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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)


severedsolo

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  On 5/30/2016 at 1:05 PM, 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.

[...]

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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 by jlcarneiro
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  On 5/30/2016 at 1:19 PM, Ser said:

I'd made that configurable as it might be very much a matter of individual playstyle. Both approaches are good.

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@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.

 

  On 5/30/2016 at 3:06 PM, 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)?

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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 by Deimos Rast
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Edit: Unrelated to the below report: Mod Recommendations: WalkAbout makes the engineer contracts a lot more convenient and VesselMover.

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@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:
 

  Reveal hidden contents

 

Edited by Deimos Rast
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  On 5/31/2016 at 9:41 PM, 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...

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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.

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@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. :P

 

 

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  On 6/1/2016 at 5:49 PM, 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."

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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.

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  On 6/2/2016 at 7:34 AM, 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?

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I'm assuming this was an advanced engineering one? It will be the vessel you have deployed. Only boot camp spawns a vessel.

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  On 6/1/2016 at 6:18 AM, severedsolo said:

CKAN - I'm aware of, but not sure how to fix it right now.

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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 by nobodyhasthis2
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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.

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  On 6/5/2016 at 5:33 AM, Aelios said:

1. The pilot boot camp contract gave me a vessels that could not complete the contract.

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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.

  On 6/5/2016 at 5:33 AM, 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.

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Bug. Sort of. The parameter completed because you technically landed within range of the waypoint. Unfortunately you landed too hard to survive. Raised #1

  On 6/5/2016 at 5:33 AM, Aelios said:

3. Completing each part of the contract again, even though they were mostly already completed, did not give the expected reward.

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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.,

  On 6/4/2016 at 8:08 PM, 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.

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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 by severedsolo
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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)

 

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  On 6/5/2016 at 8:16 AM, 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.

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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. 

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@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 :().

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@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 by severedsolo
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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 by severedsolo
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@severedsolo Hahahaha I didn't realize that it was clickable, tought it was just a topic of OP :blush::sticktongue:

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 by VaPaL
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