severedsolo Posted June 15, 2016 Author Share Posted June 15, 2016 (edited) 8 hours ago, nightingale said: Severedsolo - is there a Contract Configurator issue open for this one? Definitely seems to be a bug somewhere. I'll send you a pm when I get home before raising an issue, I'm not sure it's not the cack-handed way I've written the expression Edited June 15, 2016 by severedsolo Link to comment Share on other sites More sharing options...
severedsolo Posted June 15, 2016 Author Share Posted June 15, 2016 @Enceos - just to confirm, was Bob Lv1 when that contract came up? Link to comment Share on other sites More sharing options...
Enceos Posted June 15, 2016 Share Posted June 15, 2016 27 minutes ago, severedsolo said: @Enceos - just to confirm, was Bob Lv1 when that contract came up? Lvl 2 Link to comment Share on other sites More sharing options...
severedsolo Posted June 15, 2016 Author Share Posted June 15, 2016 1 hour ago, Enceos said: Lvl 2 If you still have the save (with that contract in it) can you upload it please. It will help me track down where the problem is. Link to comment Share on other sites More sharing options...
Enceos Posted June 15, 2016 Share Posted June 15, 2016 9 minutes ago, severedsolo said: If you still have the save (with that contract in it) can you upload it please. It will help me track down where the problem is. Unfortunately I don't have it active but here's the code of the contract from my save: Spoiler CONTRACT_FINISHED { guid = a3fdb3f4-6b3a-4f0e-8188-45e05c620ba7 type = ConfiguredContract prestige = 1 seed = 265444616 state = Cancelled agent = Kerbal Academy deadlineType = None expiryType = Floating ignoresWeight = True values = 147660,0,-125000,0,-125000,0,0,0,5124565.56281349,4978144.44278579,0,4978506.22277772 subtype = KerbalAcademyFieldScience title = Kerbal Academy: Field Science description = It seems that Bob Kerman is ready to improve their scientific knowledge. Complete the mission and they will advance a level. synopsis = Complete the training course with Bob Kerman. completedMessage = Congratulations, Bob Kerman is feeling more experienced already. hash = -1468856134 UNIQUE_DATA { trainee = Kerbal:Bob Kerman } BEHAVIOUR { type = ContractConfigurator.Behaviour.AwardExperience kerbal = Bob Kerman experience = 8 awardImmediately = False } PARAM { name = HasCrew id = HasCrew state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = notes = completedMessage = hideChildren = True allowStateReset = True minCrew = 0 maxCrew = 2147483647 minExperience = 0 maxExperience = 5 KERBAL { name = Bob Kerman } PARAM { name = ParameterDelegate`1 id = Bob Kerman: On board state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = Bob Kerman: On board notes = completedMessage = } } PARAM { name = CollectScienceCustom id = CollectScience state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = notes = completedMessage = allowStateReset = False targetBody = Kerbin biome = Poles situation = SrfLanded experiment = SEP_GravityScan recoveryMethod = Recover PARAM { name = ParameterDelegate`1 id = Location: KSC's Poles state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = Location: KSC's Poles notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Situation: Landed state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = Situation: Landed notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Experiment: SE P_ Gravity Scan state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = Experiment: SE P_ Gravity Scan notes = completedMessage = PARAM { name = ParameterDelegate`1 id = SEP_GravityScanSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = Recovery: Recover notes = completedMessage = } } } } Link to comment Share on other sites More sharing options...
nightingale Posted June 18, 2016 Share Posted June 18, 2016 @Enceos & @severedsolo - Fixed the "KSC's Poles" issue for the next release. The problem is the celestial body was being defaulted from the contract even though the biome was for a different celestial body. You'll have to manually fix the save (or cancel the contract) if you haven't already. Link to comment Share on other sites More sharing options...
severedsolo Posted July 3, 2016 Author Share Posted July 3, 2016 Kerbal Academy 1.1.3 Released! Boot Camp will now do a better job of deciding which Kerbal deserves experience. Requires Contract Configurator 1.13.0 or higher due to issues with Science. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted July 11, 2016 Share Posted July 11, 2016 Great idea for a contract mod... Not sure what I've done wrong, but I had a go with it. The Training "Drill" didn't have a ladder for my Engineer guy to get in tho, which felt a litle... Too steep a learning curve. Link to comment Share on other sites More sharing options...
severedsolo Posted July 11, 2016 Author Share Posted July 11, 2016 Just now, SmarterThanMe said: Great idea for a contract mod... Not sure what I've done wrong, but I had a go with it. The Training "Drill" didn't have a ladder for my Engineer guy to get in tho, which felt a litle... Too steep a learning curve. It doesn't have legs you should be able to access the hatch from the ground. I find sometimes switching to it (using [ or ] ) then switching back helps. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted July 11, 2016 Share Posted July 11, 2016 Mine had legs? Now I wish that I had taken a screenshot. Probably have to wait until it next comes up. I use Remotetech... So it also didn't have any antenna for me to command it. Link to comment Share on other sites More sharing options...
severedsolo Posted July 11, 2016 Author Share Posted July 11, 2016 1 minute ago, SmarterThanMe said: Mine had legs? Now I wish that I had taken a screenshot. Probably have to wait until it next comes up. I use Remotetech... So it also didn't have any antenna for me to command it. Oh, nightingale fixed the bug where it spawns upside down. Whoops. I'll get a fix out soon (once I finish the big CC changes) Link to comment Share on other sites More sharing options...
SmarterThanMe Posted July 11, 2016 Share Posted July 11, 2016 1 minute ago, severedsolo said: Oh, nightingale fixed the bug where it spawns upside down. Whoops. I'll get a fix out soon (once I finish the big CC changes) Good stuff. Can you also do me a favour and add a deployed stock antenna to the top? That would help me and other RT users generally. BTW, props on the quick replies! Link to comment Share on other sites More sharing options...
jlcarneiro Posted July 14, 2016 Share Posted July 14, 2016 Hi, @severedsolo! Today I started a new savegame (to do some tests on another mod) and got my first Boot Camp contract! YAY! It was directed to scientists, so I did not use the mining rig, but I had a problem with the contract. It asked me to go to SPH, run a Goo experiment and recover the vessel with the recruit (Bob) in it. I did it (and Contract Window+ showed everything green) but the contract did not complete... Although Bob was INSIDE the ship, the part related to recover the ship along with the recruit did not complete. What did I do wrong? Was it because the recruit was a veteran? Or because he had already flown twice (some XP but no stars, yet)? Link to comment Share on other sites More sharing options...
severedsolo Posted July 14, 2016 Author Share Posted July 14, 2016 2 hours ago, jlcarneiro said: What did I do wrong? Was it because the recruit was a veteran? Or because he had already flown twice (some XP but no stars, yet)? It's not you, it's me. I noticed the same thing myself yesterday. I've got a big workload at the moment, due to the incoming Contract Configurator changes, but I'll try and figure out what's wrong and get it into the next release. Link to comment Share on other sites More sharing options...
jlcarneiro Posted July 14, 2016 Share Posted July 14, 2016 Thank you! Link to comment Share on other sites More sharing options...
severedsolo Posted July 17, 2016 Author Share Posted July 17, 2016 On 14/07/2016 at 2:59 AM, jlcarneiro said: Hi, @severedsolo! Today I started a new savegame (to do some tests on another mod) and got my first Boot Camp contract! YAY! It was directed to scientists, so I did not use the mining rig, but I had a problem with the contract. It asked me to go to SPH, run a Goo experiment and recover the vessel with the recruit (Bob) in it. I did it (and Contract Window+ showed everything green) but the contract did not complete... Although Bob was INSIDE the ship, the part related to recover the ship along with the recruit did not complete. What did I do wrong? Was it because the recruit was a veteran? Or because he had already flown twice (some XP but no stars, yet)? So it looks like this is a CC issue, I think it's checking things out of order. For now, you can workaround by putting your vessel, and scientist back on the pad/runway and recovering him again. The experience should them be awarded. Link to comment Share on other sites More sharing options...
jlcarneiro Posted July 17, 2016 Share Posted July 17, 2016 5 hours ago, severedsolo said: So it looks like this is a CC issue, I think it's checking things out of order. For now, you can workaround by putting your vessel, and scientist back on the pad/runway and recovering him again. The experience should them be awarded. Sorry, I didn't get it: should I build the ship again, put the same scientist back in and then recover it again? Link to comment Share on other sites More sharing options...
severedsolo Posted July 18, 2016 Author Share Posted July 18, 2016 8 hours ago, jlcarneiro said: Sorry, I didn't get it: should I build the ship again, put the same scientist back in and then recover it again? You can try - I don't know if it's too late now, when I did it last night it was the next vessel I built. Either way, I've figured out how to fix it, with nightingales help. Link to comment Share on other sites More sharing options...
severedsolo Posted July 23, 2016 Author Share Posted July 23, 2016 Kerbal Academy 1.1.4 Released! Kerbal Academy 1.1.4 released! Updated to make it compatible with the latest Contract Configurator. Fixed issue where Scientist Boot Camp would not award experience. (thanks @jlcarneiro) Removed Mini AVC, because if you want that functionality, you are probably already running KSP-AVC. Link to comment Share on other sites More sharing options...
jlcarneiro Posted July 23, 2016 Share Posted July 23, 2016 12 hours ago, severedsolo said: Kerbal Academy 1.1.4 Released! Kerbal Academy 1.1.4 released! Updated to make it compatible with the latest Contract Configurator. Fixed issue where Scientist Boot Camp would not award experience. (thanks @jlcarneiro) Removed Mini AVC, because if you want that functionality, you are probably already running KSP-AVC. Nope, sir! Thank you very much! A little off-topic: you removed Mini AVC because one would be probably using KSP-AVC. I never got this right: if I install KSP-AVC, I may delete all AVC dlls from all other mods? Link to comment Share on other sites More sharing options...
severedsolo Posted July 23, 2016 Author Share Posted July 23, 2016 (edited) 27 minutes ago, jlcarneiro said: A little off-topic: you removed Mini AVC because one would be probably using KSP-AVC. I never got this right: if I install KSP-AVC, I may delete all AVC dlls from all other mods? Basically yes: Mini AVC will only activate if it doesn't find the full AVC mod. If AVC mod is installed, it will scan your entire GameData for version files anyway. So, in my opinion (and after reading a few complaints about this on the CKAN thread) I figured either a) you want this, and therefore have AVC installed, or b) you don't want this, and will get annoyed by miniAVC asking you. I've kept the version files (because they are useful for CKAN), they just won't do anything if you don't have AVC installed, rather than shoving it down your throat. Edited July 23, 2016 by severedsolo Link to comment Share on other sites More sharing options...
Deimos Rast Posted July 23, 2016 Share Posted July 23, 2016 13 hours ago, severedsolo said: Kerbal Academy 1.1.4 Released! Kerbal Academy 1.1.4 released! Updated to make it compatible with the latest Contract Configurator. Fixed issue where Scientist Boot Camp would not award experience. (thanks @jlcarneiro) Removed Mini AVC, because if you want that functionality, you are probably already running KSP-AVC. ah,I had discovered the bug and work around with the scientists as well, but thought it was just me being me. RIP Mini AVC; but yeah, already using KSP-AVC. Thanks for the update. Link to comment Share on other sites More sharing options...
blu3wolf Posted August 3, 2016 Share Posted August 3, 2016 So I just used the debug menu to complete the boot camp contract with a scientist, and he did not go up a level. Winry's issues started with the contract itself. The contract was to recover on the launchpad, with the experiment Surface Magnetometer Data. I did not read this in full, and promptly built a craft with a DMOS Magnetometer on it, performed the experiment, and was confused when the contract requirement was not met. Okay, read it again, and realised it must be looking for the Surface Magnetometer, from the Surface Experiments Package. More hassle, but still doable, I figured. More hassle, because it meant I needed to hire an engineer to assemble the SEP kit on the ground, on account of my only other engineer still being up on the KSS. So. Hired Wellsy, built out a SEP setup next to the launchpad, did science, collected the Surface Magnetometer Data. Collected the data, so it was in Winry's inventory, and wandered back to the launchpad. Only to discover, the contract requirement was still not met! Got back in Science Craft 3 - still not met. Recovered - still not met. Completed using debug menu - contract complete, but Winry still at level zero. Im purely guessing here, but I figure there must be something special about the SEP science reports that meant that Boot Camp had issues with it for the contract. Some compatibility issue somewhere. If there is any supporting data I can provide that would help, let me know. Link to comment Share on other sites More sharing options...
sec3 Posted August 4, 2016 Share Posted August 4, 2016 Golf Scorecard solved i solved the problem (always worked, without testing in contract´s biome!!!) - Inventory: - Golf Club (aka AKI-G09) - SEP Central Station (the block with the plugs) - ToDo: - get out of the vessel - put the SEP on the ground (gets green and makes a skrew noise) - leftclick on the golf club (not the right-click equip-mode !) -- drag the club to the SEP and again leftclick (it vanishes) The SEP now tilts around and can be pushed. -> push it away and voila ---- the club lies there. Rightclick on it and perform the "Fore!" action. It gives now the science points. problem/issue with item data: The club, unequipped on ground, falls under the ground or disappears and can´t be mouse-hovered or clicked. Link to comment Share on other sites More sharing options...
Apone3k Posted September 20, 2016 Share Posted September 20, 2016 So I'm doing the basic pilot training over KSC, the 1st starting point waypoint is fine but when I fly straight through the second waypoint (named 1st way point) nothing happens. Is this a bug or am I doing something wrong? Link to comment Share on other sites More sharing options...
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