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Contract Pack: Giving Aircraft a Purpose (GAP) 2.11 - Milestones, Air Flights, Coast Guard (Now Updated for KSP 1.12.5)


inigma

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5 hours ago, inigma said:

There is only one chute contract and its weight is low vs other contracts. Memory footprint is only as large as a sheet of paper. You can land Kerbals in stock KSP as GAP can be played stock, but EVA Parachutes is recommended as well as EVA Parachutes by default, both are listed in the GAP OP and now recommended when you install GAP via CKAN.

This meeting being super picky in lieu of 64 bit ksp. I hate being picky with mods.;.;

EVA Parachutes is recommended but did not make it into my mod list. That is an extra memory footprint for just one contract. Please note that this point is moot when KSP 1.1 hits. Until then I have to some poor Kerbal risk it with an EVA pack. It would be nice if future versions of GAP will allowed removal of contracts so you don't have to take a certain contract tree. This it how works it works for stock contracts now but Contract Configured would need a feature to expand this. However with KSP 1.1 around the corner. It might just be a lot less hassle to wait it out for now.

I really don't think anything to change here in the actual contract pack. I do will do some nerfing in my own game to fit the local setup but that about it.

 

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@inigma Can you tell me about experience progression for pilots in the contract pack?

I have noticed that building the glider and then first plane and flying both it levels up the pilot. I think it is kinda of cool that you get start after these missions instead of having to going to orbit. However I wondering if this supposed to happen?

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1 minute ago, nobodyhasthis2 said:

@inigma Can you tell me about experience progression for pilots in the contract pack?

I have noticed that building the glider and then first plane and flying both it levels up the pilot. I think it is kinda of cool that you get start after these missions instead of having to going to orbit. However I wondering if this supposed to happen?

Check out the experience columns here:

https://docs.google.com/spreadsheets/d/1vmZkfWamAaeuTsKL1_yes4l-eoMTrmJZ9zvgp3NkjaM/

 

yes it is intended.

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On 2/1/2016 at 5:36 AM, inigma said:

Check out the experience columns here:

https://docs.google.com/spreadsheets/d/1vmZkfWamAaeuTsKL1_yes4l-eoMTrmJZ9zvgp3NkjaM/

 

yes it is intended.

ok cool with that. It is an amazing change. I mean seriously it not very realistic in stock to send rookie pilots into space. Now we get the chance to send test pilots. That is awesome. 

Here is another question. How long should it take to clear the "join SSI" contract?

I can get this one done and yet it hangs around in the queue for a while. This then blocks the ability to take a new contract. It does clear eventually but seems to take a little too long. Is this normal? 

EDIT: I think that there is some thing wrong here. It possible to get everything completed. For the contract not to clear and then for everything to be undone again. Is anyone else seeing this?

Edited by nobodyhasthis2
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33 minutes ago, nobodyhasthis2 said:

ok cool with that. It am amazing change. I mean seriously it not very realistic in stock to send rookie pilots into space. Now we get the chance to send test pilots. That is awesome. 

Here is another question. How long should it take to clear the "join SSI" contract?

I can get this one done and yet it hangs around in the queue for a while. This then blocks the ability to take a new contract. It does clear eventually but seems to take a little too long. Is this normal? 

are you saying you see the Join SSI contract, complete it, and it comes back again?

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3 minutes ago, inigma said:

are you saying you see the Join SSI contract, complete it, and it comes back again?

No. It appears right away and only once. When doing it. The debug screen shows all parts used. Engineer recovered and time was under 5 minutes. Yet the mission does not clear. If you then do another mission. Say a plane mission. It unchecks pervious completed tasks. 

This observation needs verified by someone else. It could just be my installation.   

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On 2/1/2016 at 5:36 AM, inigma said:

Check out the experience columns here:

https://docs.google.com/spreadsheets/d/1vmZkfWamAaeuTsKL1_yes4l-eoMTrmJZ9zvgp3NkjaM/

yes it is intended.

Sometimes I get 3 experience from Wright-FirstFlight - Wright Aeronautical: Build and fly your first airplane! This is noticeable when using a clyde cabin from SXT. I can send all the Kerbals. Here the first three have been strapped onto a glider. Then all 5 have done the Build and fly your first airplane contract. As you can see Valentina & Inigma get 3 points. Everyone else gets 2.

I am confused. Should I not get 1 exp for all 5?

 

mMZogsM.jpg

 

 

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3 minutes ago, nobodyhasthis2 said:

Sometimes I get 3 experience from Wright-FirstFlight - Wright Aeronautical: Build and fly your first airplane! This is noticeable when using a clyde cabin from SXT. I can send all the Kerbals. Here the first three have been strapped onto a glider. Then all 5 have done the Build and fly your first airplane contract. As you can see Valentina & Inigma get 3 points. Everyone else gets 2.

I am confused. Should I not get 1 exp for all 5?

 

mMZogsM.jpg

 

 

1 exp per each should be handed out. is it duplicatable?

also how do you have inigma kerman? he should be removed from the game, unless he's a residual artifact from a weird cancellation glitch.

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24 minutes ago, inigma said:

1 exp per each should be handed out. is it duplicatable?

also how do you have inigma kerman? he should be removed from the game, unless he's a residual artifact from a weird cancellation glitch.

Ok I am going to wipe everything and reinstall. Lets see what happens. Could be an update glitch. Unless anyone else come back with a confirmation we have to assume it is just a local problem. 

EDIT Almost there. Could be a clash with the Field Experience mod but since other problems are see. I still suspect faulty installation.

Edited by nobodyhasthis2
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3 hours ago, inigma said:

1 exp per each should be handed out. is it duplicatable?

also how do you have inigma kerman? he should be removed from the game, unless he's a residual artifact from a weird cancellation glitch.

Well after a total reinstall the problems persist. Inigma kerman becomes permanent and "join SSI" contract looks busted. Mods used are

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}

The only at risk mod in there I can see is Station Science. I don't think that is an issue. So I would suggest a check for conflicts in Final Frontier & Field Experience?  

It looks like everything is getting complete. This right up to when the mission ends. Mission will not clear and will eventually start losing it's completed status. 

Qmn0Wg7.jpg

Edited by nobodyhasthis2
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Oh drat! The experience bug is there too. Fly first aircraft gives 1 level. So after 1 exp from glider contract. characters get 2xp. Characters with previous contracts get 3 exp instead.

The end result everyone goes to level 1. One star. 

Edited by nobodyhasthis2
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@inigma have started again this time another clean install but with new update just released for Contract Configure. The first mission appears to be better. Contract Configure is running a bit quicker and working through the first GAP mission. There is still a delay in completion and Kerbal Inigma Kerman becomes a permanent character, The only log I could find was:

[Warning]: FF: recover of kerbal Inigma Kerman without ongoing mission

Contract configure debug look clean after completed contact. Now I am about to test the experience gains. My thing I can think of is there something going on with Field Experience or Final Frontier that makes Inigma Kerman permanent.

EDIT: Well did the build a plane contract. When taking kerbals of different experience amounts. They all go to level 1. So some are earning 3 exp. Can't find an error in log.

Do need the save game, logs or anything else if it helps? 

Edited by nobodyhasthis2
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8 hours ago, nobodyhasthis2 said:

@inigma have started again this time another clean install but with new update just released for Contract Configure. The first mission appears to be better. Contract Configure is running a bit quicker and working through the first GAP mission. There is still a delay in completion and Kerbal Inigma Kerman becomes a permanent character, The only log I could find was:

[Warning]: FF: recover of kerbal Inigma Kerman without ongoing mission

Contract configure debug look clean after completed contact. Now I am about to test the experience gains. My thing I can think of is there something going on with Field Experience or Final Frontier that makes Inigma Kerman permanent.

EDIT: Well did the build a plane contract. When taking kerbals of different experience amounts. They all go to level 1. So some are earning 3 exp. Can't find an error in log.

Do need the save game, logs or anything else if it helps? 

I'll be looking at this further this weekend to see if I can replicate. I just need the steps you took, and what you've outlined here should be enough.

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GAP dev update:

I'm seriously thinking about decoupling GAP into modular contract packs. Check out the first draft here:

https://bubbl.us/?h=934b/621132/37nSzyGBXJDJo&r=729069210

Essentially:

  • Contract Pack: Giving Aircraft a Purpose (GAP) Milestones
  • Contract Pack: GAP: Charters and Airlines  (req Milestones)
  • Contract Pack: GAP: Global Airlines Expansion (req Charters and Airlines)
  • Contract Pack: GAP: Stunts (req Milestones)
  • Contract Pack: GAP: Skydiving (req Milestones)
  • Contract Pack: GAP: Seacraft
  • Contract Pack: GAP: Coast Guard
  • Contract Pack: GAP: BDArmory Missions
  • Contract Pack: GAP: Space Shuttle Missions (req Milestones)
  • Contract Pack: GAP: Offworld (req Milestones)
  • Contract Pack: Sounding Rockets
  • Contract Pack: Offroad
  • Contract Pack: Mining

 

This way you can pick and choose what contracts you want, and makes the whole current contract pack I've developed so far to be CCF compatible, and able to be focused and expanded as necessary.  Thoughts?

Edited by inigma
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21 minutes ago, inigma said:

GAP dev update:

I'm seriously thinking about decoupling GAP into modular contract packs. Check out the first draft here:

https://bubbl.us/?h=934b/621132/37nSzyGBXJDJo&r=729069210

Essentially:

  • Contract Pack: Giving Aircraft a Purpose (GAP) Milestones
  • Contract Pack: GAP: Charters and Airlines  (req Milestones)
  • Contract Pack: GAP: Global Airlines Expansion (req Charters and Airlines)
  • Contract Pack: GAP: Stunts (req Milestones)
  • Contract Pack: GAP: Skydiving (req Milestones)
  • Contract Pack: GAP: Seacraft
  • Contract Pack: GAP: Coast Guard
  • Contract Pack: GAP: BDArmory Missions
  • Contract Pack: GAP: Space Shuttle Missions (req Milestones)
  • Contract Pack: GAP: Offworld (req Milestones)
  • Contract Pack: Sounding Rockets
  • Contract Pack: Offroad
  • Contract Pack: Mining

 

This way you can pick and choose what contracts you want, and makes the whole current contract pack I've developed so far to be CCF compatible, and able to be focused and expanded as necessary.  Thoughts?

Personally, I think that's way too granular.  I would go with a GAP Core which includes:

  • Contract Pack: Giving Aircraft a Purpose (GAP) Milestones
  • Contract Pack: GAP: Charters and Airlines  (req Milestones)
  • Contract Pack: GAP: Global Airlines Expansion (req Charters and Airlines)
  • Contract Pack: GAP: Stunts (req Milestones)
  • Contract Pack: GAP: Skydiving (req Milestones)
  • Contract Pack: GAP: Seacraft
  • Contract Pack: GAP: Coast Guard
  • Contract Pack: GAP: BDArmory Missions

(I was going to say don't include BDArmory, but with module manager only people who have BDArmory are going to get them anyway.)

There are so few contracts in the remaining areas, that I would keep them together as something different...  maybe GAP extended?  Then again, most of these don't really fit the aircraft theme (which the exception of offworld), so they might be better as their own non-GAP contract pack:

  • Contract Pack: GAP: Space Shuttle Missions (req Milestones)
  • Contract Pack: GAP: Offworld (req Milestones)
  • Contract Pack: Sounding Rockets
  • Contract Pack: Offroad
  • Contract Pack: Mining
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12 minutes ago, nightingale said:

Personally, I think that's way too granular.  I would go with a GAP Core which includes:

  • Contract Pack: Giving Aircraft a Purpose (GAP) Milestones
  • Contract Pack: GAP: Charters and Airlines  (req Milestones)
  • Contract Pack: GAP: Global Airlines Expansion (req Charters and Airlines)
  • Contract Pack: GAP: Stunts (req Milestones)
  • Contract Pack: GAP: Skydiving (req Milestones)
  • Contract Pack: GAP: Seacraft
  • Contract Pack: GAP: Coast Guard
  • Contract Pack: GAP: BDArmory Missions

(I was going to say don't include BDArmory, but with module manager only people who have BDArmory are going to get them anyway.)

There are so few contracts in the remaining areas, that I would keep them together as something different...  maybe GAP extended?  Then again, most of these don't really fit the aircraft theme (which the exception of offworld), so they might be better as their own non-GAP contract pack:

  • Contract Pack: GAP: Space Shuttle Missions (req Milestones)
  • Contract Pack: GAP: Offworld (req Milestones)
  • Contract Pack: Sounding Rockets
  • Contract Pack: Offroad
  • Contract Pack: Mining

Good feedback. I was just thinking myself though how I'd want to play Career, and I came to the conclusion that I developed a lot of contracts to explore proof-of-concept, which worked out really well. But the heart and soul of it, I really only wanted to play Milestones and Charters and Airlines.

Everything else is extra. heh. But I know some players have told me they only want Milestones, or not Seacraft, or not CoastGuard, or not Skydiving.

The thing is, some contracts are dependent on Milestones and others are not. So if there were to be a core, it would be one that only has contracts dependent on each other.

So perhaps:

Contract Pack: Giving Aircraft a Purpose (GAP) Core:

  • Contract Pack: Giving Aircraft a Purpose (GAP) Milestones
  • Contract Pack: GAP: Charters and Airlines  (req Milestones)
  • Contract Pack: GAP: Global Airlines Expansion (req Charters and Airlines)
  • Contract Pack: GAP: Stunts (req Milestones)
  • Contract Pack: GAP: Skydiving (req Milestones)
  • Contract Pack: GAP: Space Shuttle Missions (req Milestones)
  • Contract Pack: GAP: Offworld (req Milestones)

And then the following would be independent packs:

  • Contract Pack: GAP: Seacraft
  • Contract Pack: GAP: Coast Guard
  • Contract Pack: GAP: BDArmory Missions
  • Contract Pack: Offroad
  • Contract Pack: Mining

Does that look better?  

The Seacraft pack I only developed in response to Maritime Missions being stopped.
The Coast Guard pack is really its own project that would eventualy include land and sea type missions, and not necessarily aircraft.
BDArmory Missions are just as diverse in possibilities as Coast Guard.
Offroad and Mining packs speak for themselves.

Thoughts?

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I would rather put Skydiving to independent pack as it require additional special mods that allow EVA parachutes. Might be trough KIS, might be trough other mods, but not all players were comfortable to install extra mod to be able to use such contract. Unlike other contract packs that one will be harder to exclude based just on installed mods.

Seaplane contract should be in core pack - it is not so easy to create and fly decent seaplane with both, stock and FAR physics and it can lead to interesting flights(uhm... more likely crashes...)

Coast guard contracts - can be interesting to do, not too hard, but can prone to kraken bugs. I didn't reported here because it is most probably some mod compability issue/reaction, but while doing one of contracts, when I come close to damaged ship, it fall apart into pieces, some pieces jumped into air more than 500m. I was not sure what mod interaction created such thing and didn't reported here until investigate it further.

Only because of that coast guard contracts should be optional. Offroad/mining contracts on Kerbin and other celestial bodies should be optional too. Those are only for people with a lot of patience, not everyone will enjoy those.

BD Armoury pack - can be easy detected and excluded if someone does not use this mod, can be in either of pack, whichever suit better for further development. For people that use that mod can be in core pack as it tied of "purpose" to create plane.

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1 minute ago, kcs123 said:

I would rather put Skydiving to independent pack as it require additional special mods that allow EVA parachutes. Might be trough KIS, might be trough other mods, but not all players were comfortable to install extra mod to be able to use such contract. Unlike other contract packs that one will be harder to exclude based just on installed mods.

Seaplane contract should be in core pack - it is not so easy to create and fly decent seaplane with both, stock and FAR physics and it can lead to interesting flights(uhm... more likely crashes...)

Coast guard contracts - can be interesting to do, not too hard, but can prone to kraken bugs. I didn't reported here because it is most probably some mod compability issue/reaction, but while doing one of contracts, when I come close to damaged ship, it fall apart into pieces, some pieces jumped into air more than 500m. I was not sure what mod interaction created such thing and didn't reported here until investigate it further.

Only because of that coast guard contracts should be optional. Offroad/mining contracts on Kerbin and other celestial bodies should be optional too. Those are only for people with a lot of patience, not everyone will enjoy those.

BD Armoury pack - can be easy detected and excluded if someone does not use this mod, can be in either of pack, whichever suit better for further development. For people that use that mod can be in core pack as it tied of "purpose" to create plane.

Thanks for your feedback! I think you're right about skydiving contracts, except I am sure I could probably make them require EVA Parachutes which would exclude them on load.

I just modified the sheet to move the Seaplane contract to Core, as I agree, it is a core-ish kind of contract. I also moved the tourist Sealplane Flight 38 contract to Charters and Airlines since it makes best sense there anyways. Thanks!

Coast Guard will most likely stay as an optional Contract Pack, especially since it opens possibilities up to include boat or land vehicle missions, which really don't fit into GAP. The exploding vessel is somewhat intended... albeit it is a stock bug with wing parts coming into contact with water, and most of the crafts are meant to spawn 5m under water to allow time to catch the spawned kerbals on top. Some crafts just explode as you fly into render distance. Makes for great action, heart pumping cinematography. :)   unfortunately I can't program in an explosion timer, so this is the next best thing.  Nothing like fishing kerbals out of the water with boat debris all around. :D

Offroad and Mining contracts will be entirely different packs, not related to GAP.

BD Armory will probably also become its own pack if ever I decide to add non-air vehicle missions. For now I'll create it as a GAP add-on.

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20 minutes ago, inigma said:

Thanks for your feedback! I think you're right about skydiving contracts, except I am sure I could probably make them require EVA Parachutes which would exclude them on load.

Are you sure those -require- parachutes? I'm yet to get one of those contracts (even though I disabled everything else but GAP ones), but I can't wait to test this. Uninstalled the 'chute mod already after I realized that I can just... deorbit kerbals as they are. ^_^

Relevant album of a not-too-carefully-designed rescue craft.

Edited by Evanitis
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7 minutes ago, Evanitis said:

Are you sure those -require- parachutes? I'm yet to get one of those contracts (even though I disabled everything else but GAP ones), but I can't wait to test this. Uninstalled the 'chute mod already after I realized that I can just... deorbit kerbals as they are. ^_^

Relevant album of a not-too-carefully-designed rescue craft.

Bailing out of airplanes does not require parachutes. But they sure do help.   (you can quote me on that!)

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I just tried Island Barnstorming in an ultralight, but my barnstorms weren't accepted.  I flew through Hangar #1 half a dozen times, but I couldn't get the waypoint to fire.  I'm not sure what I'm doing wrong.  I looked at the contract code to try to track it down.

The ultralight uses external command seat, has wings, and is only powered by a single Juno.
A Pilot was flying the ultralight, I used their SAS on the flight over to the island.
I definitely went through the hangar, and according to Waypoint Manager I got closer than 18m from the waypoint.

I do have a question about maxAlt on the ReachState.  Does that invalidate if you ever go over 154m?  I was cruising at ~500m on the trip from KSC over to the Island.

I eventually just landed and force completed the contract.

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6 minutes ago, *MajorTom* said:

adf82e389efe.jpga04a6eccb9fb.jpg

I came to a point, but there is no green checkmark in the contract... what's wrong? or seat seaplanes have to be always external in GAP?

GAP is not recognizing your craft as valid to the contract, hence why this craft can't complete the next parameter. I see you have multiple other contracts active. GAP assumes that if you accept a contact, that you will immediately do it, hence it's its possible that GAP is looking for a previously launched craft as its defined expected "your craft must" - which to reset this function, simply recover any active vessels you may have launched after you accepted the contract, or perhaps less invasively, simply cancel the contract and start over.  I will make sure future GAP versions will have the craft pass other conditions before defining the craft used to prevent multiple contract multiple craft conflicts.

22 hours ago, GhostMonkeyNKHI said:

I just tried Island Barnstorming in an ultralight, but my barnstorms weren't accepted.  I flew through Hangar #1 half a dozen times, but I couldn't get the waypoint to fire.  I'm not sure what I'm doing wrong.  I looked at the contract code to try to track it down.

The ultralight uses external command seat, has wings, and is only powered by a single Juno.
A Pilot was flying the ultralight, I used their SAS on the flight over to the island.
I definitely went through the hangar, and according to Waypoint Manager I got closer than 18m from the waypoint.

I do have a question about maxAlt on the ReachState.  Does that invalidate if you ever go over 154m?  I was cruising at ~500m on the trip from KSC over to the Island.

I eventually just landed and force completed the contract.

i wonder if ur running into the same as above... multiple contracts, multiple crafts active? maxAlt simply means the parameter wont pass if you are above the alt which in this case means just at the roof of the hangar.

Edited by inigma
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Is anyone else finding the seaplane contracts impossible due to not being able to switch active vessel while floating in the water without summoning the Kraken?  My sea planes land in water just fine, and take off just fine, but if while they are floating in water, perfectly still, I do anything that makes them no longer the active vessel (like EVA the pilot so the kerbal now becomes the active vessel instead of the plane, or hitting the '[' to switch to a floating kerbal I'm meant to rescue), then the now no-longer-active-vessel comes apart in pieces, even though it was floating passively in the water just resting.  The F3 report claims the problem began with a part colliding with its neighboring attached part, but it's a different culprit part each time it happens, and I haven't been able to find a pattern to it.

I keep having it happen with more than one design, and it seems to make these contracts impossible, through no fault of my own (if I can't switch-to-kerbal while the plane is in water, then I can't rescue people.)

Am I the only one having this happen or is it happening to others?

 

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