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[PLANNING] Better Part Test Contracts


CosmoBro

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I think that everybody hates all those stupid part test like

screenshot4_zpsn2rtmlqp.png
, or stupidiest ones. So that's why I've thinked on making better contracts using Contract configurator. These are some ideas

  • Unlocking stuff that is more than just one node away in the tree - but tying it to a time-limited contract (so someone can't game it to keep the part and never do the contract).
  • Multi-part test contracts. Contracts for testing a bunch of related parts all on one vessel (perhaps parts all from one manufacturer).
  • Asteroid part-test contracts - because it's something stock doesn't have.
  • Part crash-test contracts. Smash a vessel with the right parts into the ground!
  • Plane part-test contracts. Try to have something that is specific to planes - part test at a specific location in flight, perhaps?
  • Free unlocking of parts when tested (only if the player is playing with part unlocking, and would require c# code).

Also This is a lot of work so if someone is willing to help me, you're welcome.

Edited by CosmoBro
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Some kind of intelligent grouping of part tests is a good idea (I think a lot of the stock contracts are improved by grouping multiple objectives together, like science reports and maybe some of the milestone-type contracts), along with more sensible test conditions. Of course, you'll probably have to ditch a lot of the randomness for test conditions to make more sense, which will be a lot of work. But still, 20 sensible part test contracts would be a lot better than 200 nonsense contracts.

What do you mean by asteroid part-test contracts? Objectives that require an asteroid on your vessel? That could be interesting.

Free unlocks for test parts is a great idea. Does that mean offering the part for free once a tech node has been researched, or just allowing its use regardless of the tech node state? Both are interesting propositions. The first is easy to implement, I'm not so sure about the second.

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Free unlocks for test parts is a great idea. Does that mean offering the part for free once a tech node has been researched, or just allowing its use regardless of the tech node state? Both are interesting propositions. The first is easy to implement, I'm not so sure about the second.

Contract Configurator supports a few things related to this:

  1. Unlocking a tech node on contract completion
  2. Unlocking (purchasing) a part if part unlocking is enabled on contract completion
  3. Marking a part as experimental on start or completion (offers it temporarily)
  4. Unmarking a part as experimental on start or completion

So pretty much all implemented already. :)

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Some kind of intelligent grouping of part tests is a good idea (I think a lot of the stock contracts are improved by grouping multiple objectives together, like science reports and maybe some of the milestone-type contracts), along with more sensible test conditions. Of course, you'll probably have to ditch a lot of the randomness for test conditions to make more sense, which will be a lot of work. But still, 20 sensible part test contracts would be a lot better than 200 nonsense contracts.

What do you mean by asteroid part-test contracts? Objectives that require an asteroid on your vessel? That could be interesting.

Free unlocks for test parts is a great idea. Does that mean offering the part for free once a tech node has been researched, or just allowing its use regardless of the tech node state? Both are interesting propositions. The first is easy to implement, I'm not so sure about the second.

My plan is to make this expression based so any mod engine with low thurst will be tested on Orbit, and an engine with high thust will be tested on the launchpad or in flight,for example. so If you have a lot of mods you can have more than 200 contracts:D

The asteroid part is the thing that you said:D

The contracts offered should be for parts that are just a node after. So if you test the part this will unlock just the part. So if you want to to unlock a part you gott test it. And nightgale has completed the C# as a new behaviour for CC.

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  • 3 weeks later...

Finally making contracts because of all nightgale's work on CC so right now I've advanced on simple test of orbital engines(those who have high Vac/Atmo ISP ratio) on orbit and Launch engines test on launch. Also making some like real engines test shuch as using the engine on the launch pad for some time. That's it what i've done so far.

I suggest testing sub assemblies as a contract. It would be an interesting challenge to try and fit a subassembly that is generated into a useful craft.

Hmm I dont know if that's possible but is a good Idea. Also I've thinked on various part test on the same vessel so that's like the same that you are suggesting

EDIT: I've also been thinking on unlocking parts with the test completed but I know some people will not like it what do you guys think about this?

Edited by CosmoBro
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I've also been thinking on unlocking parts with the test completed but I know some people will not like it what do you guys think about this?

Personally, I've always wondered how I got a part to test - so the research is done - only later, to receive the same part again...with no changes. To me it makes sense that if you successfully test a part, you have proven the viability of said item for use in spacecraft and isn't that what the supposed part test is being done for? In other words...unlocking the parts is common sense to me and can be used as a reward in and of itself for completing the contract. Lowered science/rep/cash for contracts but receiving those parts for use instead would be seriously cool to have available in careers.

Also, while I'm at it, are you planning on trying to add part tests for things we never see right now(if possible)? Things like RCS, fuel tanks, solar panels, batteries, landing gear/legs, wings, stabilizers...I think you get the idea. Finding a way to have to test a new wing design or prove the viability of an RCS thruster would be a welcome breath of fresh air to part testing.

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Personally, I've always wondered how I got a part to test - so the research is done - only later, to receive the same part again...with no changes. To me it makes sense that if you successfully test a part, you have proven the viability of said item for use in spacecraft and isn't that what the supposed part test is being done for? In other words...unlocking the parts is common sense to me and can be used as a reward in and of itself for completing the contract. Lowered science/rep/cash for contracts but receiving those parts for use instead would be seriously cool to have available in careers.

Also, while I'm at it, are you planning on trying to add part tests for things we never see right now(if possible)? Things like RCS, fuel tanks, solar panels, batteries, landing gear/legs, wings, stabilizers...I think you get the idea. Finding a way to have to test a new wing design or prove the viability of an RCS thruster would be a welcome breath of fresh air to part testing.

Now I've thinked on doing a test to all the parts on a tech for then unlocking that node is that good?

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Now I've thinked on doing a test to all the parts on a tech for then unlocking that node is that good?

That actually could be quite interesting. There's a full mod dedicated to doing this type of thing but it's being done with plugins and is intended to be used for the entire tree. Seeing this come up as a contract you could accept would be fun to do. A couple things to be concerned about would be non-functional parts and mods which add parts without the ModuleTestSubject. For instance, how do you test a girder, strut or 1.25->2.5 converter? They have no right click menus right now and if you're getting that tech unlocked along with the rest of the nod then I personally would find that to be problematic. Of course, completing a contract where you have to test 10 or 15 parts and receiving those items you can't test as part of compensation could be argued too.

The bigger issue though is handling mods with parts that don't have the ModuleTestSubject parameter. For instance, I use the Shuttle Engines mod from dtobi/Sarbian and there's at least one node under the CTT that I can think of that has about 10 or 12 parts added to it from that mod. None of them have the ModuleTestSubject as part of the cfg. I suppose you could do a mass MM patch to cover that but for at least some parts it would loop back around to my first issue here, testing parts that have no normal functionality and how you accomplish that. I don't know. I do like the idea of opening tech through contracts as well as entire nodes if these problems can be addressed though.

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The bigger issue though is handling mods with parts that don't have the ModuleTestSubject parameter. For instance, I use the Shuttle Engines mod from dtobi/Sarbian and there's at least one node under the CTT that I can think of that has about 10 or 12 parts added to it from that mod. None of them have the ModuleTestSubject as part of the cfg. I suppose you could do a mass MM patch to cover that but for at least some parts it would loop back around to my first issue here, testing parts that have no normal functionality and how you accomplish that. I don't know. I do like the idea of opening tech through contracts as well as entire nodes if these problems can be addressed though.

I think you can write some targeted tests based on the category of the part or the modules included. Examples:

  1. Science experiments can be tested by recovering science from specific situations/biomes.
  2. Wheels can be tested by landing in a specific location or biome.
  3. Other stuff can be tested just by getting a vessel with those parts into a specific situation/altitude/speed like the stock part test contracts.

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Multi-part test contracts. Contracts for testing a bunch of related parts all on one vessel (perhaps parts all from one manufacturer)

Does that mean something like "engine and fuel tank together"? It's kinda awkward testing an engine without its fuels.

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I think you can write some targeted tests based on the category of the part or the modules included. Examples:

  1. Science experiments can be tested by recovering science from specific situations/biomes.
  2. Wheels can be tested by landing in a specific location or biome.
  3. Other stuff can be tested just by getting a vessel with those parts into a specific situation/altitude/speed like the stock part test contracts.

Those are some good ideas. If you need to have struts tested for a node, get the craft to the specified location/situation. Science pieces would be easy and I guess other parts like panels, batteries etc could be treated the same way as structural elements would be.

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