jcddmdad Posted April 21, 2016 Share Posted April 21, 2016 (edited) And the crowd goes wild!!! Now, if "Take Command" gets updated, that would truly be awesome... Edited April 21, 2016 by jcddmdad added another comment Quote Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted April 21, 2016 Share Posted April 21, 2016 @inigma Out for 1.1. Quote Link to comment Share on other sites More sharing options...
steve_v Posted April 22, 2016 Share Posted April 22, 2016 23 hours ago, inigma said: 4/21/16 GAP 1.2.3 Compatibility pass for KSP 1.1. More spelling and grammar fixes. Most excellent. Issue detected: ArgumentException: No PartModules found for type 'Wheel'. at ContractConfigurator.Validation.ValidatePartModuleType (System.String name) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ContractConfigurator.PartModuleTypeUnlockedRequirement.RequirementMet (ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractRequirement.CheckRequirement (ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractRequirement.RequirementsMet (ContractConfigurator.ConfiguredContract contract, ContractConfigurator.ContractType contractType, IEnumerable`1 contractRequirements) [0x00000] in <filename unknown>:0 Rethrow as Exception: ContractConfigurator: Exception checking requirements! UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ContractRequirement:RequirementsMet(ConfiguredContract, ContractType, IEnumerable`1) ContractConfigurator.ContractType:MeetExtendedRequirements(ConfiguredContract, ContractType) ContractConfigurator.<ContractGenerator>d__27:MoveNext() ContractConfigurator.<ContractGenerator>d__26:MoveNext() ContractConfigurator.ContractPreLoader:GetNextContract(ContractPrestige, Boolean) ContractConfigurator.ContractPreLoader:GenerateContract(ConfiguredContract) ContractConfigurator.ConfiguredContract:MeetRequirements() Contracts.Contract:Generate(Type, ContractPrestige, Int32, State) Contracts.ContractSystem:GenerateContract(Int32, ContractPrestige, Type) Contracts.ContractSystem:GenerateContract(Int32&, ContractPrestige) Contracts.ContractSystem:GenerateContracts(Int32&, ContractPrestige, Int32) Contracts.ContractSystem:RefreshContracts() Contracts. :MoveNext() I haven't actually checked to see if the wheel-dependent contracts spawn when you unlock wheels, but seeing this in the log makes me think they won't. I know ModuleWheel went away for 1.1, but not sure whether this one is yours or a CC thing. FWIW, this is not the only contract-pack that causes these, RoverMissions is the same. GAP - 1.2.3 ContractConfigurator - 1.10.3, 1.10.4 Kerbal Space Program - 1.1.0.1230 (LinuxPlayer) Much other mod installed, can test with minimal mods etc. if needed. Quote Link to comment Share on other sites More sharing options...
KoningsGap Posted April 24, 2016 Share Posted April 24, 2016 I have installed GAP for 1.1 but after the Build a Glider contract I am not receiving any new contracts. Does anyone know how to troubleshoot? Regards Quote Link to comment Share on other sites More sharing options...
inigma Posted April 25, 2016 Author Share Posted April 25, 2016 10 hours ago, KoningsGap said: I have installed GAP for 1.1 but after the Build a Glider contract I am not receiving any new contracts. Does anyone know how to troubleshoot? Regards You will need an air-breathing engine for the next contract. Quote Link to comment Share on other sites More sharing options...
KoningsGap Posted April 25, 2016 Share Posted April 25, 2016 8 hours ago, inigma said: You will need an air-breathing engine for the next contract. If I'm correct, I should get the Tour Bus contract since I have unlocked the Rover Wheels? The Debug menu keeps telling me that the partmodule Wheels have not been found though. Isn't this a bug? Quote Link to comment Share on other sites More sharing options...
OminousPenguin Posted April 25, 2016 Share Posted April 25, 2016 (edited) I'm not being offered the Glider contract. I have unlocked the seatExternalCmd and the R8winglet which has a ModuleControlSurface. I have no other contracts pending. I have completed: Join SSI Aerospace! Purchase command seat tech. Purchase electric vehicle tech. Purchase flight control tech. Purchase structural tech. I have CommunityTechTree and UnmannedBeforeManned which rearrange parts but looking at the contract cfg I can't see how that would matter so long as the required parts are unlocked. I have KerbinSide GAP but that just adds more contracts so I dont see a conflict there. Using ContractConfigurator I have all contract types turned off except for GAP. Any help would be appreciated. Edited April 25, 2016 by OminousPenguin Quote Link to comment Share on other sites More sharing options...
inigma Posted April 25, 2016 Author Share Posted April 25, 2016 @nightingale, see above. Any chance CC could enable backwards compatibility with KSP 1.0.5 contracts for wheels? Quote Link to comment Share on other sites More sharing options...
stickman939 Posted April 26, 2016 Share Posted April 26, 2016 (edited) I'm not getting the Join SSI Aerospace! starter contract. I thought it was because I needed a new career, but that wasn't the case. Any ideas as to why this might be? Edit: I didn't have Contract Configurator installed properly. Whoops Edited April 26, 2016 by stickman939 Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 26, 2016 Share Posted April 26, 2016 6 hours ago, inigma said: @nightingale, see above. Any chance CC could enable backwards compatibility with KSP 1.0.5 contracts for wheels? Depends, what are you thinking? Detecting a check for "ModuleWheel" and replacing it with "ModuleWheelBase"? Or was there more to it than that? Quote Link to comment Share on other sites More sharing options...
inigma Posted April 26, 2016 Author Share Posted April 26, 2016 18 hours ago, KoningsGap said: If I'm correct, I should get the Tour Bus contract since I have unlocked the Rover Wheels? The Debug menu keeps telling me that the partmodule Wheels have not been found though. Isn't this a bug? fixed for 1.2.4. Quote Link to comment Share on other sites More sharing options...
inigma Posted April 26, 2016 Author Share Posted April 26, 2016 12 hours ago, OminousPenguin said: I'm not being offered the Glider contract. I have unlocked the seatExternalCmd and the R8winglet which has a ModuleControlSurface. I have no other contracts pending. I have completed: Join SSI Aerospace! Purchase command seat tech. Purchase electric vehicle tech. Purchase flight control tech. Purchase structural tech. I have CommunityTechTree and UnmannedBeforeManned which rearrange parts but looking at the contract cfg I can't see how that would matter so long as the required parts are unlocked. I have KerbinSide GAP but that just adds more contracts so I dont see a conflict there. Using ContractConfigurator I have all contract types turned off except for GAP. Any help would be appreciated. should work. anything in debug? or Alt+f10 CC debug? Quote Link to comment Share on other sites More sharing options...
inigma Posted April 26, 2016 Author Share Posted April 26, 2016 Contract Pack: Giving Aircraft a Purpose (GAP) 1.2.4 inigmatus released this 12 minutes ago Requires Contract Configurator 1.10.3 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases Total Career Contracts Available: 56 4/26/16 GAP 1.2.4 All contracts that require wheel technology have (finally) been fixed. Fixed BDArmory contract exception error when Module Manager is not installed. KSP-IslandLanding should now show up. Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 26, 2016 Share Posted April 26, 2016 (edited) @inigma I noticed something that you might want to address, the Mk 2 Expansion mod now has a couple of parts that are air breathing solid rocket boosters: "title = SP-R1 "Boost-O-Tron" Air-Augmented Solid Booster, and title = SP-R7 "Mallet" Air-Augmented Solid Booster" These engines gets unlocked very early in the tech tree, and seems to cause G.A.P. to unlock the build a plane contracts, because of it's air breathing engine mode, yet because it's a solid rocket booster, it doesn't meet the requirements for the build a plane contract. Its a small thing, and I don't know if you want to look into it or not, but it can be confusing/annoying that the contract to make planes it being offered, before you actually have a valid air breathing engine for the contract. Link to the relevant mod, if you wish to look into it. http://imgur.com/a/tWNzw Album of screenshots showing the unlocked mission and parts in tech tree. Edited April 26, 2016 by vardicd Quote Link to comment Share on other sites More sharing options...
Lupi Posted April 26, 2016 Share Posted April 26, 2016 I think the Barnstormer contract nuked my career save by nulreffing it to hell. It stopped once i deleted the barn from the KSC view, so i'm presuming the barn might be bugged? Maybe it's just a glitch with my save, but i thought it would be worth reporting. Unfortunately, i have no logs but my Alt+F2 was filled with constant NullReferenceExceptions in flight. Quote Link to comment Share on other sites More sharing options...
inigma Posted April 26, 2016 Author Share Posted April 26, 2016 6 hours ago, Lupi said: I think the Barnstormer contract nuked my career save by nulreffing it to hell. It stopped once i deleted the barn from the KSC view, so i'm presuming the barn might be bugged? Maybe it's just a glitch with my save, but i thought it would be worth reporting. Unfortunately, i have no logs but my Alt+F2 was filled with constant NullReferenceExceptions in flight. GAP 1.2.4? Quote Link to comment Share on other sites More sharing options...
inigma Posted April 26, 2016 Author Share Posted April 26, 2016 9 hours ago, vardicd said: @inigma I noticed something that you might want to address, the Mk 2 Expansion mod now has a couple of parts that are air breathing solid rocket boosters: "title = SP-R1 "Boost-O-Tron" Air-Augmented Solid Booster, and title = SP-R7 "Mallet" Air-Augmented Solid Booster" These engines gets unlocked very early in the tech tree, and seems to cause G.A.P. to unlock the build a plane contracts, because of it's air breathing engine mode, yet because it's a solid rocket booster, it doesn't meet the requirements for the build a plane contract. Its a small thing, and I don't know if you want to look into it or not, but it can be confusing/annoying that the contract to make planes it being offered, before you actually have a valid air breathing engine for the contract. Link to the relevant mod, if you wish to look into it. http://imgur.com/a/tWNzw Album of screenshots showing the unlocked mission and parts in tech tree. I'm not quite sure what to do here. @nightingale is there a way to exclude specific parts from matching partModule requirements? I'm running an partmoduleunlocked requirement doing a partModule = intakeAir check or something like that. I'd like to find a way to exclude the mk2 expansion parts (air breathing solid boosters) from tripping it and unlocking the First Flight contract prematurely since that contract also does not permit one to use solid fuel. Thoughts? Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 26, 2016 Share Posted April 26, 2016 12 minutes ago, inigma said: I'm not quite sure what to do here. @nightingale is there a way to exclude specific parts from matching partModule requirements? I'm running an partmoduleunlocked requirement doing a partModule = intakeAir check or something like that. I'd like to find a way to exclude the mk2 expansion parts (air breathing solid boosters) from tripping it and unlocking the First Flight contract prematurely since that contract also does not permit one to use solid fuel. Thoughts? Would need something that is a lot more complex than what is available now. Best I could suggest would be to look a combination of parts to say that planes are unlocked to try to avoid these cases as best as possible. Quote Link to comment Share on other sites More sharing options...
OminousPenguin Posted April 26, 2016 Share Posted April 26, 2016 (edited) 13 hours ago, inigma said: should work. anything in debug? or Alt+f10 CC debug? I didn't know about CC's Alt+F10. It says the PartModuleUnlock requirement is not met. I'll investigate. Edit: I investigated.. The problem is FAR removing the ModuleControlSurface module and replacing it with FARControllableSurface. Solved with a MM patch: @CONTRACT_TYPE:HAS[@REQUIREMENT[PartModuleUnlocked]]:AFTER[ContractConfigurator] { @REQUIREMENT[PartModuleUnlocked]:HAS[#partModule[ModuleControlSurface]] { @partModule = FARControllableSurface } } Maybe change it to require either ModuleControlSurface or FARControllableSurface? Edited April 26, 2016 by OminousPenguin Quote Link to comment Share on other sites More sharing options...
Cipher_077 Posted April 27, 2016 Share Posted April 27, 2016 does it work with MK2 expansion? Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 27, 2016 Share Posted April 27, 2016 2 hours ago, Cipher_077 said: does it work with MK2 expansion? it does, there's just a small issue with the airbreathing solid rocket boosters unlocking the build an airplane contracts before you actually have air breathing engines unlocked. Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 28, 2016 Share Posted April 28, 2016 Seems to me, that glider exploding on impact and ejecting Val from pilots chair hardly qualifies as "safe" landing? Quote Link to comment Share on other sites More sharing options...
inigma Posted April 28, 2016 Author Share Posted April 28, 2016 (edited) 16 minutes ago, vardicd said: Seems to me, that glider exploding on impact and ejecting Val from pilots chair hardly qualifies as "safe" landing? Notice it says "safe" landing, not "sound." It's based on KSP's definition of a destroyed vessel... which is an unknown criteria, but I think it has to do with the command module being intact (and GAP adds the requirement that you not kill a Kerbal). Edited April 28, 2016 by inigma Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 29, 2016 Share Posted April 29, 2016 8 hours ago, inigma said: Notice it says "safe" landing, not "sound." It's based on KSP's definition of a destroyed vessel... which is an unknown criteria, but I think it has to do with the command module being intact (and GAP adds the requirement that you not kill a Kerbal). Okay. I thought the craft had to land intact, and wanted to let you know the mission may not be working as intended, but if there's nothing wrong, per se, then never mind. Quote Link to comment Share on other sites More sharing options...
million_lights Posted April 30, 2016 Share Posted April 30, 2016 (edited) hey @inigma ! I am having issues completing the KSP IslandPrep Contract. What I did: - flew to the island with 2 engineers and a pilot - 1 engineer goes to the hangar waypoint - the other goes up the tower - comes back down - places a flag - flew back without the 2 engineers - landed on the runway The contract doesnt complete for me. To be more precise: [...] plant a flag near the tower INCOMPLETE walk to the tower COMPLETE Plant a flag COMPLETE [...] safely: Incomplete without destroying craft: complete or killing anyone: complete Jeb: incomplete Ron: incomplete Erilina: incomplete I tried the contract several times and even tried to edit the contract file but couldnt get it to work.... edit: After planting the flag with the pilot and leaving the engineer no2 in the tower that part worked just fine. Maybe make it clear that you have to plant the flag with the pilot. And now the "landing safely at KSC..." part doesnt complete. -.- Edited April 30, 2016 by million_lights Quote Link to comment Share on other sites More sharing options...
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