jlcarneiro Posted May 30, 2016 Share Posted May 30, 2016 (edited) 2 hours ago, severedsolo said: In fact, re-reading the contract logic, my explanation in @jlcarneiro's post was incorrect. Scientific Principles (the basic scientist program) will look for experiments on Kerbin, and then any body you have orbited if that fails. As you haven't been to Mun yet, you would not see Mun science offered. [...] Actually, I asked because, since I wasn't seeing any Kerbal Academy contract, I wondered if I could still level-up my kerbanauts using stock methods (getting them to orbit, landing on other celestial bodies and planting flags) while waiting for your contracts to appear... After all, a new recruit should attend academy to be promoted, but this cannot be the ONLY way: what would you do to a colonel who performed a remarkable feat like landing on the Moon (apart from giving him a medal, that is)? Edited May 30, 2016 by jlcarneiro Link to comment Share on other sites More sharing options...
Deimos Rast Posted May 30, 2016 Share Posted May 30, 2016 (edited) 6 hours ago, Ser said: I'd made that configurable as it might be very much a matter of individual playstyle. Both approaches are good. @severedsoloWas going to suggest this to save you headache; open up some of it to the player (basic multipliers to training speed maybe). Something for the bucket list. 4 hours ago, jlcarneiro said: Actually, I asked because, since I wasn't seeing any Kerbal Academy contract, I wondered if I could still level-up my kerbanauts using stock methods (getting them to orbit, landing on other celestial bodies and planting flags) while waiting for your contracts to appear... After all, a new recruit should attend academy to be promoted, but this cannot be the ONLY way: what would you do to a colonel who performed a remarkable feat like landing on the Moon (apart from giving him a medal, that is)? I think you have to actually. Last I checked, level 0's didn't get offers to get a mentor and such, since getting them to level one is easy. This only disables the rescue missions, as it replaces/reduces the cost of new hires. Edit: Nevermind, looks like 1.1 has bootcamp advance recruits to level 1. Edited May 30, 2016 by Deimos Rast Link to comment Share on other sites More sharing options...
jlcarneiro Posted May 30, 2016 Share Posted May 30, 2016 Thanks, @Deimos Rast! Link to comment Share on other sites More sharing options...
Deimos Rast Posted May 31, 2016 Share Posted May 31, 2016 (edited) Edit: Unrelated to the below report: Mod Recommendations: WalkAbout makes the engineer contracts a lot more convenient and VesselMover. --- @severedsolo I was looking through my logs for an unrelated issue, when suddenly I spotted the below two lines. Multiplied by 41708 times, to be exact, over a twenty minute period. I don't think it affected performance (my game does eventually crash however, from a different reason, I believe), but, where there is smoke... Log here. [LOG 05:02:44.572] Adding: Kerbal Academy: Advanced Piloting to be deleted because of low fund payout in advance(-125000) [LOG 05:02:44.572] Adding: Kerbal Academy: Advanced Piloting to be deleted because of low funds on failure(-125000) Contract in Question (from Persistent file), hopefully the right one, only "Advanced Pilot" contract I have at the moment: Spoiler CONTRACT { guid = f3e203a1-b284-4673-a648-26da76e18843 type = ConfiguredContract prestige = 1 seed = -838513974 state = Active agent = Kerbal Academy deadlineType = None expiryType = Floating ignoresWeight = True values = 47220,0,-125000,0,-125000,0,0,0,865763.972389072,856257.672390131,0,0 subtype = KerbalAcademyAdvancedPiloting title = Kerbal Academy: Advanced Piloting description = It seems that Valentina Kerman is ready to improve their piloting skills. Complete the course and they will advance a level. synopsis = Complete the training course with Valentina Kerman. completedMessage = Congratulations, Valentina Kerman is feeling more experienced already. notes = The parameters must be completed in order. hash = 1127934372 UNIQUE_DATA { trainee = Kerbal:Valentina Kerman } BEHAVIOUR { type = ContractConfigurator.Behaviour.AwardExperience kerbal = Valentina Kerman experience = 6 awardImmediately = False } PARAM { name = HasCrew id = HasCrew state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = notes = completedMessage = hideChildren = True allowStateReset = True minCrew = 0 maxCrew = 2147483647 minExperience = 0 maxExperience = 5 KERBAL { name = Valentina Kerman } PARAM { name = ParameterDelegate`1 id = Valentina Kerman: On board state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Valentina Kerman: On board notes = completedMessage = } } PARAM { name = OrbitParameter id = Orbit enabled = False state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Reach an equatorial orbit. notes = completedMessage = situation = ORBITING targetBody = Kerbin minAltitude = 0 minApoapsis = 0 minPeriapsis = 0 minEccentricity = 0 minInclination = 0 maxInclination = 5 minPeriod = 0 displayNotes = False PARAM { name = ParameterDelegate`1 id = Destination: Kerbin state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Destination: Kerbin notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Situation: Orbit state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Situation: Orbit notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Inclination: Below 5.0° state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Inclination: Below 5.0° notes = completedMessage = } } PARAM { name = OrbitParameter id = Orbit state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Move to an inclined orbit by burning normal/anti-normal. notes = completedMessage = completeInSequence = True allowStateReset = False situation = ORBITING targetBody = Kerbin minAltitude = 0 minApoapsis = 0 minPeriapsis = 0 minEccentricity = 0 minInclination = 45 maxInclination = 180 minPeriod = 0 displayNotes = False PARAM { name = ParameterDelegate`1 id = Destination: Kerbin state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Destination: Kerbin notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Situation: Orbit state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Situation: Orbit notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Inclination: Above 45.0° state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Inclination: Above 45.0° notes = completedMessage = } } PARAM { name = RecoverKerbalCustom id = RecoverKerbal state = Incomplete values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = notes = completedMessage = completeInSequence = True hideChildren = True count = 0 index = 0 KERBAL { name = Valentina Kerman recovered = False } PARAM { name = ParameterDelegate`1 id = Recover Valentina Kerman state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyAdvancedPiloting title = Recover Valentina Kerman notes = completedMessage = } } Edited May 31, 2016 by Deimos Rast Link to comment Share on other sites More sharing options...
A_name Posted June 1, 2016 Share Posted June 1, 2016 Just a heads-up, the CKAN link for this mod is broken. Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 *Senses DasValdez has somethign to do with this* In all seriousness, this actually seems like a great idea. Link to comment Share on other sites More sharing options...
Merlin43210 Posted June 1, 2016 Share Posted June 1, 2016 Hey your CKAN link to the forums is not working it gives the Error code: 2T187/2 so someone or something somewhere messed up. But this looks really good. Link to comment Share on other sites More sharing options...
RealGecko Posted June 1, 2016 Share Posted June 1, 2016 Great, great, really great idea *THUMBS_UP* Link to comment Share on other sites More sharing options...
severedsolo Posted June 1, 2016 Author Share Posted June 1, 2016 8 hours ago, Deimos Rast said: I was looking through my logs for an unrelated issue, when suddenly I spotted the below two lines. Multiplied by 41708 times, to be exact, over a twenty minute period. I don't think it affected performance (my game does eventually crash however, from a different reason, I believe), but, where there is smoke... Weird. May be nothing to worry about but tagging @nightingale just in case. CKAN - I'm aware of, but not sure how to fix it right now. Link to comment Share on other sites More sharing options...
nightingale Posted June 1, 2016 Share Posted June 1, 2016 @Deimos Rast - Those error messages are from Contract Filter filtering out contracts. I tend to be weary about those types of mods, because they tend to "fight" with the contract generation and cause a lot of slowdowns. Not saying not to use it, more of a "use at your own risk". Link to comment Share on other sites More sharing options...
Deimos Rast Posted June 1, 2016 Share Posted June 1, 2016 @nightingale @severedsolo derp. Thanks, my bad. In other news, I ran my first engineer drill with Bill yesterday in a practice drill setup. Little guy was so excited, he bumped into the landing legs, which exploded (known bug, at least in linux), causing the rig to fall over on top of him. Took a while, but I managed to get him inside the Hikers, and completed successfully. Not sure if this is a part of your contract pack or not, but I then got a "medical emergency contract" (maybe bases and stations contract pack?) for Bill from "the training drill" which I had already recovered, and the contract was only "Recover Bill." So I used WalkAbout to spawn Bill (who was already recovered to the AC at this point), then recovered him. Contract complete. Not sure if working as intended. Link to comment Share on other sites More sharing options...
severedsolo Posted June 1, 2016 Author Share Posted June 1, 2016 5 minutes ago, Deimos Rast said: Not sure if this is a part of your contract pack or not, but I then got a "medical emergency contract" (maybe bases and stations contract pack?) for Bill from "the training drill" which I had already recovered, and the contract was only "Recover Bill." Derp. Bases and Stations issue really. Fixed now. Cheers. Also added a double check that the kerbal you are being asked to recover is not already back. Link to comment Share on other sites More sharing options...
Sudragon Posted June 2, 2016 Share Posted June 2, 2016 I got a 'repair landing legs on Krikkit lander (my one man lander design). Is a vessel spawned or do I have to build one? Or use one of the landers in munar orbit? Link to comment Share on other sites More sharing options...
severedsolo Posted June 2, 2016 Author Share Posted June 2, 2016 3 hours ago, Sudragon said: I got a 'repair landing legs on Krikkit lander (my one man lander design). Is a vessel spawned or do I have to build one? Or use one of the landers in munar orbit? I'm assuming this was an advanced engineering one? It will be the vessel you have deployed. Only boot camp spawns a vessel. Link to comment Share on other sites More sharing options...
Sudragon Posted June 2, 2016 Share Posted June 2, 2016 Just now, severedsolo said: I'm assuming this was an advanced engineering one? It will be the vessel you have deployed. Only boot camp spawns a vessel. Mun trip it is then! Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted June 4, 2016 Share Posted June 4, 2016 (edited) On 6/1/2016 at 7:18 AM, severedsolo said: CKAN - I'm aware of, but not sure how to fix it right now. Hope I can help you with this. Took at the .NetKAN for you. The forum address just looks like it is missing the last part. It reads http://forum.kerbalspaceprogram.com/index.php?/topic/140739- and not http://forum.kerbalspaceprogram.com/index.php?/topic/140739-112-contract-pack-kerbal-academy To get this fixed very quickly. I could raise a NetKAN issue report to the CKAN people (I really should be doing PRs by now ). However I don't want to interfere with your own plans and so wanted to ask permission first. If this is a problem with CKAN. I am willing to chase it down for you if it helps. EDIT: Just for info this is the last change I can find https://github.com/KSP-CKAN/CKAN-meta/commit/9e5321abbd4c6004a557da501634e9d48e7ad6b2 Edited June 4, 2016 by nobodyhasthis2 Link to comment Share on other sites More sharing options...
Aelios Posted June 5, 2016 Share Posted June 5, 2016 I love the idea of this. The experience system has always been quite silly. I had an interesting first experience... The contract was pilot Boot Camp: land one pilot at the island training facility and recover him. Sound simple enough. Then I noticed a Training Drill near the launch pad and the contract thought that was the ship I should land. It had no engines. I recovered the drill base and the contract system was smart enough to detect that the airplane I launched fit the contract. Great, until the landing. I "landed" on the island but poor Jarvin didn't survive, the contract system still believed that I had landed successfully. I launched another plane and landed less catastrophically, which completed the contract when I recovered Valentina and what was left of her craft. However, only 1 experience point was awarded to Val and none to Jarvin. I still have no level 1 pilots. 1. The pilot boot camp contract gave me a vessels that could not complete the contract. 2. When a valid vessel and pilot was destroyed on landing it completed that portion of the contract and made the next step impossible to complete with that pilot and vessel. 3. Completing each part of the contract again, even though they were mostly already completed, did not give the expected reward. Link to comment Share on other sites More sharing options...
Sudragon Posted June 5, 2016 Share Posted June 5, 2016 It's easier, if less immersive, to get that first star by jamming your pilot in a Mk I can and punting them into orbit... Link to comment Share on other sites More sharing options...
severedsolo Posted June 5, 2016 Author Share Posted June 5, 2016 (edited) 2 hours ago, Aelios said: 1. The pilot boot camp contract gave me a vessels that could not complete the contract. The active vessel is assigned a label when it has a level 0 pilot inside it. Without seeing screenshots it's difficult to see whether the vessel had already actually been assigned, or whether the tracker was just checking your vessel (frankly, the labelling is not 100% clear). However, it sounds like the label was locked to the one you crashed. 2 hours ago, Aelios said: 2. When a valid vessel and pilot was destroyed on landing it completed that portion of the contract and made the next step impossible to complete with that pilot and vessel. Bug. Sort of. The parameter completed because you technically landed within range of the waypoint. Unfortunately you landed too hard to survive. Raised #1 2 hours ago, Aelios said: 3. Completing each part of the contract again, even though they were mostly already completed, did not give the expected reward. It wouldn't do, because it was expecting you to do them in the vessel you destroyed, and the experience was reserved for the crew of that vessel. When I implement #1 that should at least fail the contract, rather than getting stuck., 12 hours ago, nobodyhasthis2 said: To get this fixed very quickly. I could raise a NetKAN issue report to the CKAN people (I really should be doing PRs by now ). However I don't want to interfere with your own plans and so wanted to ask permission first. If this is a problem with CKAN. I am willing to chase it down for you if it helps. I raised a PR the other day, they implemented their own version (that latest commit you found), but it's still broken. If you wanna have a look at it, I'd appreciate it, I don't really have the time to waste on it right now. Edited June 5, 2016 by severedsolo Link to comment Share on other sites More sharing options...
severedsolo Posted June 5, 2016 Author Share Posted June 5, 2016 Kerbal Academy 1.1.1 Released! Removed confusing text which asks for experiments to be transmitted, even though they need to be recovered. Scientific Principles will now pick an experiment at random if all the valid science is exhausted. Boot Camp will now fail if the kerbal who would get promoted is killed. (thanks @Aelios) Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted June 5, 2016 Share Posted June 5, 2016 14 minutes ago, severedsolo said: I raised a PR the other day, they implemented their own version (that latest commit you found), but it's still broken. If you wanna have a look at it, I'd appreciate it, I don't really have the time to waste on it right now. More that happy to try and help. Although I know less about it. I do have copious amounts of free time to spend on it. Plus I find it educational. Fingers crossed that the new commit does the job. So far looking good and I learned something too by asking about this. Will keep an eye on it till it propagates through to end users. Link to comment Share on other sites More sharing options...
VaPaL Posted June 5, 2016 Share Posted June 5, 2016 @severedsolo First of all, great mod! Love the idea! I'm had an issue with it though. I got a BootCamp contract for a scientist. It required me to have a vessel named BootCamp, and do a magnetometer experiment. It spawned a vessel with only to drill, than it chance the required vessel to be a drilling one, but still had the magnetometer and scientist requirements. Other issue is that the vessel had a hitchhiker on the smallest landing legs, so it was quiet difficult to hop in (2/3 minutes jumping and trying to grab the ladder). When I reverted the flight, the contract failed. Downloaded 1.1.1 now and will try later, but this is not on the change log so... (btw, I can't find a direct download link in OP, I had to got to you GitHub via Bases and Station (another great mod that I use, thanks! ) and go to Kerbal Academy. Sorry if a simply missed it, sometime it's very hard for me to find things in texts ). Link to comment Share on other sites More sharing options...
severedsolo Posted June 5, 2016 Author Share Posted June 5, 2016 (edited) @VaPaL and others. Obviously I need to make the Boot Camp mission clearer. First of all, the training drill will spawn every time, but unless you are using an engineer you can ignore it. Second: The vessel "BootCamp" is undefined until you fly a vessel with the required Kerbal on board. So, by climbing into the training drill, you've "locked" it to that vessel. It's obviously confusing people, so I've raised #2 to try and fix it. Oh, and the download link is there, near the bottom where it says "Download" Edited June 5, 2016 by severedsolo Link to comment Share on other sites More sharing options...
severedsolo Posted June 5, 2016 Author Share Posted June 5, 2016 (edited) Kerbal Academy 1.1.2 released! Boot Camp: Implemented "fuzzy logic" when deciding which vehicle's crew is eligible for promotion. This should fix the issues people have been having with not getting experience./being able to complete the contract (thanks @VaPaL and @Aelios) Fixed an issue where Level 2 Advanced Piloting parameters could be completed out of sequence. Edited June 5, 2016 by severedsolo Link to comment Share on other sites More sharing options...
VaPaL Posted June 5, 2016 Share Posted June 5, 2016 (edited) @severedsolo Hahahaha I didn't realize that it was clickable, tought it was just a topic of OP Thanks for the update! EDIT: I was on the cellphone and my thick finger cliked trolled me. Now I see the link as a blue underlined sentenced, don't know how I didn't saw that. I'm make a clown of myself XD Edited June 5, 2016 by VaPaL Link to comment Share on other sites More sharing options...
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