LadyAthena Posted January 6, 2021 Share Posted January 6, 2021 I'm having issues with the Field Research not populating at all. All the requirements state Required Tech: Unmet for everything, but I have loads of science modules available.... I remember a year ago you could run tons of different stuff for temp, baramters, etc.... Quote Link to comment Share on other sites More sharing options...
wisdomsavingthrow Posted March 7, 2021 Share Posted March 7, 2021 I also appear to be having issues with the lastest version not populating at all - I re-installed the contract pack to deal with the comet experiments thing, and now none of the contracts will even generate. Contract Configurator doesn't even recognize it as a pack any longer. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted April 25, 2021 Share Posted April 25, 2021 On 1/10/2020 at 10:44 PM, Aelfhe1m said: Create a new ModuleManager patch file containing the following: CC_EXPERIMENT_DEFINITIONS { name = SSPX EXPERIMENT { name = sspxFishStudy ignored = true } EXPERIMENT { name = sspxPlantGrowth ignored = true } EXPERIMENT { name = sspxVisualObservation ignored = true } } That will cause Field Research to ignore the three experiments introduced by SSPX when generating contracts. Can I do the opposite? How can I create a patch so that every part that can hold crew has the observation experiment? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted April 25, 2021 Share Posted April 25, 2021 57 minutes ago, adriangm44 said: How can I create a patch so that every part that can hold crew has the observation experiment? I modified a few parts to do the job with this patch. The example is a single cockpit from Airplane Plus; @PART[oh6cockpit]:Needs[AirplanePlus] { MODULE,0 { name = ModuleScienceExperiment experimentID = sspxVisualObservation experimentActionName = #LOC_SSPX_Science_VisualScan_Action_Name resetActionName = #LOC_SSPX_Science_VisualScan_Action_Reset reviewActionName = #LOC_SSPX_Science_VisualScan_Action_Review useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True usageReqMaskInternal = 5 usageReqMaskExternal = -1 xmitDataScalar = 1.0 } } Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted April 25, 2021 Share Posted April 25, 2021 1 hour ago, Caerfinon said: I modified a few parts to do the job with this patch. The example is a single cockpit from Airplane Plus; @PART[oh6cockpit]:Needs[AirplanePlus] { MODULE,0 { name = ModuleScienceExperiment experimentID = sspxVisualObservation experimentActionName = #LOC_SSPX_Science_VisualScan_Action_Name resetActionName = #LOC_SSPX_Science_VisualScan_Action_Reset reviewActionName = #LOC_SSPX_Science_VisualScan_Action_Review useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True usageReqMaskInternal = 5 usageReqMaskExternal = -1 xmitDataScalar = 1.0 } } Cool thanks! But what do I write inside the PART and Needs brackets instead? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 26, 2021 Share Posted April 26, 2021 (edited) 1 hour ago, adriangm44 said: Cool thanks! But what do I write inside the PART and Needs brackets instead? There's a way to check for all crewable pods and add the experiment if it doesn't already exist. I'll have to refresh my MM-fu and see if I can remember the syntax. Edited April 26, 2021 by Beetlecat Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted April 26, 2021 Share Posted April 26, 2021 @Beetlecat @adriangm44 Could use something like this to select all cockpits and cabins; @PART[*Cabin*|*Cockpit*] Not sure how to ignore those items that already have the experiment though, Quote Link to comment Share on other sites More sharing options...
Zombiefreak Posted May 19, 2021 Share Posted May 19, 2021 Hello nightingale! Long time user first time poster. I was curious if you could give me a bit of advice. I don’t have any logs because I’m at work right now. My problem lays with the image for the agent in the contracts at KCP. Particularly the field research one. It’s just a white box, but I can still take on contacts so functionality is still there. This is just purely an aesthetic thing. I tried going in it and re-uploading the photo from the main page with the black background by cropping it, resizing, and then changing the file name as I saw on the CFG file that it had a logo URL and I put it in that folder but the box where the agent logo is at is still all white. Did I do this wrong or is there some other method of fixing this? If I can do it myself I will. The only thing I can think I did wrong was the file I resized was the original so I didn’t have a large image and then a resized, smaller one. I’ll have to attempt that tonight but if that’s not the case, then what would you suggest? Thank you for your time and help. Also, love your contracts! They make the game so much more interesting!! Quote Link to comment Share on other sites More sharing options...
EasyAce Posted October 20, 2021 Share Posted October 20, 2021 Just want to share that I am using this mod now, with GPP aswell, in 1.12. Seems to be working fine. Suggest considering updating it in CKAN to reflect this, as it only states to be comp with 1.10.9. 1 minute ago, EasyAce said: Just want to share that I am using this mod now, with GPP aswell, in 1.12. Seems to be working fine. Suggest considering updating it in CKAN to reflect this, as it only states to be comp with 1.10.9. Oh, this was posted wrong. Forget it. Wasn't able to delete the post. Quote Link to comment Share on other sites More sharing options...
akyyy Posted May 9, 2022 Share Posted May 9, 2022 (edited) Hi! I use this mod: Kerbalow My problem is that there are tasks in it to test DDS, etc, on the surface. I dont want turn off this science, just I want it to only give me contracts that are in space. No in the surface, landing. Edited May 9, 2022 by akyyy Quote Link to comment Share on other sites More sharing options...
Morphisor Posted May 9, 2022 Share Posted May 9, 2022 1 hour ago, akyyy said: Hi! I use this mod: Kerbalow My problem is that there are tasks in it to test DDS, etc, on the surface. I dont want turn off this science, just I want it to only give me contracts that are in space. No in the surface, landing. Which situations an experiment can be run in, is defined on the side of the parts pack (experiment definitions file). If you want to adjust any contracts to give only certain situations, you have to manually edit the contract files yourself to limit the situations it will generate. Refer to the Contract configurator wiki for how-to. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 9, 2022 Share Posted May 9, 2022 59 minutes ago, akyyy said: Hi! I'm use this mod Kerbalow and allways DIDS, DDS etc conctract in kerbin surface, landing, etc. How ignored this object? To get Contract Configurator to ignore some science experiments when generating contracts you need to add a ModuleManager patch like the one below: Spoiler CC_EXPERIMENT_DEFINITIONS:NEEDS[Kerbalow] { name = Kerbalow EXPERIMENT { name = KA330goo // KIT Orbital Goo Experiment // list of allowed/disabllowed situations // options are: // ignored = true // ignore completely // requireEVA = true // Astronaut complex must be upgraded to unlock EVAs // requireSurfaceSample = true // R&D must be upgraded to unlock surface sample collection // requireAsteroidTracking = true // Tracking Station must be upgraded to unlock asteroid tracking // requireAtmosphere = true // Only offered for bodies with an atmosphere // requireNoAtmosphere = true // Only offered for bodies with an NO atmosphere // requireSurface = true // Surface science only // requireNoSurface = true // Non-surface science only // disallowHomeSurface = true // Not landed/splashed on Kerbin (HomeWorld) // disallowHomeFlying = true // Not flying in Kerbin (HomeWorld) atmosphere // disallowKSC = true // ignore the mini-biomes at the KSC // partless = true // no part requirements // part = ["part1", "part2"] // requires one of the parts from the list // partModule = "ModuleName" // requires a part with the named module // sunOnly = true // only in interplanetary space } EXPERIMENT { name = DIDS // example disallowHomeSurface = true // don't offer on Kerbin disallowHomeFlying = true // or flying around Kerbin } EXPERIMENT { name = DDS disallowHomeSurface = true disallowHomeFlying = true } EXPERIMENT { name = WTS disallowHomeSurface = true disallowHomeFlying = true } EXPERIMENT { name = REM disallowHomeSurface = true disallowHomeFlying = true } } Quote Link to comment Share on other sites More sharing options...
CowboyChicken Posted May 10, 2022 Share Posted May 10, 2022 I have a problem where I have two contracts for Moho Biomes (Highlands/Canyon) that say recover or transmit Moho Stone and Wrinkle Ridge. For some reason these objectives are not completing despite having done scans of both and transmitting (I tried both in the Biome listed and other biomes, no difference). There are stock contracts that ask for me to complete them and those are working just fine, just not the Field Research items. Quote Link to comment Share on other sites More sharing options...
mirogon Posted May 31, 2022 Share Posted May 31, 2022 Hi, I have the contract "Perform experiments around KSC" and I can't seem to finish the task where I have to collect science at KSC. The others tasks had more accurate locations like KSC's Launchpad, but I can't find the location that's just called KSC. I tried different locations at the KSC including the waypoint that is called KSC, but it didn't work. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 31, 2022 Share Posted May 31, 2022 1 hour ago, mirogon said: Hi, I have the contract "Perform experiments around KSC" and I can't seem to finish the task where I have to collect science at KSC. The others tasks had more accurate locations like KSC's Launchpad, but I can't find the location that's just called KSC. I tried different locations at the KSC including the waypoint that is called KSC, but it didn't work. Basically anywhere nearby that isn't in one of the mini-biomes will count as KSC biome. Just drive off the side of the runway. Or there are a few spots between the various hexagons that the main buildings sit on that are at the same level as the building tiles (e.g. the grassy spot between the VAB and Tracking Station - under the word "tracking" in the below image's "Tracking station Dish North" label) Quote Link to comment Share on other sites More sharing options...
mirogon Posted May 31, 2022 Share Posted May 31, 2022 16 minutes ago, Aelfhe1m said: Basically anywhere nearby that isn't in one of the mini-biomes will count as KSC biome. Just drive off the side of the runway. Or there are a few spots between the various hexagons that the main buildings sit on that are at the same level as the building tiles (e.g. the grassy spot between the VAB and Tracking Station - under the word "tracking" in the below image's "Tracking station Dish North" label) Thanks, I figured it out from the wiki after I looked. The Waypoint Manager mod that I have installed shows the KSC point on the runway for some reason which was confusing. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 31, 2022 Share Posted May 31, 2022 27 minutes ago, mirogon said: Thanks, I figured it out from the wiki after I looked. The Waypoint Manager mod that I have installed shows the KSC point on the runway for some reason which was confusing. I think that placement is because it's most useful for landing planes/spaceplanes. Quote Link to comment Share on other sites More sharing options...
CowboyChicken Posted June 8, 2022 Share Posted June 8, 2022 Mentioned it before but the Biome studies contracts are broken because they include scanning surface features in specific biomes. Specifically, Surface features are not-biome dependent, therefore scanning them will not complete the respective task. Quote Link to comment Share on other sites More sharing options...
stk2008 Posted November 25, 2022 Share Posted November 25, 2022 Playing this with JNSQ I get no waypoints showing up (I have waypoint mod) I am on the mission to do the temp experiments but get no waypoints at all. I assume its not going to work due to JNSQ? Thanks Quote Link to comment Share on other sites More sharing options...
Anders.exe Posted September 30 Share Posted September 30 (edited) Hi, I'm having an issue where the "help a scientist at x location" waypoints are being generated in the wrong location, making them impossible to complete. This has happened twice now, once on Minmus and the other on The Mun, where you are instructed to perform the experiments at a waypoint in a biome, but the waypoint is not in the specified biome. Any help figuring out what is going on or a possible solution would be appreciated. Example screenshot: Spoiler Edited October 2 by Anders.exe attempt to fix broken image Quote Link to comment Share on other sites More sharing options...
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