kcs123 Posted May 10, 2018 Share Posted May 10, 2018 Crew cabin should have some purpose in game right ? And this kind of contract is quite nice example. It would be hard to cover each mod and parts out there, so you must stick with stock parts for this kind of contract. Also, it is not too bad to combine parts from other mods with stock parts. There would always some kind of limitation to create "perfect" contract configuration. Quote Link to comment Share on other sites More sharing options...
inigma Posted May 10, 2018 Author Share Posted May 10, 2018 5 hours ago, Hacki said: Bug? Report: The contracts "KSC Airlines: Flight 102" and 103 have a requirement "have a crew cabin", and they check that looking for the stock mk1, mk2 or mk3 crew cabin on the plane. That means crew cabin parts from mods such as airplane plus dont work for those contracts. I dont have a solution other than ditching the crew cabin requirement, since checking for all possible crew cabins of all possible mods might be too much, and theres nothing unique about crew cabins, that wont be met by a command pod / cockpit. airplane plus? ill see what i can do. i add compatibility as need arises. Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted May 10, 2018 Share Posted May 10, 2018 2 minutes ago, inigma said: airplane plus? ill see what i can do. i add compatibility as need arises. As far as I can tell airplane plus doesnt have any crew cabins. Will check again and give you a list. I stand corrected, it contains a "size2CrewCabin" part. And for the hell of it here are a few other common* crew cabins Mk 2 Expansion M2X_LongCabin SXT LMkIIIAircaftFus LMkIIIAircaftFusLong *Stuff I Found In My GameData Quote Link to comment Share on other sites More sharing options...
Hacki Posted May 11, 2018 Share Posted May 11, 2018 Quote There would always some kind of limitation to create "perfect" contract configuration. But if you intentionally left it like it is, that would be bad game design. The contract demands a crew cabin. Theres a crew cabin on your plane. It does not fulfill the requirement. Somebody with no coding / mod development experience will have no idea why and be frustrated. If there is no way to recognize all crew cabins, you could change the contract to "have a stock crew cabin" or "have crew cabin from manufacturer x". I for one solved it by tweakscaling a mk1 crew cabin down to 10% so it doesnt take up much space or weight and stuck it somewhere to the fuselage. Quote Link to comment Share on other sites More sharing options...
inigma Posted May 11, 2018 Author Share Posted May 11, 2018 (edited) 6 hours ago, Hacki said: But if you intentionally left it like it is, that would be bad game design. The contract demands a crew cabin. Theres a crew cabin on your plane. It does not fulfill the requirement. Somebody with no coding / mod development experience will have no idea why and be frustrated. If there is no way to recognize all crew cabins, you could change the contract to "have a stock crew cabin" or "have crew cabin from manufacturer x". I for one solved it by tweakscaling a mk1 crew cabin down to 10% so it doesnt take up much space or weight and stuck it somewhere to the fuselage. It's not bad design to require a crew cabin. Thankfully there aren't infinite mods out there. The most popular mods such as Airplane Plus should have supported crew cabins. I will work on that for next release. Edited May 11, 2018 by inigma Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted May 12, 2018 Share Posted May 12, 2018 1 hour ago, inigma said: It's not bad design to require a crew cabin. Thankfully there aren't infinite mods out there. The most popular mods such as Airplane Plus should have supported crew cabins. I will work on that for next release. Agreed. Well technically... Very true. Yay! Quote Link to comment Share on other sites More sharing options...
Hacki Posted May 12, 2018 Share Posted May 12, 2018 13 hours ago, Mark Kerbin said: It's not bad design to require a crew cabin Yeah, thats not what i said. Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted May 12, 2018 Share Posted May 12, 2018 22 hours ago, Hacki said: But if you intentionally left it like it is, that would be bad game design. And I wasnt quoting you. So chill. You asked for help and you got it. Quote Link to comment Share on other sites More sharing options...
mixmage Posted June 15, 2018 Share Posted June 15, 2018 Installed the contract pack, but am not getting the join contract at the start. I am running an alternate tech tree, could this be an incompatability? Quote Link to comment Share on other sites More sharing options...
inigma Posted June 15, 2018 Author Share Posted June 15, 2018 25 minutes ago, mixmage said: Installed the contract pack, but am not getting the join contract at the start. I am running an alternate tech tree, could this be an incompatability? which tech tree? Quote Link to comment Share on other sites More sharing options...
mixmage Posted June 15, 2018 Share Posted June 15, 2018 ETT Engineering based Tech Tree Quote Link to comment Share on other sites More sharing options...
inigma Posted June 20, 2018 Author Share Posted June 20, 2018 On 6/15/2018 at 1:55 PM, mixmage said: ETT Engineering based Tech Tree are you using the beta GAP? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 21, 2018 Share Posted June 21, 2018 (edited) 22 hours ago, inigma said: are you using the beta GAP? There's a beta GAP? [edit] Oh, *that* beta. And an interesting way to remind myself as I started a new career/build of KSP, and forgot to apply this update. I was getting the Jeb's Barn missions again, and couldn't remember what the "fix" was. Edited June 21, 2018 by Beetlecat Quote Link to comment Share on other sites More sharing options...
damowang2 Posted July 30, 2018 Share Posted July 30, 2018 I noticed that *SOME mod will rename ModuleControlSurface to SyncModuleControlSurface. This breaks Wright missions because it does not see ModuleControlSurface being unlocked. Please verify. Quote Link to comment Share on other sites More sharing options...
damowang2 Posted July 30, 2018 Share Posted July 30, 2018 Plus, mod AJE turns ModuleResourceIntake into AJEInlet. Please add this to requirement where resource intake is needed. REQUIREMENT:NEEDS[AJE] { name = PartModuleUnlocked type = PartModuleUnlocked partModule = AJEInlet } Quote Link to comment Share on other sites More sharing options...
kurgut Posted July 30, 2018 Share Posted July 30, 2018 (edited) @inigma Hi, thanks for your mod. I tried it with RealsolarSystem, but doesn't work, maybe location for contracts is Kerbin and that's contracts cannot be loade, don't know. Could you advice me how to make it compatible? Or is there a patch that exists (but didn't find)? Thanks! EDIT: I changed all "kerbin" in GAP folder and replaced with "Earth" instead, and it worked! Maybe should release this as a little patch so RSS players can enjoy Edited July 30, 2018 by kurgut Quote Link to comment Share on other sites More sharing options...
inigma Posted August 3, 2018 Author Share Posted August 3, 2018 On 7/30/2018 at 8:24 AM, damowang2 said: I noticed that *SOME mod will rename ModuleControlSurface to SyncModuleControlSurface. This breaks Wright missions because it does not see ModuleControlSurface being unlocked. Please verify. do u know which mod? On 7/30/2018 at 8:55 AM, damowang2 said: Plus, mod AJE turns ModuleResourceIntake into AJEInlet. Please add this to requirement where resource intake is needed. REQUIREMENT:NEEDS[AJE] { name = PartModuleUnlocked type = PartModuleUnlocked partModule = AJEInlet } will do! On 7/30/2018 at 2:02 PM, kurgut said: @inigma Hi, thanks for your mod. I tried it with RealsolarSystem, but doesn't work, maybe location for contracts is Kerbin and that's contracts cannot be loade, don't know. Could you advice me how to make it compatible? Or is there a patch that exists (but didn't find)? Thanks! EDIT: I changed all "kerbin" in GAP folder and replaced with "Earth" instead, and it worked! Maybe should release this as a little patch so RSS players can enjoy oooh thats an easy fix. ill research a way to enter this as a patch... should be doable. thanks for pointing this out! On 6/15/2018 at 1:55 PM, mixmage said: ETT Engineering based Tech Tree I will test this. Quote Link to comment Share on other sites More sharing options...
kurgut Posted August 3, 2018 Share Posted August 3, 2018 5 hours ago, inigma said: oooh thats an easy fix. ill research a way to enter this as a patch... should be doable. thanks for pointing this out! Yee, contracts works mostly, but you might better check it ( didn't tried rescue, etc, I think there spawning locations will be incorrect). With a few patches like that, you could make it fully compatible (imagin a rescue mission at top of Himalaya ! ) I'll say to you through testing how it goes Quote Link to comment Share on other sites More sharing options...
damowang2 Posted August 4, 2018 Share Posted August 4, 2018 On 8/3/2018 at 9:08 AM, inigma said: do u know which mod? Possibly Tweakscale. I did not test it now but I may or may not do it some time later. Quote Link to comment Share on other sites More sharing options...
AtleSt Posted August 7, 2018 Share Posted August 7, 2018 im confused, in the description you keep talking about a bdarmory expansion, but if my 5 mins of googling is right that means you never made it, you should update the post or clearify what this bdarmory expansion thing is or was Quote Link to comment Share on other sites More sharing options...
moronwrocket Posted August 10, 2018 Share Posted August 10, 2018 (edited) Wildfire contracts ideas? These might fit under the Coast Guard chain. Been watching some of the videos of wildfire fighting, and thought they would make a great addition to GAP. 1. Spotter - Go to locations to spot signs of potential wildfires/assist firefighters. Is it possible to add a smoke source? Maybe a rocket engine with a fuel tank to represent a fire and/or cause 2. Rescue - Helo - Rescue trapped firefighters on the ground from their emergency shelter (use command pod to represent a tent). 3. Fire retardant dump - Carry oretanks to location and stage to decouple them from aircraft (low altitude, like 50m AGL). Inspiration https://www.facebook.com/InstructorChrisBaker/videos/876172322589207/?hc_ref=ARTxJ-oJjqAEFgL79sputGwmdVF_an1Nx2IAR9z6YYeipgeie8GZNqH9XZhSZpYfUdk Edited August 10, 2018 by moronwrocket Quote Link to comment Share on other sites More sharing options...
kurgut Posted September 5, 2018 Share Posted September 5, 2018 (edited) Hi @inigma, I just thought to a contract you could add to GAP: the first solar powered plane! (or electric/ion powered for stock) What do you think? Edited September 5, 2018 by kurgut Quote Link to comment Share on other sites More sharing options...
inigma Posted September 26, 2018 Author Share Posted September 26, 2018 On 8/3/2018 at 12:38 AM, kurgut said: Yee, contracts works mostly, but you might better check it ( didn't tried rescue, etc, I think there spawning locations will be incorrect). With a few patches like that, you could make it fully compatible (imagin a rescue mission at top of Himalaya ! ) I'll say to you through testing how it goes Awesome to hear. All enabled contracts should be working, including spawn locations. For the most part. On 8/7/2018 at 12:23 PM, AtleSt said: im confused, in the description you keep talking about a bdarmory expansion, but if my 5 mins of googling is right that means you never made it, you should update the post or clearify what this bdarmory expansion thing is or was There is/was an experimental BD Armory contract. Pretty fun too. But I've not tested it yet though in the latest versions of KSP and BD Armory. It remains dormant though in the BDArmory Missions directory in GAP, and you are welcome to enable it by simply renaming the file and remove the .disabled name. On 8/10/2018 at 12:31 PM, moronwrocket said: Wildfire contracts ideas? These might fit under the Coast Guard chain. Been watching some of the videos of wildfire fighting, and thought they would make a great addition to GAP. 1. Spotter - Go to locations to spot signs of potential wildfires/assist firefighters. Is it possible to add a smoke source? Maybe a rocket engine with a fuel tank to represent a fire and/or cause 2. Rescue - Helo - Rescue trapped firefighters on the ground from their emergency shelter (use command pod to represent a tent). 3. Fire retardant dump - Carry oretanks to location and stage to decouple them from aircraft (low altitude, like 50m AGL). Inspiration https://www.facebook.com/InstructorChrisBaker/videos/876172322589207/?hc_ref=ARTxJ-oJjqAEFgL79sputGwmdVF_an1Nx2IAR9z6YYeipgeie8GZNqH9XZhSZpYfUdk Neat ideas. Not sure if I can commit to developing these particular ones though as the existing contracts are presenting a challenge to maintain. However anyone is welcome to learn the config instructions for Contract Configurator and look through my contracts and copy and modify mine freely as needed to develop additional contracts for inclusion into GAP. On 9/5/2018 at 9:35 AM, kurgut said: Hi @inigma, I just thought to a contract you could add to GAP: the first solar powered plane! (or electric/ion powered for stock) What do you think? As mentioned above, anyone is free to learn Contract Configurator's config system to know how to make contracts, and copy/learn from mine to create contracts if you want yours added to GAP. I originally envisioned GAP as just a single contract to fly a plane to the island for some extra cash on a regular basis, but it ballooned into the project it is now, and I'm looking for contributing authors - anyone who wants to help improve GAP is welcome to. Quote Link to comment Share on other sites More sharing options...
johnkeale Posted September 27, 2018 Share Posted September 27, 2018 Please forgive me if this has been asked before, but is this contract pack compatible with Kerbin Side GAP? I'm planning on installing both, as well as some other contract packs on my career, and since this is my first time doing so, I wanted to make sure so that I won't break my current save. I thought of scanning the whole thread first, but at 36 pages, it might take some time. I'll just post this question here while I do so. Thanks a lot! Cheers~ Quote Link to comment Share on other sites More sharing options...
skbernard Posted September 29, 2018 Share Posted September 29, 2018 hey guys, i seem to be running into an issue with 2500m flight contract and checked back six pages but couldnt find an answer - i cant get the line item for complete all preflight checks to complete, all three subtasks will complete fine but it doesnt seem to roll up to the parent - stationary, checklist, and request takeoff complete fine, but no all pre flight checks, seems like other contracts roll up to complete than fine, for instance barnstorming worked well and completes fine - am i missing something Quote Link to comment Share on other sites More sharing options...
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