severedsolo Posted July 3, 2016 Author Share Posted July 3, 2016 4 hours ago, eberkain said: Just a thought, but could you make it check for ISRU's that only have an output of EC? It looks like nightingale may have added extra functionality to the PartValidation parameters since I last checked them. Yes, it looks like this may be possible. Leave it with me. Link to comment Share on other sites More sharing options...
symmeclept Posted July 6, 2016 Share Posted July 6, 2016 Base/station construction contracts are not generating. I do get maintenance and support contracts for existing stations, but the construction, and maybe the rover scout parts, aren't showing up. All required parts are unlocked. As per this post, here are the related screenshots and logs. support.zip Link to comment Share on other sites More sharing options...
severedsolo Posted July 6, 2016 Author Share Posted July 6, 2016 17 minutes ago, symmeclept said: Base/station construction contracts are not generating. I do get maintenance and support contracts for existing stations, but the construction, and maybe the rover scout parts, aren't showing up. All required parts are unlocked. As per this post, here are the related screenshots and logs. support.zip I wish the forum still had a (decent) way to rep people... you'd get rep for that, because you took some initiative and made my life alot easier. Alrighty: your problem is that StationCore has failed to load. Can't see from your screenshots what happened to the Base stuff, but I'll assume it's ok because this is an issue I'm seeing alot of at the moment. ModuleManager thinks you have StationScience installed. Usually this happens because you did have it installed, and something is left behind. CKAN in particular is really bad for this. Check your GameData folder for a leftover Station Science folder. Other culprits may be AutomatedScienceSampler's StationScience.dll. Link to comment Share on other sites More sharing options...
symmeclept Posted July 6, 2016 Share Posted July 6, 2016 6 minutes ago, severedsolo said: I wish the forum still had a (decent) way to rep people... you'd get rep for that, because you took some initiative and made my life alot easier. Alrighty: your problem is that StationCore has failed to load. Can't see from your screenshots what happened to the Base stuff, but I'll assume it's ok because this is an issue I'm seeing alot of at the moment. ModuleManager thinks you have StationScience installed. Usually this happens because you did have it installed, and something is left behind. CKAN in particular is really bad for this. Check your GameData folder for a leftover Station Science folder. Other culprits may be AutomatedScienceSampler's StationScience.dll. That was fast. Yep, deleted StationScience.dll from AutomatedScienceSampler, reloaded contracts, and it's green across the board. Thanks a lot. Link to comment Share on other sites More sharing options...
severedsolo Posted July 9, 2016 Author Share Posted July 9, 2016 Users I need your help! The next update to Contract Configurator will force seriously encourage all contract packs to have an agent and a flag. Now, my photoshop skills Suck, with a capital Suck. I've made a makeshift flag for now, as a placeholder, but I don't like it. So, I'll ask you guys to help me; If somebody could make me a suitable flag for B&S, I'll add it and obviously give you full credit. Right now, the agent is called "Duna One" but there is no reason this can't be changed, it's just all I could come up with. I need two flags: One scaled to 256x160 pixels, and another one (the same image) scaled to 64x40 pixels. Link to comment Share on other sites More sharing options...
Tokamak Posted July 13, 2016 Share Posted July 13, 2016 I LOVE how CC and this modpack in particular add structure to my game, keeping it from getting too aimlessly sandboxy. I don't have a problem, just a technical question. I know that when you fulfill a contract to create a new station, CC stores the identity of that station, so future contracts can refer to it. Will that automatically update itself as my station grows, and parts get added and removed? In other words, if I make and expand a station a few modules at a time, and eventually the parts that were from the original vessel that triggered the first contract, will this contract pack if I ditch that oldest piece? If it does, can I fix that by editing my save file? I've been looking through your very extensive documentation, so I could probably figure out how to fix a broken save like that, but I couldn't easily find any information on how it would handle the situation I describe. Link to comment Share on other sites More sharing options...
severedsolo Posted July 13, 2016 Author Share Posted July 13, 2016 1 hour ago, Tokamak said: I don't have a problem, just a technical question. I know that when you fulfill a contract to create a new station, CC stores the identity of that station, so future contracts can refer to it. Will that automatically update itself as my station grows, and parts get added and removed? The list of stations is regenerated each time a new contract is generated. Basically, if it's marked as a "Station" in map view, B&S will find it and offer contracts for it, no matter how much you dock/undock with it. Link to comment Share on other sites More sharing options...
Tokamak Posted July 13, 2016 Share Posted July 13, 2016 12 minutes ago, severedsolo said: The list of stations is regenerated each time a new contract is generated. Basically, if it's marked as a "Station" in map view, B&S will find it and offer contracts for it, no matter how much you dock/undock with it. Oh, I see. Well, that is perfect then. Thanks! Link to comment Share on other sites More sharing options...
Gooner Posted July 14, 2016 Share Posted July 14, 2016 Hi i have an issue where my payload specialists remain on my list as tourists once i bring them back to earth and complete the contract. Is there any work around for this? Also if i put the said tourists in a rockets and kill them (to clear up some list space) will i lose any rep or anything and will that make them disapear or just be moved to the mia/kia list ? Link to comment Share on other sites More sharing options...
severedsolo Posted July 14, 2016 Author Share Posted July 14, 2016 2 hours ago, Gooner said: Also if i put the said tourists in a rockets and kill them (to clear up some list space) will i lose any rep or anything and will that make them disapear or just be moved to the mia/kia list ? I don't know. Probably they will disappear (being only tourists) but you may lose a little rep. I'll look into what's causing this when I get time (big workload at the moment) Link to comment Share on other sites More sharing options...
severedsolo Posted July 23, 2016 Author Share Posted July 23, 2016 Bases and Stations 3.3 Released! 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 Link to comment Share on other sites More sharing options...
Deimos Rast Posted July 23, 2016 Share Posted July 23, 2016 thanks for the update; fyi OP still has segment dedicated to the now removed MiniAVC. Link to comment Share on other sites More sharing options...
severedsolo Posted July 24, 2016 Author Share Posted July 24, 2016 Bases and Stations 3.3.1 Released! Fixed Catastrophic Failure on loading when using supported mods. Updated LS contracts so they load properly when USI is installed. Link to comment Share on other sites More sharing options...
M4ssler Posted July 25, 2016 Share Posted July 25, 2016 i updated this, because bases and stations need this, now i have 0 money in areer. all my contracts are deleted , i have -103 reputation how can i download an older version, a few days earlier? please i need help Link to comment Share on other sites More sharing options...
severedsolo Posted July 25, 2016 Author Share Posted July 25, 2016 1 hour ago, M4ssler said: i updated this, because bases and stations need this, now i have 0 money in areer. all my contracts are deleted , i have -103 reputation how can i download an older version, a few days earlier? please i need help older versions are on the Github page here: https://github.com/severedsolo/KerbinSpaceStation/releases You can get your funds/rep back by editing your save in a text editor. Lastly, calling @nightingale because that sounds like a serious problem... but I'm guessing he'll need a log and a save. Link to comment Share on other sites More sharing options...
M4ssler Posted July 25, 2016 Share Posted July 25, 2016 28 minutes ago, severedsolo said: older versions are on the Github page here: https://github.com/severedsolo/KerbinSpaceStation/releases You can get your funds/rep back by editing your save in a text editor. Lastly, calling @nightingale because that sounds like a serious problem... but I'm guessing he'll need a log and a save. thanks for the fast help, before a few minutes i found that link. now i use contract configurator 1.5.2 My other problem was to use a mod that rename sun to kerbol. This was one of the issue for me. now i do not use this and go back to contract configurator 1.5.2 and all contract will be receive and works good. Link to comment Share on other sites More sharing options...
nightingale Posted July 25, 2016 Share Posted July 25, 2016 (edited) 1 hour ago, M4ssler said: thanks for the fast help, before a few minutes i found that link. now i use contract configurator 1.5.2 My other problem was to use a mod that rename sun to kerbol. This was one of the issue for me. now i do not use this and go back to contract configurator 1.5.2 and all contract will be receive and works good. I assume you mean the 1.15.2 pre-release? Surprising that it would work there but not 1.15.3... Are you able to send a log file from 1.15.3? Edited July 25, 2016 by nightingale Link to comment Share on other sites More sharing options...
M4ssler Posted July 26, 2016 Share Posted July 26, 2016 3 hours ago, nightingale said: I assume you mean the 1.15.2 pre-release? Surprising that it would work there but not 1.15.3... Are you able to send a log file from 1.15.3? sorry, i think i can´t send a log file. download all the mods and game again. But i have to say now that i have not this issue with the new version. don´t know whats the problem before. But i learned DO NOT UPDATE A WORKING SYSTEM ;-) I wish all a good night Link to comment Share on other sites More sharing options...
severedsolo Posted August 6, 2016 Author Share Posted August 6, 2016 Bases and Stations 3.4 Released! Maintenance contracts will now roll a D10 when deciding whether to generate. Link to comment Share on other sites More sharing options...
Waz Posted August 11, 2016 Share Posted August 11, 2016 I'm not sure if this is specific to Bases and Stations, but some of the contracts have requirements on parts but require that the part be purchased, not merely unlocked in the tech tree (this only applies if playing without tech autopurchasing). This is confusing, because normally I don't purchase a part until I need it - but I won't need it if I don't get a contract. If this is a general problem with KSP or CC, I guess I'd best play with autopurchase turned on? Link to comment Share on other sites More sharing options...
severedsolo Posted August 12, 2016 Author Share Posted August 12, 2016 @Waz - Looks like TechUnlocked doesn't allow me to specify between unlocked and purchased. Enhancement request raised. Link to comment Share on other sites More sharing options...
tomf Posted August 15, 2016 Share Posted August 15, 2016 Hi, I am experiencing a strange issue with a base contract. It's a pretty standard contract, build a base for 4 kerbals on Duna. However I am finding it very easy to fail. If I switch to any vessel designated as a base, anywhere that fails the contract, and if I land a probe at the base site that seems to count as a failure. Link to comment Share on other sites More sharing options...
severedsolo Posted August 15, 2016 Author Share Posted August 15, 2016 7 hours ago, tomf said: Hi, I am experiencing a strange issue with a base contract. It's a pretty standard contract, build a base for 4 kerbals on Duna. However I am finding it very easy to fail. If I switch to any vessel designated as a base, anywhere that fails the contract, and if I land a probe at the base site that seems to count as a failure. Sounds like an exception - can you reproduce and provide a log please? Link to comment Share on other sites More sharing options...
Merkov Posted August 29, 2016 Share Posted August 29, 2016 (edited) Hello, I think I ran into a small bug this morning. I had a I had two resupply contracts ongoing. One was to resupply my space station in orbit around Kerbin, the other to resupply my station in orbit around the Mun. I'm using USI-LS, so the contracts each want me to dock a new ship with some supplies to their respective stations. I flew a small mission from Kerbin to my Kerbin Station with some supplies and docked with said station. When I did this, I immediately completed my Kerbin resupply mission (as expected) but also immediately failed my Mun station resupply mission (not expected). I've never tried sharing a file with Google Docs before, so hopefully my output_log is here. If there is anything I can give you to help figure this out, let me know. - EDIT - Also, let me know if this is something I ought to raise on the Contract Configurator page. Edited August 29, 2016 by Merkov See - Edit - Link to comment Share on other sites More sharing options...
severedsolo Posted August 30, 2016 Author Share Posted August 30, 2016 @Merkov - Think I found the issue. Raised #63 Link to comment Share on other sites More sharing options...
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