Wyzard Posted November 4, 2017 Share Posted November 4, 2017 (edited) I'm seeing a bug with this, sadly nothing seems to show up in the console about it: Field Research contracts, if Offered, are sometimes oscillating every second between visible and not visible (probably because of meeting and then unmeeting requirements somehow). Sometimes, they change between Agencies, too, which looks super weird (similar contract, agency icon and text changes every second). It's best visible in the all contracts tab. This is with about a score of -50 negative reputation; I think most of it is related to me sucking at the game - maybe you can test this case? That happens to me too, and I have about 850 reputation. Edited November 4, 2017 by Wyzard Quote Link to comment Share on other sites More sharing options...
Thygrrr Posted November 5, 2017 Share Posted November 5, 2017 Wow, thanks for confirming! Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 5, 2017 Share Posted November 5, 2017 (edited) Yes, the flickering of contracts off and on about once every 5 seconds and sometimes changing all around is a known issue. It's also a known issue that the contract tab size and text size sometimes does and sometimes doesn't comply with UI scaling. These are issues with the actual CC though and not this particular contract pack, as it happens with all packs. Edited November 5, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
bolttanker Posted November 5, 2017 Share Posted November 5, 2017 hi i have a question i don`t understand what i have to do to do this contract (see screenshot) i looked for a ( crystal growth experiment ) but i cant find it and how do i post said screenshot ?? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted November 5, 2017 Share Posted November 5, 2017 1 hour ago, bolttanker said: i looked for a ( crystal growth experiment ) but i cant find it There is a crystal growth experiment supplied by some of the Wild Blue Industries mods. You'll need to configure an appropriate part as a science lab and load the experiment into one of the available slots (or use the LDEF parts if you have M.O.L.E. installed). 1 hour ago, bolttanker said: and how do i post said screenshot ?? Publish the screenshot on an image sharing website (e.g. imgur.com) then paste the share link into a post here. Quote Link to comment Share on other sites More sharing options...
bolttanker Posted November 6, 2017 Share Posted November 6, 2017 4 hours ago, Aelfhe1m said: There is a crystal growth experiment supplied by some of the Wild Blue Industries mods. You'll need to configure an appropriate part as a science lab and load the experiment into one of the available slots (or use the LDEF parts if you have M.O.L.E. installed). Publish the screenshot on an image sharing website (e.g. imgur.com) then paste the share link into a post here. instaled M.O.L.E i get it not thanks Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 6, 2017 Share Posted November 6, 2017 [Enhancement Request] All contracts that contain multiple location types should be split into the 3 categories of types instead of being combined. This would match the concept of vessel type: Rover, Aircraft, and Spacecraft. Specifically, landed and splashed should be grouped into a ground contract, flight low and flight high should be grouped into an aircraft contract, and space low and high should be grouped into a spacecraft contract. My justification for this request is a vehicle created to gather science is usually designed for traversing the ground, air, or space; but rarely all 3. Quote Link to comment Share on other sites More sharing options...
manghoti Posted December 9, 2017 Share Posted December 9, 2017 LDEF contracts showing up are surprising to me. I know it's been discussed a few times in this thread but. This contract here: https://i.imgur.com/fVUDy5g.png To do the orbital construction study you have to be in orbit, you process it in a MOLE lab, then you claim it at that point. That's my understanding. I don't think it's possible to do these. Is there a way to filter out LDEF science from Field Research? Because LDEF has so many projects that it sort of makes Field Research impossible to use. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted December 9, 2017 Share Posted December 9, 2017 55 minutes ago, manghoti said: Is there a way to filter out LDEF science from Field Research? To get Field Research to ignore certain experiment types you can add a Module Manager patch file to your GameData folder. Copy the below code into a blank text file and save it with a .cfg extension in order to get FR to ignore all WBI experiments: Spoiler CC_EXPERIMENT_DEFINITIONS { name = WBILDEF EXPERIMENT { name = WBIBRE ignored = true } EXPERIMENT { name = WBISAME ignored = true } EXPERIMENT { name = WBIGravioliWaveExperiment ignored = true } EXPERIMENT { name = WBIOrbitalRecon ignored = true } EXPERIMENT { name = WBISpaceResearch ignored = true } EXPERIMENT { name = WBISpaceAdaptionStudy ignored = true } EXPERIMENT { name = WBIPowerToolsEvaluation ignored = true } EXPERIMENT { name = WBIConstructionTechniques ignored = true } EXPERIMENT { name = WBICrystalGrowth ignored = true } EXPERIMENT { name = WBIIceCreamResearch ignored = true } EXPERIMENT { name = WBITemperatureStudy ignored = true } EXPERIMENT { name = WBIThermalStudy ignored = true } EXPERIMENT { name = WBIGooStudy ignored = true } EXPERIMENT { name = WBICryogenicResourceStudy ignored = true } EXPERIMENT { name = WBILongTermCryogenicMiniStudy ignored = true } EXPERIMENT { name = WBISAME ignored = true } EXPERIMENT { name = WBIMESS ignored = true } EXPERIMENT { name = WBICryogenicStudy ignored = true } EXPERIMENT { name = WBILongTermCryogenicStudy ignored = true } EXPERIMENT { name = WBICryogenicRadiationStudy ignored = true } EXPERIMENT { name = WBISurfaceConstructionStudy ignored = true } EXPERIMENT { name = WBISoilAnalysis ignored = true } EXPERIMENT { name = WBIMetallurgyAnalysis ignored = true } EXPERIMENT { name = WBIChemicalAnalysis ignored = true } EXPERIMENT { name = WBIExtractionAnalysis ignored = true } } PS: to fix the blank agent names that appear in some contracts you can use the following MM patch: Spoiler @AGENT:HAS[~title[]] { &title = #$name$ } Quote Link to comment Share on other sites More sharing options...
matko1990 Posted December 18, 2017 Share Posted December 18, 2017 I have an issue with this mod and GPP: The contract "Help a scientist perform experiments at ..." mentions that i should help "Agalong Kerman" perform experiments on Iota. The scientist that spawned was Agalong at first, but after a short while it got renamed to "Asgela Gaelan", because in GPP those arent Kerbals, but Gaelans ;-) Now when i launch a vessel with Asgela on Board, the contract still says that Agalong should perform the experiments and it does not display Agalong as "on board". So this basically blocks me from finishing this contract. Hope there is a solution to this :-) Quote Link to comment Share on other sites More sharing options...
Newbinator Posted January 28, 2018 Share Posted January 28, 2018 Question for all: I have a Field research contract to conduct Plant Growth study whilst landed at; KSC, Mission Control, Astronaut Complex and R&D building. I built a rover in the SPH and have used the Mk 2 Research/Science Lab and Plant Growth container. From there I drove it out to the required locations and tried to start the research..it didnt work. The Plant Growth Container while selecting "start research" just replied with = Not In Space...Too Boring. I have been trying to complete this contract for days, does anyone have any suggestions on a solution. What type of craft to build, specifically what science parts I need. I would rather complete the contract rather than ditch it. All help will be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted January 28, 2018 Share Posted January 28, 2018 (edited) 10 hours ago, Newbinator said: Question for all: I have a Field research contract to conduct Plant Growth study whilst landed at; KSC, Mission Control, Astronaut Complex and R&D building. I built a rover in the SPH and have used the Mk 2 Research/Science Lab and Plant Growth container. From there I drove it out to the required locations and tried to start the research..it didnt work. The Plant Growth Container while selecting "start research" just replied with = Not In Space...Too Boring. I have been trying to complete this contract for days, does anyone have any suggestions on a solution. What type of craft to build, specifically what science parts I need. I would rather complete the contract rather than ditch it. All help will be greatly appreciated. I'm having the same issue. Question: do you have Kerbal Planetary Base Systems installed? I think the experiment they're asking us to perform is a science experiment from the Greenhouse part. The Greenhouse part is pretty damn big, though - it won't fit on any sensible rover. I suppose you could use TweakScale to make the part smaller. I've already tried using an MM patch to remove the experiment from the part, but it didn't seem to work. If anybody could explain why this doesn't work, I'd be grateful: @PART[KKAOSS_Greenhouse_g]:Final { !MODULE[ModuleScienceExperiment] {} } The other option seems to be getting CC to ignore the experiment. I'm going to try this patch now, and see if it works: CC_EXPERIMENT_DEFINITIONS { name = PlanetaryBaseInc EXPERIMENT { name = KPBS_plantgrowthstudy ignored = true } } --- Edit: that CC patch seems to prevent the contract getting offered for me. If you've already accepted it, you may need to cheat or cancel the cotnract. Edited January 28, 2018 by UnanimousCoward Quote Link to comment Share on other sites More sharing options...
Newbinator Posted January 29, 2018 Share Posted January 29, 2018 18 hours ago, UnanimousCoward said: I'm having the same issue. Question: do you have Kerbal Planetary Base Systems installed? I think the experiment they're asking us to perform is a science experiment from the Greenhouse part. The Greenhouse part is pretty damn big, though - it won't fit on any sensible rover. I suppose you could use TweakScale to make the part smaller. I've already tried using an MM patch to remove the experiment from the part, but it didn't seem to work. If anybody could explain why this doesn't work, I'd be grateful: @PART[KKAOSS_Greenhouse_g]:Final { !MODULE[ModuleScienceExperiment] {} } The other option seems to be getting CC to ignore the experiment. I'm going to try this patch now, and see if it works: CC_EXPERIMENT_DEFINITIONS { name = PlanetaryBaseInc EXPERIMENT { name = KPBS_plantgrowthstudy ignored = true } } --- Edit: that CC patch seems to prevent the contract getting offered for me. If you've already accepted it, you may need to cheat or cancel the cotnract. I will give it a go, thanks mate Quote Link to comment Share on other sites More sharing options...
maculator Posted February 27, 2018 Share Posted February 27, 2018 Will this help me to find splashed down locations for highlands and mountains? I really want to find those rare locations but can't by myself, I've been everywhere and had no luck. Quote Link to comment Share on other sites More sharing options...
weltall_of_id Posted March 1, 2018 Share Posted March 1, 2018 Hello there people. I am in the process of finishing a contract by this pack, but I seem to either have got myself a bug or I just can't understand what it wants me to do. The mods I use are here and the contract is asking me for Visual Observation. At first I thought it was the Orbital Telescope, but obviously I can't use that while landed, so I failed with that. I tried EVA, crew report, taking a rock sample and planting a flag, but sadly no dice. Lifting off a bit to do any of these, does not fulfill the condition either, but of course if I do, I lose the landed situation. Anyone can help me? Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 2, 2018 Share Posted March 2, 2018 1 hour ago, weltall_of_id said: Hello there people. I am in the process of finishing a contract by this pack, but I seem to either have got myself a bug or I just can't understand what it wants me to do. The mods I use are here and the contract is asking me for Visual Observation. At first I thought it was the Orbital Telescope, but obviously I can't use that while landed, so I failed with that. I tried EVA, crew report, taking a rock sample and planting a flag, but sadly no dice. Lifting off a bit to do any of these, does not fulfill the condition either, but of course if I do, I lose the landed situation. Anyone can help me? Do you have Nertea's SSPXR installed? If so, the visual observation is probably the one that you have to do via putting a scientist in a particular cupola part. Quote Link to comment Share on other sites More sharing options...
weltall_of_id Posted March 2, 2018 Share Posted March 2, 2018 Yes! Thanks a lot AccidentalDisassembly. I was coming in here to say someone pointed that out and I tested it, which worked. Thanks a lot for the help =D Quote Link to comment Share on other sites More sharing options...
Kwebib Posted March 26, 2018 Share Posted March 26, 2018 Thanks for the great mod! On the first page of this thread you mention there is not currently a way to disable certain contracts. Is this still the case? Also, I noticed you said something about adjusting the requirements for contracts to show up. I'm trying to disable the KSC science contracts, but I'm not sure what to change in the .cfg file. Is it something from these lines? DATA { type = List<ScienceSubject> hidden = true scienceSubjectsTemp1 = AllScienceSubjectsByBiomeExperiment(@biomes, @experiments) scienceSubjects = @scienceSubjectsTemp1.Where(s => s.CollectedScience() == 0.0).Random(4) } REQUIREMENT { type = Expression title = Must have valid experiments to run at KSC. expression = @/scienceSubjects.Count() == 4 } Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 26, 2018 Author Share Posted March 26, 2018 1 hour ago, Kwebib said: Thanks for the great mod! On the first page of this thread you mention there is not currently a way to disable certain contracts. Is this still the case? Still the case, but that was before the new UI where all contracts are always available. So it's less of an issue, since it won't block you from receiving another contract. 1 hour ago, Kwebib said: Also, I noticed you said something about adjusting the requirements for contracts to show up. I'm trying to disable the KSC science contracts, but I'm not sure what to change in the .cfg file. Is it something from these lines? DATA { type = List<ScienceSubject> hidden = true scienceSubjectsTemp1 = AllScienceSubjectsByBiomeExperiment(@biomes, @experiments) scienceSubjects = @scienceSubjectsTemp1.Where(s => s.CollectedScience() == 0.0).Random(4) } REQUIREMENT { type = Expression title = Must have valid experiments to run at KSC. expression = @/scienceSubjects.Count() == 4 } Yup, you can delete that file or change the 4 to a different number and it'll break the contract and make it unavailable. Bonus points if you do something clever with Module Manager so upgrades don't break your change. Quote Link to comment Share on other sites More sharing options...
Kwebib Posted March 26, 2018 Share Posted March 26, 2018 Sweet, thanks. My programming knowledge is rudimentary (MATLAB is about it). The line under DATA is saying to include 4 random experiments in the contract, and the line under REQUIREMENT is saying you must have at least 4 experiments available for the line under DATA to pick at random. Is that correct? Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 27, 2018 Author Share Posted March 27, 2018 7 hours ago, Kwebib said: Sweet, thanks. My programming knowledge is rudimentary (MATLAB is about it). The line under DATA is saying to include 4 random experiments in the contract, and the line under REQUIREMENT is saying you must have at least 4 experiments available for the line under DATA to pick at random. Is that correct? Exactly. It's meant to be a check so that if there were less than 4 experiments available the contract is not valid/available. Quote Link to comment Share on other sites More sharing options...
Ruedii Posted May 1, 2018 Share Posted May 1, 2018 The last forum update seems to have broken all the topic links. Can you fix them in the main post? Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted May 1, 2018 Share Posted May 1, 2018 (edited) On 6/1/2015 at 2:11 PM, nightingale said: Field Research - Get paid to do science! <snip> Another update for you @nightingale - Links to forums threads and user profiles all updated for you to copy/paste. I left the links to external sites alone. So you are aware - I added a little comment about the new maintainer of the Historian mod in case you want to remove it. Edited June 11, 2018 by wile1411 Quote Link to comment Share on other sites More sharing options...
Vaga Posted July 5, 2018 Share Posted July 5, 2018 On 12/9/2017 at 12:38 AM, Aelfhe1m said: To get Field Research to ignore certain experiment types you can add a Module Manager patch file to your GameData folder. Copy the below code into a blank text file and save it with a .cfg extension in order to get FR to ignore all WBI experiments: Reveal hidden contents CC_EXPERIMENT_DEFINITIONS { name = WBILDEF EXPERIMENT { name = WBIBRE ignored = true } EXPERIMENT { name = WBISAME ignored = true } EXPERIMENT { name = WBIGravioliWaveExperiment ignored = true } EXPERIMENT { name = WBIOrbitalRecon ignored = true } EXPERIMENT { name = WBISpaceResearch ignored = true } EXPERIMENT { name = WBISpaceAdaptionStudy ignored = true } EXPERIMENT { name = WBIPowerToolsEvaluation ignored = true } EXPERIMENT { name = WBIConstructionTechniques ignored = true } EXPERIMENT { name = WBICrystalGrowth ignored = true } EXPERIMENT { name = WBIIceCreamResearch ignored = true } EXPERIMENT { name = WBITemperatureStudy ignored = true } EXPERIMENT { name = WBIThermalStudy ignored = true } EXPERIMENT { name = WBIGooStudy ignored = true } EXPERIMENT { name = WBICryogenicResourceStudy ignored = true } EXPERIMENT { name = WBILongTermCryogenicMiniStudy ignored = true } EXPERIMENT { name = WBISAME ignored = true } EXPERIMENT { name = WBIMESS ignored = true } EXPERIMENT { name = WBICryogenicStudy ignored = true } EXPERIMENT { name = WBILongTermCryogenicStudy ignored = true } EXPERIMENT { name = WBICryogenicRadiationStudy ignored = true } EXPERIMENT { name = WBISurfaceConstructionStudy ignored = true } EXPERIMENT { name = WBISoilAnalysis ignored = true } EXPERIMENT { name = WBIMetallurgyAnalysis ignored = true } EXPERIMENT { name = WBIChemicalAnalysis ignored = true } EXPERIMENT { name = WBIExtractionAnalysis ignored = true } } PS: to fix the blank agent names that appear in some contracts you can use the following MM patch: Reveal hidden contents @AGENT:HAS[~title[]] { &title = #$name$ } For some reason these contracts seem to have returned in my game KSP 1.4.4 .2215 Is there some new way to exclude the contracts or is it because of 1.4.4 breaking something? Also I am getting contracts that can not be done from this part. @PART[mk1pod] { MODULE { name = Kemini_Module abbreviation = Kemini Science Experiment minimumCrew = 1 NE_LabEquipmentSlot { type = KEMINI } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } } Quote Link to comment Share on other sites More sharing options...
FuzzyG Posted October 11, 2018 Share Posted October 11, 2018 Asking for help with the following contract. Note - This is one part of four whereby the other three were pretty clear ____________________________________________ Collect science Location: KSC's Mission Control Situation: Landed Experiment: Biome Research Recovery: Recover or Transmit ____________________________________________ From what I have deduced, or what I find after eliminating the obvious, is that there is at least one item that will collect "biome research" as an experiment rather than completing an experiment within a particular biome, which as you know is the norm (as in the latter). However, I am at a loss as to the identity of the item (as a part) in question. In the interim of waiting for a viable response, I will dig through the .cfg files to see if it indicates any insight accordingly. Kind regards, G Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.