Cynor Posted December 29, 2016 Share Posted December 29, 2016 Wow that was a quick update lol. Everything seems to be working pretty well now too, I loaded up the admin building and had a new base scan contract which is nice. However there may be an issue with something still as almost immediately the supply run I had available (which I think had a few days left to accept) cancelled out and a medical emergency popped up. However then in the process of alt-tabing and starting to type this post (maybe 1m) I wanted to go check something in-game for this post and the medical went away to a crew rotation. The crew rotation seems to be stable now, so it could have just been a hiccup on the upgrade but I thought I should mention it just in case. Link to comment Share on other sites More sharing options...
severedsolo Posted December 30, 2016 Author Share Posted December 30, 2016 @Cynor - that's two separate things at play at once. The LSResupply mission you had available disappeared because that contract changed in the update. CC withdrew it as it was no longer valid (because the file had changed). This is intended behaviour. The evac mission disappearing and then re-rolling is a CC issue, which happens occasionally. I'm not sure what causes it so haven't been able to report it as a bug, because it's random. As you noticed, once the contract generation pass stops, everything settles down. Link to comment Share on other sites More sharing options...
Spheniscine Posted December 30, 2016 Share Posted December 30, 2016 On 12/29/2016 at 0:31 AM, severedsolo said: Probably. It disables the stock station contracts. I think they will probably get silently dropped, but you may have to pay the failure penalty. I'd recommend not having any active base or station contracts before installing. Actually I don't know whether disabling contract types drops existing ones anymore? Contract Configurator actually now allows the user to turn on and off contract types (through difficulty settings), so you can actually turn the stock contracts back on if you like. Link to comment Share on other sites More sharing options...
mark7 Posted January 3, 2017 Share Posted January 3, 2017 Er, just a quick question, what does 'RNG' stand for? Since I never have any evacuate missions or medical emergencies... Link to comment Share on other sites More sharing options...
Merkov Posted January 3, 2017 Share Posted January 3, 2017 5 minutes ago, mark7 said: Er, just a quick question, what does 'RNG' stand for? Since I never have any evacuate missions or medical emergencies... RNG stands for Random Number Generator. Think of it like a dice roll. If the correct "number" comes up, then you'll get the contract. Otherwise, you won't. This is done to make some contracts (like evacuation and medical emergency missions) appear more randomly (and less frequently) as opposed to other contracts which will always spawn if their requirements are met. Hopefully I explained that in a way that made sense. Does that clear it up at all for you? Link to comment Share on other sites More sharing options...
mark7 Posted January 3, 2017 Share Posted January 3, 2017 14 minutes ago, Merkov said: RNG stands for Random Number Generator. Think of it like a dice roll. If the correct "number" comes up, then you'll get the contract. Otherwise, you won't. This is done to make some contracts (like evacuation and medical emergency missions) appear more randomly (and less frequently) as opposed to other contracts which will always spawn if their requirements are met. Hopefully I explained that in a way that made sense. Does that clear it up at all for you? Oh yeah I get it, thanks~ Also, maybe a strange question but what should I do if I recovered my scout Rover? I cannot meet the requirement of building a new base and I can't fix it by sending a new rover up... Link to comment Share on other sites More sharing options...
severedsolo Posted January 3, 2017 Author Share Posted January 3, 2017 (edited) 56 minutes ago, mark7 said: Also, maybe a strange question but what should I do if I recovered my scout Rover? I cannot meet the requirement of building a new base and I can't fix it by sending a new rover up... Open your save in a text editor (would not recommend using Notepad as it doesn't handle formatting very well. Try Notepad++) - find the line that says something like "BaseConstruction = true" and change it to false Edited January 3, 2017 by severedsolo Link to comment Share on other sites More sharing options...
mark7 Posted January 3, 2017 Share Posted January 3, 2017 1 hour ago, severedsolo said: Open your save in a text editor (would not recommend using Notepad as it doesn't handle formatting very well. Try Notepad++) - find the line that says something like "BaseConstruction = true" and change it to false It works. Thank u!! Link to comment Share on other sites More sharing options...
Spheniscine Posted January 4, 2017 Share Posted January 4, 2017 (edited) I got a crew rotation mission that didn't detect that I had a vessel that meets the requirements and have docked with the station. Not sure how to reproduce as I'm sure I completed a similar contract before but will let you know if I have more data. I force-completed it, and now it continues generating missions for that space station, but it goes away before I could accept them. I believe that's a CC bug, where it keeps refreshing missions erratically while on the mission screen. Edit: Nevermind. I think I may have borked it up by editing the save file when that criterion completed during another mission; my memory is fuzzy. I'll let you know if I see the problem again, but until then I think this can be ignored. Edited January 5, 2017 by Spheniscine Link to comment Share on other sites More sharing options...
MitchS Posted January 5, 2017 Share Posted January 5, 2017 Hey, I've got a bit of a bug. I sent a mission to Moho with all of my available scanners for SCANSAT and stock resources, and I have 100% scanned coverage now. After I finished my scanning, I got two contracts for the "scan for a new base" at low resolution and for stock resources, and just went to my ship and they fulfilled because the scanning had already been done. Well, now there's one contract, "93% high resolution scan of Moho for a new base", that won't go away. I've completed it three times, and it just gets re-offered in mission control as soon as I "complete" it. Any idea how I can permanently complete this mission and progress with the rest of the base-building contract path? Link to comment Share on other sites More sharing options...
severedsolo Posted January 5, 2017 Author Share Posted January 5, 2017 2 minutes ago, MitchS said: Any idea how I can permanently complete this mission and progress with the rest of the base-building contract path? Sounds like a CC bug - but can you provide save to be sure please? Link to comment Share on other sites More sharing options...
MitchS Posted January 5, 2017 Share Posted January 5, 2017 Happily! Never had to report a bug before... how do I go about doing that? Link to comment Share on other sites More sharing options...
severedsolo Posted January 5, 2017 Author Share Posted January 5, 2017 Just now, MitchS said: Happily! Never had to report a bug before... how do I go about doing that? If you stick your persistence file on dropbox or similar, and post the link I can grab it. Link to comment Share on other sites More sharing options...
MitchS Posted January 5, 2017 Share Posted January 5, 2017 Here you go!https://www.dropbox.com/s/7v7n9rf791uw3d4/persistent.sfs?dl=0 Link to comment Share on other sites More sharing options...
severedsolo Posted January 5, 2017 Author Share Posted January 5, 2017 3 minutes ago, MitchS said: Here you go!https://www.dropbox.com/s/7v7n9rf791uw3d4/persistent.sfs?dl=0 You aren't running the latest version. I fixed this a couple of patches ago. Update to the latest version (here) Link to comment Share on other sites More sharing options...
MitchS Posted January 5, 2017 Share Posted January 5, 2017 Uh-oh. I'm using CKAN. Would it be much of a bother to ask for more specific instructions for updating my version? I don't know how to manually affect things that I've obtained through CKAN. Link to comment Share on other sites More sharing options...
severedsolo Posted January 6, 2017 Author Share Posted January 6, 2017 (edited) 7 hours ago, MitchS said: Uh-oh. I'm using CKAN. Would it be much of a bother to ask for more specific instructions for updating my version? I don't know how to manually affect things that I've obtained through CKAN. Ah, according to your save you are still on KSP 1.2.1, which would be why CKAN hasn't updated you. I lock my releases to the latest version of KSP or higher. The latest release is technically 1.2.1 compatible, but you may need to edit some files to get it working. So assuming you are staying on 1.2.1 for a reason, what you need to do is: 1) Uninstall from CKAN. 2) Go into your GameData/ContractPacks folder and make sure it's deleted the KerbinSpaceStation folder. 3) Go to the link I gave you above, and download the latest release zip. 4) Find the KerbinSpaceStation folder and copy that into your ContractPacks directory. 5) Run game. Ignore any AVC warnings. If it works, stop here. However, Contract Configurator may complain you are not running the latest version (I can't remember the last time I updated the minVersion file, and if I version locked it to 1.2.2 or not). If it does, close the game again. 6) Open BasesandStations.cfg in a text editor (recommend using Notepad++ over Notepad, because the latter doesn't support the formatting very well) 7) Change minVersion = 1.21.0 to 1.20.2. 8) Run game again. 9) Profit. Edit: Obviously CKAN is not going to update you with a manual install. If you want to be notified of updates, install KSP-AVC - WARNING: At some point a change may mean that this mod will no longer be 1.2.1 compatible. If you do a manual installation and update manually, CKAN won't be able to protect you. When upgrading check the release notes for "Updated CC version to xyz" - this will mean it's no longer 1.2.1 compatible. Edited January 6, 2017 by severedsolo Link to comment Share on other sites More sharing options...
MitchS Posted January 7, 2017 Share Posted January 7, 2017 I think it worked! Thanks so much. Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 11, 2017 Share Posted January 11, 2017 This is a sub-standard payout for bringing back so many Kerbals. Not sure if the contract should limit itself to just bringing back the same number of crew that it wants to send up, or if the payout should scale based on the number of kerbals being moved around. Link to comment Share on other sites More sharing options...
severedsolo Posted January 11, 2017 Author Share Posted January 11, 2017 12 minutes ago, WuphonsReach said: This is a sub-standard payout for bringing back so many Kerbals. Not sure if the contract should limit itself to just bringing back the same number of crew that it wants to send up, or if the payout should scale based on the number of kerbals being moved around. The latter is easier to code, so I'll do that one. Raised #69 Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 22, 2017 Share Posted January 22, 2017 The ExtraCrewCapacity contract is a bit funny when it gives me a contract for a station that has no kerbals on it. Because there are no kerbals, there are no kerbals to take outside due to the stinky air, but it still asks for that as an (optional) parameter. There should probably be a REQUIREMENT{} section that checks whether @targetVessel1.Crew() has any kerbals in the collection (probably Count()?). Link to comment Share on other sites More sharing options...
severedsolo Posted January 22, 2017 Author Share Posted January 22, 2017 5 hours ago, WuphonsReach said: There should probably be a REQUIREMENT{} section that checks whether @targetVessel1.Crew() has any kerbals in the collection (probably Count()?). It shouldn't really generate if there are no kerbals on board at all. I had a flag set to false that should have been true. It's fixed for next release. Link to comment Share on other sites More sharing options...
severedsolo Posted January 24, 2017 Author Share Posted January 24, 2017 Contract Pack: Bases and Stations 3.6 Released! Rewards will now scale appropriately if CrewRotation or Evacuate ask you to land more than 4 kerbals. (thanks @WuphonsReach) Fixed inverted flag which meant ExtraCrewCapacity would generate when a station was unmanned. (thanks @WuphonsReach) StationCore will no longer ask you to deploy stations around the sun. Extended cooldowns of all maintenance missions to 30 days (thanks Jaidan) Link to comment Share on other sites More sharing options...
Luovahulluus Posted January 31, 2017 Share Posted January 31, 2017 Investor tour breaks my game. And I mean game, not the save. Here is what happens: I take the investor tour contract, and go to the KSC view. There are two kerbals, who have spawned below the surface. I choose the one with the casino contract and suddenly he is a few hundred meters above the surface. He drops down. I have the contracts+ mod installed, and it tells me the only thing is left to see from his list is the tracking station. I walk maybe 50 meters and the mission is complete (I can't even see the tracking station from there). I go back to the KSC view and try to launch a ship. The camera is stuck on an awkward position on it's side, the staging of the craft is all messed up (everything in the same stage) and I can turn on sas but I can't throttle or launch. The same thing goes on if I go to an other vessel already on flight. The same thing goes on if I start a new game. After completing the contract I have both the casino and the investor tour contracts available to me. I don't know if it is your intention to let people build multiple casinoes? Closing KSP and starting it up again fixes the issue. Link to comment Share on other sites More sharing options...
severedsolo Posted January 31, 2017 Author Share Posted January 31, 2017 2 hours ago, Luovahulluus said: Investor tour breaks my game. And I mean game, not the save.. Wrong thread. Try this one: Link to comment Share on other sites More sharing options...
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