and how exactly do you access this 'rename vessel' feature? Edit: I just solved my own problem by trying to find the answer outside of this thread/these forums. I don't know how you're supposed to rename the vessel to begin with, but I discovered you can rename it, and more importantly, reclassify the type of vessel that it is, after you have launched it in the tracking station. For anyone with this same problem, go to the tracking station, select your vessel, click the 'I' button (info), and click where the name of your station is. A window should popup allowing you to rename the ship and reclassify what type of vessel it is. https://www.reddit.com/r/KerbalSpaceProgram/comments/36puah/psa_you_can_rename_and_reclassify_shipsdebris/ Edit2: Rename vessel is only found in-flight apparently? Looks like it does the exact same thing I just described. Whoops. Edited April 19, 2016 by KocLobster Link to comment Share on other sites More sharing options...
Recommended Posts