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Modded mission problem


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Hey guys,

So I installed a few different mission mods (via CKAN) and one of the missions I have accepted will not complete even tho I'm 100% sure I've met all the criteria.

here is a shot of the mission control page for the mission after i have attempted it 2 times.

11889525_10204943207008889_6557038976161769434_n.jpg?oh=7befbac0410d06fe28d07cd232097df1&oe=567E1904

Here is a shot of all my mods and the content of the ContractPacks folder. I'm unsure which one gives this mission.

k85kDQR.png

uPKwB7k.png

Edited by ohlookabirdie
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Some things to Consider:

  1. Make sure it's a new vessel, you may need to build from scratch
  2. Make sure you have exactly one kerbal
  3. You may need to actually complete an orbit, not just have your AP and PE above 70km. Plan accordingly.
  4. You may need a Pilot in your pod, not just any old kerbal

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Apologies if this is obvious but - You did re-enter and land the craft successfully?

Its a weird one because its such a simple mission, I myself did this exact one just last night.

**edit**

If your craft included mod parts, try it again pure stock?

Edited by p1t1o
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Some things to Consider:

  1. Make sure it's a new vessel, you may need to build from scratch
  2. Make sure you have exactly one kerbal
  3. You may need to actually complete an orbit, not just have your AP and PE above 70km. Plan accordingly.
  4. You may need a Pilot in your pod, not just any old kerbal

Tried all these things

Apologies if this is obvious but - You did re-enter and land the craft successfully?

Its a weird one because its such a simple mission, I myself did this exact one just last night.

**edit**

If your craft included mod parts, try it again pure stock?

yeah i landed, and i think it was stock, i don't think i have any modded parts unlocked on my science tree yet, unless its mechjeb that's causing the problem

- - - Updated - - -

If you edit the post and click the "Go advanced" button then you can change it...

done thanks!

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Unless you happen to randomly come across a person who recognizes which mod that contract is from because they've played with it themselves, I'd say your chances of getting an answer to your question here are close to 0%. You're simply asking in the wrong place.

Since you're using CKAN you may not be aware, but every mod for Kerbal Space Program has its own thread here on the forums - specifically in either the "Add-On Development" or "Add-On Releases" subforums. You must identify the mod that the contract comes from, then find the mod's forum thread and ask there.

Having trouble identifying where it's from? Well, you just discovered why it is considered best practice not to install too many mods modifying the same thing in one go :P

Based on your screenshots, I can say with 95% certainty that it's one of the mods in the ContractPacks subfolder, and from that selection, I'd guess (but do not know) that it'll be one of AdvancedProgression, FieldResearch or Spacetux. CKAN will usually (but not always) provide a link to the mod's forum thread or KerbalStuff download page (which in turn offers a link to the forum thread) in a mod's info field. It depends a bit on how the metadata file was written by whoever happened to add the mod to the repository. And of course - hitting Google with "<modname> KSP" will generally turn up the thread in a few seconds.

Edited by Streetwind
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I'm not sure if it makes a difference - if it is taken into account by the contract - but did you name your vessel "Kerbin Orbiter", the name given for the vessel in the contract?

I just routinely do this, Im not sure if it is an actual requirement for completion, but when in doubt I guess :)

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I'll be honest, I forget which contract pack it's from (best guess is linuxgurugamer's Advanced Progression), but it's definitely Contract Configurator.

A couple things:

  1. The contract won't care whether you use an existing vessel.
  2. You don't need to name the vessel anything special.
  3. There was a bug fixed really recently (in 1.6.6) where the ReturnHome check wasn't firing at the right time. Double check that you're on the latest Contract Configurator, as this could be the same problem (although that issue was very specific, so it may not be). The workaround would be to leave the scene and come back before recovering (or quicksave and quickload).
  4. If it's still not working, send a screenshot with the vessel in question landed (and the in-flight contract window showing).
  5. Also throw in a KSP.log too - just in case it's some weird exception that is stopping things from working.

Oh and one last thing - are you losing any parts of your vessel between meeting the first section of the contract and the return home? It's a possibility that if you decouple something it's decided that you're really a new/different vessel than the one that orbited. It shouldn't happen, but the screenshot will help me eliminate that possibility.

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