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Contracts availability based on Reputation


gamerscircle

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Now, I know that the subject matter might seem odd, but how exactly does this impact a 'career' mode?  Let me try to explain why I have an open ended query.

I started a new career that also included a contract mod that include historical space missions.  Once I had unlocked the tech tree and was able to start the historical missions, I was purposely  taking reputation hits so that I could "filter" out the missions that were not the historical ones.  [yes, I know this is the best way to do it, but yeah..]

After a certain point, the historical missions stopped.. [blink.. blink]  I left a message in the forum for the author of the mod, but it is the holidays and I don't expect anyone to dive in and help.

I then located another contract mod that had historical missions and after about 5 missions, the historical contracts dried up again. [blink]

Then, did some weather satellites and other contracts and after completing these, low and behold I had historical missions again.. and my reputation was, well.. much better than what is was before.

So, is there a way to get the contracts regardless of your reputation in a career?

thank you for your time and suggestions.

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So you're asking how your un-named mods work because the un-named mods creators are on holiday and there's no response in the un-named mods threads from other un-named mods users?  Hmmm,

Nope, crystal ball is out of power.  (Which mods!!)

OR - edit your persistent.sfs and give yourself a couple of million rep points.

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I was asking - if I have a very low reputation, how does that impact contracts?

I was keeping my reputation low on purpose so that I would get Duna missions as I was just getting to the Mun as that just didn't make sense. [progression wise] 

My example was that, since my reputation was so low, the 'historical' contracts stopped populating until I did some others and my reputation improved. 

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17 minutes ago, gamerscircle said:

Then having a mod that only contracts, they can have their own set of parameters when certain contracts are made available?

Yes and no. I'm assuming that you are talking about Whitecats historical missions contract pack?

@nightingale can explain it better, but basically, if you have low reputation, you will be offered less/no two star/three star contracts. This is a stock system, and there is nothing that contract pack authors can do about it. As your reputation gets higher, the contract system will offer you better contracts.

What we CAN do, is say "hey don't allow this contract to generate unless the player has done x, y and z." If your contracts were being offered, then it's unlikely that's the case, so it's probably the reputation thing.

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Yup, not much to add beyond what @severedsolo said, beyond this graph from reddit:

M4PhWzO.png

Notable points:

  • You can't get any 3-star contracts (except some special ones) until almost 200 rep
  • If you drop below -225 rep, you won't get any 2-star contracts either
  • This is based on a max of 10 contracts (you can up that in the contracts.cfg file.
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Yes, I am talking about @Whitecat106 and @malkuth -

Both of these are great content and clearly did their research and put in some long hours.

What I did , was start a brand new career and worked my way through mission/contract to get the stock R&D tree all maxed out, then I loaded in Whitecat106' mod and started down the historical path of doing what I could [with my KSP skillset ] launching V2 rockets, probes, etc.  Up until I got the Apollo 1 and after that, they contracts just stopped.

Then I loaded in Malkuth' mod, [basically the same, but different] and using the contract config mod, I was able to disable the early ones that I did in Whitecat106 mod.  Up until the mod did Apollo 1, 7, 9 [no 8], 10. 11 to 15.

So, it sounds like I should just keeping doing the best that I can and perhaps over time the historic missions will populate? 

Edited by gamerscircle
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Hello, hope everyone is well!

I had not realised that the reputation effected 2 and 3 star contracts, this could be an issue for contracts in Historic Missions not spawning. Since 1.0.5 the new contract system of removing 1 reputation point per decline drains reputation quickly, especially if the Mission Control building is not upgraded fully and you really hate those 'test blah blah' stock contracts. However, my pack is very generous with reputation rewards (even after balancing - some contracts have still probably slipped through with 50+ rep point rewards).

With my own pack I would assume the contract population issues are due to waiting durations, as a rule of thumb; if none of my contracts spawn after 50 - 70 in game days from completing the last contract then there is an issue, let me know if this is the case. If so PM me a copy of your persistence file and I will try and find out what has happened. My pack is based on a chronological perspective rather than one-after the other so there is some waiting involved (mentioned as an issue in the first pages of my Historic Missions Thread).

P.S

Been away for quite a while, real life problems right now, so for me personally everything modding wise is on hold until 1.1 (I don't want to spend time fixing and tweaking just incase everything breaks with the update).

- Till 1.1 and things calm down a bit in real life!

Whitecat106 :)

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The missing element was I didn't know what the "triggers" were.. after first, it was pretty much as soon as I finished a batch [say 4 of them] , another 4 would pop in.  After Apollo 1 - there was a long delay and then 7, then I got 9 [I just did my own 8] and so on.

Thanks for chiming in and lending an ear and I will let you know.

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