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[WIP] [1.2.2] Career Evolution Contract Pack - BETA Release v0.3 Updated 3-27-2017


pap1723

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This looks cool! I've been looking for something like this for some time. The historical contracts and the HS Light mod are great, but even the small one is large and a trifle redundant (and assume a two-agency world).

BTW, you can also use CobaltWolf's Bluedog design bureau pack. It adds in early (50s tech) probe cores. I highly recommend it anyway.

 

Edited by captainradish
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So far I like it a lot! I DO see two problems with it: one is a sometimes problem with the text (the formula show up in the text rather than the intended text), and the other is the crew requirements for missions where it doesn't implicitly require a certain number. Having the mission of sending two kerbals into orbit is fine. Having the mission of sending kerbals to the mun, but requiring at least three is not IMO. Make that change and (so far, I haven't played through the complete chain) it'll be gold.

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  On 3/20/2017 at 12:13 AM, captainradish said:

So far I like it a lot! I DO see two problems with it: one is a sometimes problem with the text (the formula show up in the text rather than the intended text), and the other is the crew requirements for missions where it doesn't implicitly require a certain number. Having the mission of sending two kerbals into orbit is fine. Having the mission of sending kerbals to the mun, but requiring at least three is not IMO. Make that change and (so far, I haven't played through the complete chain) it'll be gold.

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Hey Captain,

When you say that you don't like when I require at least three for a mission to the Mun, do you mean that I shouldn't force the player to have that many?

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I was thinking of trying your mod later tonight, and reading the last exchange I would say that the number required is a problem if it's to the surface. There are only 2 landers in stock, with 1 and 2 crew respectively. 

For my own play, I don't use many stock parts any more, but I would not make a kooky contraption to get 3 to the surface if I have a 2 kerbal lander. I find that uninteresting. I also might end up playing at increased scale, where a Mun direct is less likely, and I might even need a staged lander. In short, an apollo style landing is possible with stock parts, but you'd have to land the CSM to get 3 there and back.

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  On 3/20/2017 at 9:08 PM, tater said:

I was thinking of trying your mod later tonight, and reading the last exchange I would say that the number required is a problem if it's to the surface. There are only 2 landers in stock, with 1 and 2 crew respectively. 

For my own play, I don't use many stock parts any more, but I would not make a kooky contraption to get 3 to the surface if I have a 2 kerbal lander. I find that uninteresting. I also might end up playing at increased scale, where a Mun direct is less likely, and I might even need a staged lander. In short, an apollo style landing is possible with stock parts, but you'd have to land the CSM to get 3 there and back.

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I understand what you are saying. The mission just says that you have to have at least 3 people on the initial launch. You can land as few as you want. I will change it so that you require two people. I never liked that people would send missions with the Kerbals all alone.

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Oh, that's cool then. In my current SSTU game, I also have the TRAILS Gemini capsule, and I have done 2-kerbal first missions to the MUn as well. That sort of thing (crew capacity) depends a lot on what mods someone might be using.

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  On 3/21/2017 at 10:35 PM, tater said:

Seems like this should be listed as a dependence in the OP.

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Yes, I will include that in the OP.

  On 3/22/2017 at 2:43 AM, tater said:

I notice the missions having the offer expire in short spans like 4-5 days for stuff like "Polar Satellite" in a new career. Why?

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Can you check your install. The contracts are not setup that way. For example, the Polar Satellite that you mention has no expiration and no specific time table to finish.

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It was the expiration of the offer, not the mission.

What can I check, install wise? I installed contract configurator after I figured out that it was required, and I dragged the IP_whatever folder (sorry, this is from memory I'm at my laptop, not my game machine) to the Contracts folder that CC built. The new contracts seem to appear. Under "All" I can see the different types and subtypes of contract. Seems to be working.

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  On 3/22/2017 at 1:39 PM, tater said:

It was the expiration of the offer, not the mission.

What can I check, install wise? I installed contract configurator after I figured out that it was required, and I dragged the IP_whatever folder (sorry, this is from memory I'm at my laptop, not my game machine) to the Contracts folder that CC built. The new contracts seem to appear. Under "All" I can see the different types and subtypes of contract. Seems to be working.

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There is not much to check, sounds like you did it correctly. That being said, there is nothing written in the contracts that has them expire. They should be available until you choose them.

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I can warp time ahead, and see if they actually expire, or if it just says they are supposed to. Just seemed odd to me given the nature of the progression set up.

I can poke around tonight and get back to you.

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  On 3/22/2017 at 1:51 PM, tater said:

I can warp time ahead, and see if they actually expire, or if it just says they are supposed to. Just seemed odd to me given the nature of the progression set up.

I can poke around tonight and get back to you.

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Thank you, hopefully they won't expire, but if they do, it sounds like it might be a Contract Configurator bug.

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Is this stable enough to start a new save with? When will this be available on CKAN? Also, does this use parameter rewards or a single main reward? I ask because Monthly Budgets converts main rewards to reputation score for funding but can't convert parameter rewards.

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Great contract pack!

I had some issues getting it to run though and narrowed it down to Sigma Binary mod. The mod prevented any contracts from this pack from showing up (Contract Configurator menu in the difficulty section didn't show CareerEvolution category either).

I created a minimum mod install to get a log to post here. Mod list:

  Reveal hidden contents

KSP.log with Sigma Binary installed (seems to break on "[ERR 23:57:27.402] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'CareerEvolution': Error parsing Jupiter"):

  Reveal hidden contents

KSP.log without Sigma Binary installed:

  Reveal hidden contents

Hope this helps.

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The "First Crewed Orbit of..." missions to the Mun and Minmus require 3 crew. Why? This mimics the above issue with the landers as well. I'd think the goal would be to have some variability. In stock KSP, of course, anyone can bang out a mk1 pod lander, so I get that idea of larger craft makes it less of a "tier 1-2 to the Mun" thing...

It;s tough, honestly, because stock allows 1 crew, or 3 without resorting to a contraption. My install uses SSTU (so Apollo and Soyuz are there), and I use TRAILS as well (Gemini). I suppose "At least 2 crew." would mean that a stock player might wait for the mk 1-2 pod, while someone with TRAILS or MOLE might use Gemini, and someone else might use Soyuz (numerous mods).

Is there a way to scale reward to crew?

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  On 3/23/2017 at 7:12 AM, ValynEritai said:

Is this stable enough to start a new save with? When will this be available on CKAN? Also, does this use parameter rewards or a single main reward? I ask because Monthly Budgets converts main rewards to reputation score for funding but can't convert parameter rewards.

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@ValynEritai It is stable enough, it won't break anything, but there are some things that are still getting worked out.

 

  On 3/23/2017 at 10:11 PM, TawynT said:

Great contract pack!

I had some issues getting it to run though and narrowed it down to Sigma Binary mod. The mod prevented any contracts from this pack from showing up (Contract Configurator menu in the difficulty section didn't show CareerEvolution category either).

I created a minimum mod install to get a log to post here. Mod list:

  Reveal hidden contents

KSP.log with Sigma Binary installed (seems to break on "[ERR 23:57:27.402] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'CareerEvolution': Error parsing Jupiter"):

  Reveal hidden contents

KSP.log without Sigma Binary installed:

  Reveal hidden contents

Hope this helps.

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So the way that it pulls the planetary data is definitely causing some issues with Sigma Binary. Essentially what the pack does is to find Jupiter / Jool, it searches for the first gas giant that is further away from the Sun than Kerbin / Earth. With Sigma Binary installed, it cannot find what it is looking for. I have been looking into different ways to try and get a listing of the planets, but I haven't found a good strategy yet. Unfortunately, this will not work with Sigma Binary for the time being.

 

  On 3/24/2017 at 2:56 AM, tater said:

The "First Crewed Orbit of..." missions to the Mun and Minmus require 3 crew. Why? This mimics the above issue with the landers as well. I'd think the goal would be to have some variability. In stock KSP, of course, anyone can bang out a mk1 pod lander, so I get that idea of larger craft makes it less of a "tier 1-2 to the Mun" thing...

It;s tough, honestly, because stock allows 1 crew, or 3 without resorting to a contraption. My install uses SSTU (so Apollo and Soyuz are there), and I use TRAILS as well (Gemini). I suppose "At least 2 crew." would mean that a stock player might wait for the mk 1-2 pod, while someone with TRAILS or MOLE might use Gemini, and someone else might use Soyuz (numerous mods).

Is there a way to scale reward to crew?

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For all the crewed missions, I will probably change the requirement to only one crew. To me it is not realistic to send one person to Duna or even the Mun alone, but I am not the one playing the game. I can play it how I want to, I will not force the player. I will make the change to only require at least 1 crew. That way the player can have the option of fulfilling the contract how they prefer.

 

Thank you all for your continued testing and feedback!

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@pap1723 I get what you are trying for, and I like it, frankly. I don't like the 1 crew missions, either, but you could imagine such a mission happening in a "space race" if such a thing were possible in KSP. The trouble is that there are no real risks in KSP.

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VERSION UPDATE to 0.2

  • Drastically modified all contract payout values
  • Changed most crewed missions to only require a minimum of 1 crew
  • Changed how the Space Station contracts chose the vessel to target
  • Fixed type errors for some of the contracts
  • Removed the need to launch a new vessel for all of the uncrewed flyby and landing missions

https://github.com/pap1723/IntelligentProgression/releases/tag/0.2

 

Thank you for the continued play-testing and keep reporting in!

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