eberkain Posted February 6, 2017 Share Posted February 6, 2017 Any chance of getting Kerbalism support? Link to comment Share on other sites More sharing options...
severedsolo Posted February 7, 2017 Author Share Posted February 7, 2017 23 hours ago, eberkain said: Any chance of getting Kerbalism support? Done for next release. I assume it was just the Life Support that was the problem? Link to comment Share on other sites More sharing options...
HellDuke Posted February 7, 2017 Share Posted February 7, 2017 Found a strange bug, but not sure if it's with CC (left a note on a bug report for CC in github) or if it could be something with Bases and Stations. I did note that the same happens with field research, but as far as others go I did not see the same happen (maybe because of more static requirements?). In particular I notice this with "Launch a new Space Station". I keep getting contract offers for Mun and Minmus (only ones visited so far). If I accept the contract it stays, however if I do not they erratically disappear and reappear seemingly at random. Another thing I have noted is if using the CC debug menu I disable the SunCheck requirement, I get contracts for Mun, Minmus and Sun stations, but they all stay stable even if I do not accept them. Link to comment Share on other sites More sharing options...
severedsolo Posted February 7, 2017 Author Share Posted February 7, 2017 3 minutes ago, HellDuke said: Found a strange bug, but not sure if it's with CC (left a note on a bug report for CC in github) or if it could be something with Bases and Stations. I did note that the same happens with field research, but as far as others go I did not see the same happen (maybe because of more static requirements?). Yeah it's a CC issue, been known about for a while, will just have to wait for @nightingale to get round to it I'm afraid Link to comment Share on other sites More sharing options...
Kill_off Posted February 12, 2017 Share Posted February 12, 2017 (edited) I just noticed that the "Populate Base" contract turned into completed just by switching to my Base. I built a new Base on Mun and then got the contract to put 2 Kerbals inside. So I switched to the Base to see if I had LS on there and just by that it got completed. Edit: After switching back to KSC I can accept the same contract again and it's completed again when switching to the Base. it doesn't recognise if kerbals are in it or not Edited February 12, 2017 by Kill_off Link to comment Share on other sites More sharing options...
severedsolo Posted February 12, 2017 Author Share Posted February 12, 2017 10 hours ago, Kill_off said: I just noticed that the "Populate Base" contract turned into completed just by switching to my Base. I built a new Base on Mun and then got the contract to put 2 Kerbals inside. So I switched to the Base to see if I had LS on there and just by that it got completed. Edit: After switching back to KSC I can accept the same contract again and it's completed again when switching to the Base. it doesn't recognise if kerbals are in it or not I'll have to look into this further, I noticed a small mistake in the contract file, but I'm not sure it would cause this. Raised #71 Link to comment Share on other sites More sharing options...
Kill_off Posted February 13, 2017 Share Posted February 13, 2017 I'm just wondering how to "give up" on a station/Base. Like when I already did some contracts for base 1 but I want to start over with a new one without destroying the old one. I tried changing it from Base to lander, but I don't get a new "scout for Base position". I had no active contracts for the Base before changing it to lander. Link to comment Share on other sites More sharing options...
Vrana Posted February 16, 2017 Share Posted February 16, 2017 (edited) On 13.02.2017. at 9:37 PM, Kill_off said: I'm just wondering how to "give up" on a station/Base. I am also wondering about this. No pressing need but i can totally imagine a situation where i would want to retire a station. Edited February 17, 2017 by Vrana Link to comment Share on other sites More sharing options...
SmashBrown Posted February 17, 2017 Share Posted February 17, 2017 Does this play nicely with snacks? Link to comment Share on other sites More sharing options...
SHiRKiT Posted February 17, 2017 Share Posted February 17, 2017 I'm unable to get to launch surface bases, aren't they part of the pack? It never triggers the "Scout for suitable..." contract, even though it says that all requirements are MET. Link to comment Share on other sites More sharing options...
severedsolo Posted February 17, 2017 Author Share Posted February 17, 2017 On 16/02/2017 at 5:22 PM, Vrana said: I am also wondering about this. No pressing need but i can totally imagine a situation where i would would want to retire a station. On 13/02/2017 at 8:37 PM, Kill_off said: I tried changing it from Base to lander, but I don't get a new "scout for Base position". I had no active contracts for the Base before changing it to lander. It should be as easy as destroying all bases/stations on that world, and the core missions should regenerate 13 hours ago, SHiRKiT said: I'm unable to get to launch surface bases, aren't they part of the pack? It never triggers the "Scout for suitable..." contract, even though it says that all requirements are MET. Logs/screenshots please 17 hours ago, SmashBrown said: Does this play nicely with snacks? Broadly yes I should imagine, but you won't get LS contracts for Snacks. If you raise a Github issue I'll look into it. (On holiday at the moment, and I'm likely to forget) Link to comment Share on other sites More sharing options...
SHiRKiT Posted February 22, 2017 Share Posted February 22, 2017 (edited) On 17/02/2017 at 3:23 PM, severedsolo said: Logs/screenshots please There they go. It only triggers for Moho, which I just recently visited. Also ignore the contracts you see for "Sweet Station", that's the Minmus base I launched despite it not showing a contract for it. Once I landed, contracts for expanding it started to show up. I wanted contract to build a base on the Mun or Minumus. http://imgur.com/a/urLJQ https://www.mediafire.com/?b7tbw38597cdqmj Edited February 22, 2017 by SHiRKiT Link to comment Share on other sites More sharing options...
Bombaatu Posted February 22, 2017 Share Posted February 22, 2017 (edited) Are there any plans to support Snacks? EDIT: disregard; I just saw the above post. Edited February 22, 2017 by Bombaatu Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 18, 2017 Share Posted March 18, 2017 (edited) Just a small heads up: two configs are missing closing curly braces. #1: MaintenanceMissions\PayloadSpecialist.cfg (missing final bracket) #2: MaintenanceMissions\MedicalEmergency.cfg (missing final bracket) Edited March 18, 2017 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
severedsolo Posted March 19, 2017 Author Share Posted March 19, 2017 9 hours ago, AccidentalDisassembly said: Just a small heads up: two configs are missing closing curly braces. #1: MaintenanceMissions\PayloadSpecialist.cfg (missing final bracket) #2: MaintenanceMissions\MedicalEmergency.cfg (missing final bracket) Thanks, raised #74 I'll get round to a new patch shortly, probably as the issues are starting to build up Link to comment Share on other sites More sharing options...
VaPaL Posted March 21, 2017 Share Posted March 21, 2017 (edited) @severedsolo As I say for a lot of your mods: great work! Love it! Just a doubt, I have two stations one orbiting Kerbin with a crew capacity of 6 and one orbiting Mun with a crew capacity of 4. At a given time I had 4 kerbals at the Kerbin station and none in the Mun one. Still I didn't get the "Upgrade crew capacity" which the only requirement is less than 4 empty seats. As for now, everything else is working wonders on my career, both stations were built under contracts, got send crew, rotate crew and permform experiments contracts also. I'm only waiting for the upgrade crew capacity to grow my station Thanks again for your work on this mod Edited March 21, 2017 by VaPaL Typo Link to comment Share on other sites More sharing options...
severedsolo Posted March 21, 2017 Author Share Posted March 21, 2017 The only requirement that matters is "must be marked as station" and "must have less than 4 seats". However, you can only have one contract per station. So if you have another contract for the Kerbin Station, it won't generate until that one has passed. Link to comment Share on other sites More sharing options...
VaPaL Posted March 21, 2017 Share Posted March 21, 2017 11 minutes ago, severedsolo said: However, you can only have one contract per station. I must have missed that, didn't know! Thanks for clarifying Link to comment Share on other sites More sharing options...
MysterySloth Posted April 8, 2017 Share Posted April 8, 2017 Can you add Snacks! Continued support? Link to comment Share on other sites More sharing options...
severedsolo Posted April 14, 2017 Author Share Posted April 14, 2017 Cross posted to all of my mods, so apologies if you see this more than once. You've probably noticed that I've not been very active on the forums lately, and there are issues outstanding that I haven't looked into. I haven't actually played KSP in months, my PC is rapidly reaching the end of it's life (which means I'm moving towards playing games more on consoles) and nightingale has not been active. All of which means I haven't bothered reporting some of the issues upstream in Contract Configurator (mainly involving Kerbal Academy it has to be said), because I don't think they are going to be looked at. At this point, I'm considering Contract Configurator to be unsupported, which means I've not had much incentive to bother fixing stuff, because I'm not even sure that from 1.3 onwards, there is going to be any support. Just to be clear, I am not ragging on nightingale - you've offered me so much support over this journey, and if you've decided to move on, I am eternally in your debt. However, even if I'm wrong, and nightingale is just waiting for 1.3 to come out, something has to give. For those of you who don't know, my daughter is non-verbal autistic, and was diagnosed in November last year. I also have a full time job. Between supporting her, and my job, I just don't get much time for gaming, and even less for modding. With all of that in mind, I have made the decision to move on from Contract Pack modding. I will be spending the next week or so resolving the outstanding issues that I can, and make one final release for each of my contract packs. At this point the license will be changed to MIT and I will be offering them up for adoption. Kessler Syndrome and Monthly Budgets will continue to be supported, for bug fixes and recompiles, but they should be considered to be "feature complete" until such time as things even out and I get more time. It may be at some point I drop those too, but for now I'll keep them on. If you do have any outstanding issues (and I am aware there are many posts on this thread that have been ignored, for which I apologise) - I urge you to raise them on Github as soon as possible, as I will be clearing the Github issues out, and then releasing. I'd like to thank you all for your help, encouragement and general niceness on this journey. I have learnt alot, and you are all amazing people. Lastly, I want to tag the usual suspects, so they see this post if they want to adopt anything - namely: @nightingale, @pap1723, @inigma and @linuxgurugamer (sorry if I've forgotten anyone). Link to comment Share on other sites More sharing options...
GenryRar Posted April 29, 2017 Share Posted April 29, 2017 On 14.04.2017 at 0:40 PM, severedsolo said: Cross posted to all of my mods, so apologies if you see this more than once. You've probably noticed that I've not been very active on the forums lately, and there are issues outstanding that I haven't looked into. I haven't actually played KSP in months, my PC is rapidly reaching the end of it's life (which means I'm moving towards playing games more on consoles) and nightingale has not been active. All of which means I haven't bothered reporting some of the issues upstream in Contract Configurator (mainly involving Kerbal Academy it has to be said), because I don't think they are going to be looked at. At this point, I'm considering Contract Configurator to be unsupported, which means I've not had much incentive to bother fixing stuff, because I'm not even sure that from 1.3 onwards, there is going to be any support. Just to be clear, I am not ragging on nightingale - you've offered me so much support over this journey, and if you've decided to move on, I am eternally in your debt. However, even if I'm wrong, and nightingale is just waiting for 1.3 to come out, something has to give. For those of you who don't know, my daughter is non-verbal autistic, and was diagnosed in November last year. I also have a full time job. Between supporting her, and my job, I just don't get much time for gaming, and even less for modding. With all of that in mind, I have made the decision to move on from Contract Pack modding. I will be spending the next week or so resolving the outstanding issues that I can, and make one final release for each of my contract packs. At this point the license will be changed to MIT and I will be offering them up for adoption. Kessler Syndrome and Monthly Budgets will continue to be supported, for bug fixes and recompiles, but they should be considered to be "feature complete" until such time as things even out and I get more time. It may be at some point I drop those too, but for now I'll keep them on. If you do have any outstanding issues (and I am aware there are many posts on this thread that have been ignored, for which I apologise) - I urge you to raise them on Github as soon as possible, as I will be clearing the Github issues out, and then releasing. I'd like to thank you all for your help, encouragement and general niceness on this journey. I have learnt alot, and you are all amazing people. Lastly, I want to tag the usual suspects, so they see this post if they want to adopt anything - namely: @nightingale, @pap1723, @inigma and @linuxgurugamer (sorry if I've forgotten anyone). Bad news, but thx for your work! Is this pack work with RSS? Link to comment Share on other sites More sharing options...
severedsolo Posted April 30, 2017 Author Share Posted April 30, 2017 11 hours ago, GenryRar said: Bad news, but thx for your work! Is this pack work with RSS? It should do yes. Nothing is hardcoded. If you do find anything that doesn't work get it raised on Github ASAP and I'll fix it when I do the final release. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted April 30, 2017 Share Posted April 30, 2017 Installed Ven's Stock Revamp, got this: Quote Exception occured while loading contract parameter 'PartValidation' in contract 'BasesandStations.StationCore': System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: 'cupola' is not a valid Part. at ContractConfigurator.ConfigNodeUtil.ParsePartValue (System.String partName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[AvailablePart] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
severedsolo Posted April 30, 2017 Author Share Posted April 30, 2017 51 minutes ago, SmarterThanMe said: Installed Ven's Stock Revamp, got this: You've used the pruning script, which deleted Cupola. You can either take that section out of the contract, or you can put the part back in Link to comment Share on other sites More sharing options...
severedsolo Posted April 30, 2017 Author Share Posted April 30, 2017 Bases and Stations 3.6.1 released! Fixed missing closing brackets on MedicalEmergency and PayloadSpecialist Sanity check now applied to altitude of Gilly Contracts Fixed Kerbalism Laboratory not being supported Changed License to MIT Thanks for the ride guys and girls. I'll support any issues that arise as a direct result of this update until 7 May 2017 when support will officially end. Link to comment Share on other sites More sharing options...
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