gamerscircle Posted October 26, 2016 Share Posted October 26, 2016 6 hours ago, pap1723 said: Hey Andy! This should actually work without any changes being made to it. I haven't had time to look at it yet, but there is nothing in the code that would break with the 1.2 update. Thanks pap, I read a post in the CC forum where someone asked the same question and nightingale did reply. I load it up yesterday and seems to work. Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted October 27, 2016 Share Posted October 27, 2016 22 hours ago, pap1723 said: Hey Andy! This should actually work without any changes being made to it. I haven't had time to look at it yet, but there is nothing in the code that would break with the 1.2 update. One last question for 'ya, is there anything that can be done for the KSP AVC message that stated that the mod is for 1.1.3? Quote Link to comment Share on other sites More sharing options...
inigma Posted October 29, 2016 Share Posted October 29, 2016 (edited) I love the contract pack! Edited October 29, 2016 by inigma Quote Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted November 8, 2016 Share Posted November 8, 2016 (edited) On 10/26/2016 at 2:43 PM, pap1723 said: Hey Andy! This should actually work without any changes being made to it. I haven't had time to look at it yet, but there is nothing in the code that would break with the 1.2 update. On 10/26/2016 at 9:07 PM, gamerscircle said: Thanks pap, I read a post in the CC forum where someone asked the same question and nightingale did reply. I load it up yesterday and seems to work. On 10/27/2016 at 1:35 PM, gamerscircle said: One last question for 'ya, is there anything that can be done for the KSP AVC message that stated that the mod is for 1.1.3? Confirmed that it seems to be running with CC 1.21 on KSP 1.2. Have not tested KSP 1.21 fully yet. So far it seems to be working just fine with my only doubt being based on how far my play through has advanced. I have not tested every single mission but so far things are looking sweet. I think it is safe to bump up KSP_VERSION_MAX and pass to CKAN too with the current version of the contract pack. Edit: Only thing that I fudged was the need for a Data Transmitter (Sputnik requires this). This needed tweaked to allow a RT alternative as well. Edit: Might need to check impact missions (Luna 2). Works but there was little a delay in detecting mission ending and contract ending Edited November 8, 2016 by nobodyhasthis2 Quote Link to comment Share on other sites More sharing options...
frango9000 Posted November 19, 2016 Share Posted November 19, 2016 (edited) Hello, im having problems with Luna 1 mission http://imgur.com/a/dgweY no destination assigned apparently Edited November 19, 2016 by frango9000 Quote Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted November 19, 2016 Share Posted November 19, 2016 (edited) 4 hours ago, frango9000 said: Hello, im having problems with Luna 1 mission http://imgur.com/a/dgweY no destination assigned apparently This should work if you fly into the mun's SOI and the still have way too much dv. So the probe leaves Kerbin SOI and ends heading off to an orbit around the sun. There is no destination as such. So far it seems fine but more people will need to confirm. I could just be very lucky. Now running through gain without RT. Just vanilla comms. Edited November 19, 2016 by nobodyhasthis2 Quote Link to comment Share on other sites More sharing options...
cnose Posted December 12, 2016 Share Posted December 12, 2016 Hi this pack is awesome! But I am having an issue when combining with the Kerbalism mod. The issue is that when I build a craft with an antenna (eg the Sputnik contract), the antennas are no longer recognized as antennas. Is there some kind of config I can create to fix this? Not sure if I should be posting here or in the Kerbalism thread, maybe I'll try both. Quote Link to comment Share on other sites More sharing options...
Moiety Posted December 22, 2016 Share Posted December 22, 2016 (edited) Recently started a play through with the Historical Progress Tech Tree and this contract pack. In regards to 1.2 compatibility: I ran into an issue with the Gemini 7 / 6A mission. Edited my save game to manually pass it. The reason for it is unclear, other duration dependent missions / orbits seem to work fine. @cnose that sounds like a Kerbalism issue. The contracts have this piece of code: PARAMETER { name = HasAntenna type = PartValidation partModuleType = Antenna minCount = 1 title = Have at least 1 Transmission Device on your craft hideChildren = true } If Kerbalism changes the type setting for antenna that might cause issues. On 11/8/2016 at 1:06 AM, nobodyhasthis2 said: Edit: Might need to check impact missions (Luna 2). Works but there was little a delay in detecting mission ending and contract ending I can confirm this, had the same issue. Edited December 22, 2016 by Moiety Quote Link to comment Share on other sites More sharing options...
doktorstick Posted January 24, 2017 Share Posted January 24, 2017 (edited) Hey, I've been tracking down a problem that started with unrelated contracts' requirements not getting updated. I noticed a trace from CC in the logs, but was unsure if that was the cause. DMagic was able to provide clarity as to why, and it may be that the Gemini 7/6A rendezvous mission is causing CC to croak. For reference, here's the bug. @Moiety What did you edit to move past your problem? It might have not been the same problem, but I may end up needing to "complete" the mission so others start working again. Edited January 24, 2017 by doktorstick Quote Link to comment Share on other sites More sharing options...
Moiety Posted January 24, 2017 Share Posted January 24, 2017 (edited) @doktorstick you can manually pass contracts like so: Backup your save game just in case Launch your favourite text editor Open persistent.sfs which is location in “Kerbal Space Program/saves/name of your save/” Search for “title = Gemini 7 & Gemini 6A”. This should bring up the contract. If you’re unsure whether you’re actually at the contract, they should have “type = ConfiguredContract” Set the state (which should read “Active”) to “Completed” like so: state = Completed Save the file Load the game Contract is now in the archive This doesn’t add the funds, reputation, or science for the contract to your totals. You can do this manually if you really need it. Search for “name = Funding” to edit the funding parameter Search for “name = Reputation” to edit the reputation … I’m not exactly sure where the science param is. Always backup first! Edited January 24, 2017 by Moiety Quote Link to comment Share on other sites More sharing options...
doktorstick Posted January 26, 2017 Share Posted January 26, 2017 To put a bow on on the Gemini 7 & Gemini 6A mission, the next CC will protect itself against the malformed contract. Here's the note from the resolution: Quote Fixed for next release. Note that the contract is now correctly shown as invalid and doesn't get loaded, so @pap1723 will need to add a vessel = Gemini-6 to make this work as originally intended. Quote Link to comment Share on other sites More sharing options...
Moiety Posted January 26, 2017 Share Posted January 26, 2017 (edited) If @pap1723 doesn’t return sometime in February I might feel something for forking it and fixing some of these bugs. I need some time to read up on the CC code first as I’m not too familiar with it. That is, if I can get in contact with them and ask for permission :). For what it’s worth, they haven’t been online here for two and a half months. Edited January 26, 2017 by Moiety Quote Link to comment Share on other sites More sharing options...
pap1723 Posted January 26, 2017 Author Share Posted January 26, 2017 Hello everyone! Sorry that I have been MIA for quite some time now. Let me read through this and take a look at fixing some of the issues! On 10/28/2016 at 10:13 PM, inigma said: I love the contract pack! Thansk @inigma Quote Link to comment Share on other sites More sharing options...
Moiety Posted January 26, 2017 Share Posted January 26, 2017 3 minutes ago, pap1723 said: Hello everyone! Sorry that I have been MIA for quite some time now. Let me read through this and take a look at fixing some of the issues! Thansk @inigma Awesome! Saves me all the work . This is by far my favourite contract pack. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted January 26, 2017 Author Share Posted January 26, 2017 @Moiety thank you for all of the help tracking down the issues with the Gemini 7 / 6A mission. It was originally written with Vessel = Gemini-6 but the contract struggled to complete. I hoped that by removing that field, it would help with the issue. I am thinking that I am going to need to possible remove the mission completely from the pack in order to have it all work correctly. As far as the Has Antenna requirement, with the way that KSP 1.2 handles the communication with probes, I am going to remove the strict requirement. There is no reason to have it since it can break with mods and you won't really be able to use a probe without it! Quote Link to comment Share on other sites More sharing options...
Moiety Posted January 26, 2017 Share Posted January 26, 2017 2 minutes ago, pap1723 said: @Moiety thank you for all of the help tracking down the issues with the Gemini 7 / 6A mission. It was originally written with Vessel = Gemini-6 but the contract struggled to complete. I hoped that by removing that field, it would help with the issue. No problem, @doktorstick has done a lot too. For what it’s worth, I’ve also filed a couple of bugs on GitHub. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted January 26, 2017 Author Share Posted January 26, 2017 1 minute ago, Moiety said: No problem, @doktorstick has done a lot too. For what it’s worth, I’ve also filed a couple of bugs on GitHub. Thanks to both of you! What is the furthest anyone has gotten in the contract pack? Quote Link to comment Share on other sites More sharing options...
Moiety Posted January 26, 2017 Share Posted January 26, 2017 49 minutes ago, pap1723 said: Thanks to both of you! What is the furthest anyone has gotten in the contract pack? Am currently at Apollo 16. Apollo 15 has some issues too (see GitHub bug for details). I’m afraid Apollo 16 will have the same issues. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted January 26, 2017 Author Share Posted January 26, 2017 7 minutes ago, Moiety said: Am currently at Apollo 16. Apollo 15 has some issues too (see GitHub bug for details). I’m afraid Apollo 16 will have the same issues. I am looking at the mission right now. I have modified it so I want to see if I have possibly fixed the issue. Does your Apollo 15 or Apollo 16 have the following... PARAMETER { name = Apollo15Beta type = VisitWaypoint index = 1 distance = 100.0 title = Visit Apollo 15 Beta Site showMessages = true disableOnStateChange = true hideChildren = true } Namely, does it say disableOnStateChange = true Quote Link to comment Share on other sites More sharing options...
Moiety Posted January 26, 2017 Share Posted January 26, 2017 Just now, pap1723 said: I am looking at the mission right now. I have modified it so I want to see if I have possibly fixed the issue. Does your Apollo 15 or Apollo 16 have the following... PARAMETER { name = Apollo15Beta type = VisitWaypoint index = 1 distance = 100.0 title = Visit Apollo 15 Beta Site showMessages = true disableOnStateChange = true hideChildren = true } Namely, does it say disableOnStateChange = true It does have the disableOnStateChange set to true, yes. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted January 26, 2017 Author Share Posted January 26, 2017 1 minute ago, Moiety said: It does have the disableOnStateChange set to true, yes. OK thanks. I cleaned up some of the other things so I think it should work. Quote Link to comment Share on other sites More sharing options...
Moiety Posted January 26, 2017 Share Posted January 26, 2017 25 minutes ago, pap1723 said: OK thanks. I cleaned up some of the other things so I think it should work. Can you either upload the new version to GitHub or tell me what you changed? I can reload Apollo 16 and test it out. Quote Link to comment Share on other sites More sharing options...
doktorstick Posted January 27, 2017 Share Posted January 27, 2017 I'm on Apollo 4. One comment about it--if you have a unmanned vehicle for three people, that criteria (Crew Capacity: 3) remains with a red X until you achieve the proper orbit. I think it was after the 30 minutes elapsed on the first orbit. I can't be 100% though. This can be confusing because you aren't sure if you built your ship wrong or not. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted January 27, 2017 Author Share Posted January 27, 2017 12 hours ago, doktorstick said: I'm on Apollo 4. One comment about it--if you have a unmanned vehicle for three people, that criteria (Crew Capacity: 3) remains with a red X until you achieve the proper orbit. I think it was after the 30 minutes elapsed on the first orbit. I can't be 100% though. This can be confusing because you aren't sure if you built your ship wrong or not. I updated the contract. This should trigger as complete essentially as soon as the mission begins now. Thanks for finding it! Quote Link to comment Share on other sites More sharing options...
pap1723 Posted January 27, 2017 Author Share Posted January 27, 2017 VERSION 1.4 Release Get it from Github or Spacedock * Fixed mission for Gemini 7 / Gemini-6 * Fixed Apollo missions, can now be completed with the Rover * Removed requirements for probes to have antenna - with the new Coms system in 1.2 it was duplicative Quote Link to comment Share on other sites More sharing options...
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