DavidHunter Posted February 17, 2017 Share Posted February 17, 2017 (edited) Noob question, but when I fly out to sea to rescue an EVA'd Kerbal on a GAP contract, when I reach within physics range, the Kerbal starts sinking so I can never fulfill the contract. What do? Thanks. EDIT: forgot to mention, I have Kerbalism installed, so once the Kerbal reaches around 300m deep, the pressure is too great and the Kerbal dies. I presume that's a Kerbalism thing and not stock behaviour... I haven't played stock KSP in years... Edited February 17, 2017 by DavidHunter Quote Link to comment Share on other sites More sharing options...
Guest Posted February 18, 2017 Share Posted February 18, 2017 17 hours ago, DavidHunter said: Noob question, but when I fly out to sea to rescue an EVA'd Kerbal on a GAP contract, when I reach within physics range, the Kerbal starts sinking so I can never fulfill the contract. What do? Thanks. EDIT: forgot to mention, I have Kerbalism installed, so once the Kerbal reaches around 300m deep, the pressure is too great and the Kerbal dies. I presume that's a Kerbalism thing and not stock behaviour... I haven't played stock KSP in years... Maybe it has to do something with Kerbalisim? Quote Link to comment Share on other sites More sharing options...
DavidHunter Posted February 18, 2017 Share Posted February 18, 2017 20 minutes ago, Murican_Jeb said: Maybe it has to do something with Kerbalisim? So this isn't normal behaviour for GAP? Quote Link to comment Share on other sites More sharing options...
CoilFace Posted February 18, 2017 Share Posted February 18, 2017 Maybe is a stupid question, but I'm stuck with this. For the "tour bus around KSC" mission how do I make the passengers jump into the bus I made? I have it parked next to them and nothing... I went on EVA and can't see any options or any way to control the passengers. Great mod by the way... Quote Link to comment Share on other sites More sharing options...
DocMop Posted February 18, 2017 Share Posted February 18, 2017 1 hour ago, CoilFace said: Maybe is a stupid question, but I'm stuck with this. For the "tour bus around KSC" mission how do I make the passengers jump into the bus I made? I have it parked next to them and nothing... I went on EVA and can't see any options or any way to control the passengers. Great mod by the way... Use the "switch to next vessel" buttons located right of the number keys to switch to the Kerbals. Quote Link to comment Share on other sites More sharing options...
Lupi Posted February 19, 2017 Share Posted February 19, 2017 It seems that several months of contract configurator updates left GAP in the dust; i'd recommend avoiding all contracts that spawn vessels in; i've had my game nullref (and almost lost my save) because of a glitched vessel spawn, and that's on the October version of CC. Quote Link to comment Share on other sites More sharing options...
CoilFace Posted February 19, 2017 Share Posted February 19, 2017 12 hours ago, DocMop said: Use the "switch to next vessel" buttons located right of the number keys to switch to the Kerbals. Thank you!!! Quote Link to comment Share on other sites More sharing options...
DocMop Posted February 20, 2017 Share Posted February 20, 2017 I wouldn't use this mod in 1.2.2. Its technically broken. Quote Link to comment Share on other sites More sharing options...
zwind Posted February 21, 2017 Share Posted February 21, 2017 15 hours ago, DocMop said: I wouldn't use this mod in 1.2.2. Its technically broken. I'd love to see an update for this. This is probably my favorite contract pack. I'd love to change my game back to 1.2.1 so I can play this mod again! Can't seem to figure out how. Quote Link to comment Share on other sites More sharing options...
driver3ray Posted February 21, 2017 Share Posted February 21, 2017 Does anybody else have issue where kerbals die upon loading in? (They fall from too high) Also on the coast guard line of contracts, for K2 Easy, the kerbals I have to rescue are in the air rather than on the mountain. And when I get close, they go further up. Unfortunately I can't record it since KSP is laggy to all hell as it is w/o recording software. Any help is much appreciated because I'm loving it so far. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 3, 2017 Share Posted March 3, 2017 @driver3ray On 2/18/2017 at 7:17 PM, Lupi said: It seems that several months of contract configurator updates left GAP in the dust; i'd recommend avoiding all contracts that spawn vessels in; i've had my game nullref (and almost lost my save) because of a glitched vessel spawn, and that's on the October version of CC. On 2/20/2017 at 4:23 AM, DocMop said: I wouldn't use this mod in 1.2.2. Its technically broken. Quote Link to comment Share on other sites More sharing options...
inigma Posted March 3, 2017 Author Share Posted March 3, 2017 Just now, Murican_Jeb said: @driver3ray Unfortuantely it's been neglected as I've been sucked into EVE Online. ha. I guess I was waiting for the update dust to settle with KSP before working on GAP updates. Again, the offer is open to anyone willing to help make GAP compatible with recent changes to CC and KSP. Feel free to check out the github from here: https://github.com/inigmatus/GAP and offer your corrections and bug reports. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 3, 2017 Share Posted March 3, 2017 @inigma Not that I know, but I think you quoted the wrong person. Quote Link to comment Share on other sites More sharing options...
marchingknight11 Posted March 20, 2017 Share Posted March 20, 2017 Is there a way to disable certain contract types? For example, I don't really enjoy helicopter missions (mainly because I am really bad at building helicopters that are flyable) so I'd like to be able to turn off those missions so that I can get some of the other types offered. Quote Link to comment Share on other sites More sharing options...
Raphaello Posted March 25, 2017 Share Posted March 25, 2017 (edited) If anyone has AtmosphereAutopilot mod installed then the two first Wright contracts cannot be accepted due to unmet dependencies. You can fix it yourself by temporarily uninstalling AA or by applying this patch: link On 20.03.2017 at 1:05 AM, marchingknight11 said: Is there a way to disable certain contract types? For example, I don't really enjoy helicopter missions (mainly because I am really bad at building helicopters that are flyable) so I'd like to be able to turn off those missions so that I can get some of the other types offered. you can look into the mod's folder and delete the contracts you don't like. The folders containing contracts are located in (on my PC): C:\Kerbal Space Program\GameData\ContractPacks\GAP\ Edited March 25, 2017 by Raphaello Quote Link to comment Share on other sites More sharing options...
inigma Posted March 30, 2017 Author Share Posted March 30, 2017 Yea, I've finally moved into my new home. Things are settling down. It may take a few weeks, but I should be back to GAP fixing by May. Quote Link to comment Share on other sites More sharing options...
DavidHunter Posted March 31, 2017 Share Posted March 31, 2017 16 hours ago, inigma said: Yea, I've finally moved into my new home. Things are settling down. It may take a few weeks, but I should be back to GAP fixing by May. YAY! Quote Link to comment Share on other sites More sharing options...
theonegalen Posted April 1, 2017 Share Posted April 1, 2017 Huzzah! Quote Link to comment Share on other sites More sharing options...
MinimalMinmus Posted April 21, 2017 Share Posted April 21, 2017 Okay, I have completed the mach 4 and 60 km contracts, but for some reason the "Spaceplane" contract has failed to unlock... any fix? Quote Link to comment Share on other sites More sharing options...
keptin Posted May 12, 2017 Share Posted May 12, 2017 I love this pack! Keep up the great work! Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted June 6, 2017 Share Posted June 6, 2017 has anyone checked this on 3 yet? Quote Link to comment Share on other sites More sharing options...
Torih Posted June 10, 2017 Share Posted June 10, 2017 On 2017-6-6 at 5:48 AM, [email protected] said: has anyone checked this on 3 yet? Seems to be OK but I've only done the first few missions... Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted June 10, 2017 Share Posted June 10, 2017 ok thanks Quote Link to comment Share on other sites More sharing options...
Hoody Posted June 19, 2017 Share Posted June 19, 2017 I've checked it on 1.3. Basic stuff seems to be working fine but the barnstorming mission requiring props doesn't work. I accept it, and the prop turns up, but the contract is not listed in "active" contracts. Other than that, no problems so far and Ive completed maybe 30 missions. Quote Link to comment Share on other sites More sharing options...
Dunbaratu Posted June 23, 2017 Share Posted June 23, 2017 (edited) I frequently have problems with the contracts that are supposed to spawn tourists at the runway that you have to pick up (rather than ones you pre-load into the airplane). The problem? It spawns them about 200 meters up in the air. So they die from the fall before I have anything to do with them. I hacked my way around it with the "hack gravity" cheat. I make gravity 0.02% of normal, let them slowly fall and live, then set gravity back to normal before I pick them up. But it seems weird for them to be spawning that high up instead of on the ground. Edited June 23, 2017 by Steven Mading Quote Link to comment Share on other sites More sharing options...
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