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Don't touch *my* satellite


FancyMouse

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Hey who allows you to have a new plan for my satellite? This is my satellite for my LKO communication for RT, and I've fulfilled no contract for this network. How could you a random guy have a plan of moving it? And I'll pay 2 rep to reject it? Nope I need to ask my attorney.

Jokes aside, it seems it only looks at satellite category. Probably I'll just recategory my network and see if contextual contracts don't look at them any more.

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In my opinion, satellites launched at the behest of a contract should be flagged in persistence when the complete that contract. Satellites that are not flagged as part of a contract should be ignored by the contract system. This is problematic for those who use RemoteTech, but even worse it's going to be a problem when RoverDude's satellite system comes up in 1.1.

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Jokes aside, it seems it only looks at satellite category. Probably I'll just recategory my network and see if contextual contracts don't look at them any more.

This will not prevent contextual requests from appearing. The vessel type as designated by the player or the root part is not what contextual contracts look at to determine what a vessel is. They look at the composition of the vessel itself: what it is composed of, and what it appears to be doing. Like all contracts, it is a proposal. You are not required to accept or decline it.

But.... OVER 22k!

Generally, the pay of a contract will represent the amount of effort required to accomplish it. Contextual satellite adjustments generally only require a few minor burns on vessels that are already deployed. Trivial adjustments like this one usually require one very small burn.

Edited by Arsonide
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This will not prevent contextual requests from appearing. The vessel type as designated by the player or the root part is not what contextual contracts look at to determine what a vessel is. They look at the composition of the vessel itself: what it is composed of, and what it appears to be doing. Like all contracts, it is a proposal. You are not required to accept or decline it.

Oh that's unfortunate - I can feel in general the contract system is much better (parameter tweaking, reward balancing etc.). However, this particular one I really feel worth a joke.

If you're modding to add Remote Tech then you shouldn't balk at "modding" the game setting to remove the insane penalty for declining contacts that are ridiculous.

RT is not related here - it's just my motivation for the satellite. One can very well launch a satellite in stock and observe the same thing.

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RT is not related here - it's just my motivation for the satellite. One can very well launch a satellite in stock and observe the same thing.

I think, what 5thHorseman wanted to tell you in a somewhat convoluted way is that the penalty for declining contracts is a difficulty setting, which you can easily switch off (set to 0) at game start. (And you can still get rid of it after game start by editing the savegame.)

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I think, what 5thHorseman wanted to tell you in a somewhat convoluted way is that the penalty for declining contracts is a difficulty setting, which you can easily switch off (set to 0) at game start. (And you can still get rid of it after game start by editing the savegame.)

Yup. Also satellites in stock are not exactly useful. At least, I can't think of a reason to have one in an all stock game, in an orbit that cannot be changed.

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Well, I know that setting. But as I said I post this not because of the declining rep, but rather the fact it asks to change orbit for a non-contract satellite. Even if satellite is not useful in stock now (I agree with this part, btw), you never know what people want to do - maybe someone just wants a geosynchronous satellite sitting over KSC on a stock KSP, and this contract will do the same thing to it.

And as Alshain pointed out, once we have stock antenna system in 1.1, it will be no longer not useful.

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maybe someone just wants a geosynchronous satellite sitting over KSC on a stock KSP, and this contract will do the same thing to it.

Synchronous and semi-synchronous satellites are not considered for adjustments - only satellites in orbits that cannot be identified. If a contextual contract targets a synchronous or semi-synchronous satellite, it'll ask you to deploy another new satellite at an identical yet offset orbit, to attempt to start building a synchronous "network", rather than moving the one that's already synchronous. Better still, if it can't identify the orbit of the satellite, but it sees that it is near a position that would place it in a synchronous network pattern, it'll offer a network adjustment to place it into the network pattern.

Edited by Arsonide
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Better still, if it can't identify the orbit of the satellite, but it sees that it is near a position that would place it in a synchronous network pattern, it'll offer a network adjustment to place it into the network pattern.

Is this for specific orbits? Or any orbits where the player might have synchronised sats?

Just as an example: I normally launch my early RT sats to 1100k. Are you saying that if I had another satellite at (say) 1000k - the contract system would go "hey why don't you let this one join your network?"

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Synchronous and semi-synchronous satellites are not considered for adjustments - only satellites in orbits that cannot be identified. If a contextual contract targets a synchronous or semi-synchronous satellite, it'll ask you to deploy another new satellite at an identical yet offset orbit, to attempt to start building a synchronous "network", rather than moving the one that's already synchronous. Better still, if it can't identify the orbit of the satellite, but it sees that it is near a position that would place it in a synchronous network pattern, it'll offer a network adjustment to place it into the network pattern.

That is cool! :) Nice touch.

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I agree it's not great to be asked to move something that you originally launched of your own choice. Add to it, yes, but not move. Keep the relocations to stuff originally launched for a contract imho.

Now if the original launch WAS for a contract and you then co opted the satellite for yourself, it serves you right if you get a new contract to move it and you don't want to :P

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I agree it's not great to be asked to move something that you originally launched of your own choice. Add to it, yes, but not move. Keep the relocations to stuff originally launched for a contract imho.

Now if the original launch WAS for a contract and you then co opted the satellite for yourself, it serves you right if you get a new contract to move it and you don't want to :P

It should however be marked in view then - so you know what satellite was from who.

Also to keep "RPG" elements: satellites should only be "moved" by the same company, so maybe make satellites launched have a marker "for company rockoman", "for jeb's junkyard", "For Kerbal space program" etc etc.

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Also to keep "RPG" elements: satellites should only be "moved" by the same company, so maybe make satellites launched have a marker "for company rockoman", "for jeb's junkyard", "For Kerbal space program" etc etc.

Why?

When WinterOwl asked if I could alter the orbit of "Flood Sat 1" it was obviously because they had bought a used satellite.

Now, it would be nice to be able to flag a satellite as "this belongs directly to my space agency" and have that act to block contracts to move it. Or perhaps have such contracts give a larger reward, (adding something like 20-50% of the cost of the parts, depending on how far away it is), with it replacing the flag with "contract satellite", (such a flag also being added to any you place for a contract).

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[quote name='tranenturm']The one stock KSP reason I can think of to have a satellite is for quick turnaround on science around Kerbin contracts.[/QUOTE]

Exactly. In a previous version, when I was first teaching myself to go interplanetary, I implemented the "Wayfarer" program, in which I gradually sent a small science probe into orbit around [I]every[/I] celestial body in the game. All "science from orbit around..." contracts became instant free money!
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  • 2 weeks later...
What I would really like to see is if you build something for a contract, it should flip to an "owned" state where you can't control it until you get another contract. Then put a filter icon in the tracking station to hide other-owned objects, and maybe color their orbit differently. Maybe contract completion could change the name of the thing, too.
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[quote name='m_sporkboy']What I would really like to see is if you build something for a contract, it should flip to an "owned" state where you can't control it until you get another contract. Then put a filter icon in the tracking station to hide other-owned objects, and maybe color their orbit differently. Maybe contract completion could change the name of the thing, too.[/QUOTE]

The one problem I have with that is that I often use "build a station or whatever" contracts to get a bit of pay for building something which I was going to build anyway--and which I'm intending to make use of later on. I don't want my shiny new munbase to disappear just because somebody paid me to put it there.
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