giffel Posted November 9, 2015 Share Posted November 9, 2015 It doesn't register that I have a Viewing Cupola and that I'm near Kerbin, so I'm unable to complete the contract. Please refer to the screenshot below:(http://imgur.com/lEisq23) Link to comment Share on other sites More sharing options...
sal_vager Posted November 9, 2015 Share Posted November 9, 2015 Please upload the save and your output_log.txt giffel, you can find info on how to do this here. Link to comment Share on other sites More sharing options...
Arsonide Posted November 9, 2015 Share Posted November 9, 2015 Firstly, how did you get to the point in the screenshot? Was the vessel flown up there just prior, or did you load in from the map, or quick load, or swap from another vessel?Secondly, going to the tracking station and back to the vessel should finish the contract, if it is stuck. Link to comment Share on other sites More sharing options...
giffel Posted November 9, 2015 Author Share Posted November 9, 2015 Save: https://www.dropbox.com/s/99vypciclnlrb3i/persistent.sfs?dl=0Log: https://www.dropbox.com/s/0r9zyuqj0q1j6dn/output_log.txt?dl=0- - - Updated - - -I just updated to 1.0.5, loaded my previous save which had the contract already active and created the craft in the VAB, and then flew it up there. Perhaps it being a contract accepted in 1.0.4 is what is causing the issue?I already tried switching vessels, and going back to the tracking station and then back to the vessel. I also tried restarting KSP. Link to comment Share on other sites More sharing options...
sal_vager Posted November 9, 2015 Share Posted November 9, 2015 Arsonide is taking a look now giffel Link to comment Share on other sites More sharing options...
Arsonide Posted November 10, 2015 Share Posted November 10, 2015 (edited) Alright there are two bugs at play here. First of all, it cannot detect your orbit because in 1.0.4 the vessel's ORBITING state was different than it is in 1.0.5, and the new compatibility stuff does not account for that, so it cannot detect the orbit. Unfortunately there is no fix here, but going forward it will not be an issue.The cupola is a bit of a bigger issue. It is looking for the right part name, but because your cupola is the root part of your vessel, the vessel's name is being appended to it, causing the parameter not to be able to detect it. This is a pretty serious issue, but I'm surprised it has not been reported before. I thank you for reporting it, and I will fix it now.For now, the best advice I can give you with this contract, is hit Alt-F12, go to Contracts, find the contract in the list, and hit "Com" to forcibly complete it. It isn't cheating if you ran into a bug! Edited November 10, 2015 by Arsonide Link to comment Share on other sites More sharing options...
giffel Posted November 10, 2015 Author Share Posted November 10, 2015 Awesome, thank you for that report! So does that mean contracts accepted in 1.0.5 will not have the orbiting detection issue? Link to comment Share on other sites More sharing options...
Arsonide Posted November 10, 2015 Share Posted November 10, 2015 Awesome, thank you for that report! So does that mean contracts accepted in 1.0.5 will not have the orbiting detection issue?Correct, contracts generated in 1.0.5 will generate with the proper ORBITING values. However, for the moment try not to put part requests as the root (first) part of your vessel. Link to comment Share on other sites More sharing options...
Temeter Posted November 10, 2015 Share Posted November 10, 2015 Alright there are two bugs at play here. First of all, it cannot detect your orbit because in 1.0.4 the vessel's ORBITING state was different than it is in 1.0.5, and the new compatibility stuff does not account for that, so it cannot detect the orbit. Unfortunately there is no fix here, but going forward it will not be an issue.The cupola is a bit of a bigger issue. It is looking for the right part name, but because your cupola is the root part of your vessel, the vessel's name is being appended to it, causing the parameter not to be able to detect it. This is a pretty serious issue, but I'm surprised it has not been reported before. I thank you for reporting it, and I will fix it now.For now, the best advice I can give you with this contract, is hit Alt-F12, go to Contracts, find the contract in the list, and hit "Com" to forcibly complete it. It isn't cheating if you ran into a bug!Huh, might be the same bug I'm currently looking at, was planning to make a thread. Might not be necessary if its the same:Most obvious one is easily reproducable in a fress vanilla install: Just putting two cockpits in a vanilla install together and trying to transfer crew can lock up your ship. E.g. loosing control, kerbal iva-previews vanishing and a press on c (for IVA) creating a mean nullpointexception.And some vessels (even when creating a new one) loading fine when switched to via map view, but getting killed when they come into physics distance, with the interesting debug dialog:[Warning]: [Part]: PartModule TransferDialogSpawner at mk3Cockpit.Shuttle, index 8: index exceeds module count as defined in cfg.Looking for TransferDialogSpawner in other indices...[Warning]: ...no TransferDialogSpawner module found on part definition. Skipping...[Warning]: PartModule is null.(same thing happens for all 3 crew cabins, followed by: )[Log]: Vessel C2 - Agera MX was on-rails at 101.1 atm pressure and was destroyed.[Log]: [Vessel C2 - Agera MX]: Ellen Kerman, Helrys Kerman, Stay Kerman, Genebert Kerman are now dead.Would really relieving to me if you could clarify that's the same issue (and its in the fixing). The new water physics are wonderfull and I've got a very workable (meaning 90m/s at 4x physix warp capable) carrier, but it's getting killed almost every single time I want to fly an aircraft to it. Link to comment Share on other sites More sharing options...
Arsonide Posted November 10, 2015 Share Posted November 10, 2015 No, that does not sound related to what we have here. Go ahead with a thread on those issues, just make sure to attach the logs. Link to comment Share on other sites More sharing options...
sal_vager Posted November 10, 2015 Share Posted November 10, 2015 The cockpits/transfer issue is known, F5 then F9 to "fix" it for now.The physics distance issue is new, if you could write that one up with your pics, logs and save file it'd really help.The public bug tracker is probably the best place, the devs are most likely to see it there, then link it here so others can see. Link to comment Share on other sites More sharing options...
Temeter Posted November 10, 2015 Share Posted November 10, 2015 (edited) Alright, I start with making a thread. Well, after i managed to reproduce the thing in vanilla. Issue is, I used an outdated (104) version of tweakscale and then part welder on the platform, so it might well be the cause. Although that would be kinda weird.Gonna get ya, horrendous abomination of a kraken. >_>EDIT: Fixed it by switching out the crew section. Probably some bug - incompability? - during constructon, I've done some unusual things there. Now everything works fine. Edited November 10, 2015 by Temeter Link to comment Share on other sites More sharing options...
Tomycj Posted April 9, 2016 Share Posted April 9, 2016 I have the same bug with a career started in 1.0.5: The contract is about launching a new Space Station with a viewing cupola, at first all conditions are met, but if I reload the craft (for example going to the space center and back) the condition about having that part in the vessel appears as not met. I tried reloading, restarting the game, etc. Now the same happens but with a satellite not recognizing it's accelerometer Link to comment Share on other sites More sharing options...
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