CrashTestDanny Posted June 17, 2017 Share Posted June 17, 2017 No; My "ire" (more like mild irritation) is due to having my report largely ignored while being dismissed as "hacking" the contract pack or "gaming" the system. Both sound a lot like "cheating". Had someone informed me initially that this was a CC bug, I probably would not have been so irritated. However, I do have the latest CC according to the forum thread (1.23.1) and the bug still seems to be alive and well, but it's really pretty unimportant. Link to comment Share on other sites More sharing options...
MrWalrus123 Posted June 21, 2017 Share Posted June 21, 2017 does this work with mods that completely change the solar system? Link to comment Share on other sites More sharing options...
severedsolo Posted June 21, 2017 Share Posted June 21, 2017 Congratulations on getting Mod of the Week - or whatever it's called now Link to comment Share on other sites More sharing options...
LemonSkin Posted June 21, 2017 Author Share Posted June 21, 2017 2 hours ago, MrWalrus123 said: does this work with mods that completely change the solar system? I haven't tested it, but it should be okay. Some orbit placements might be a bit weird or impossible to fulfill if the space altitude thresholds are drastically different from the stock planets. Let me know if you run into any bugs and what mod you're using and I'll try to add compatibility for it. 12 minutes ago, severedsolo said: Congratulations on getting Mod of the Week - or whatever it's called now Cheers, but I feel like you should get that honour! I haven't had the time to make any significant changes just yet! Link to comment Share on other sites More sharing options...
LemonSkin Posted June 23, 2017 Author Share Posted June 23, 2017 (edited) 3.6.9.99 - PRERELEASE PRELEASE BUILD KSS can now be launched earlier in career -> Total reward slightly reduced, science lab made optional, reward given for launching with it KSS required to orbit for 2 days as a life support precaution. USI Lifesupport users will be required to bring Supplies to counter the Starving state If the user did not launch with a science lab, an additional contract will be generated to add this to the station. Supports stock, Station Science and Kerbalism (untested, I don't use this mod but I have tried to preserve compatibility) Station Science users can now be paid to take modules to their space stations. Currently only the zoology bay is implemented, but I have plan to release the other modules for the full release The Perform Science contract has been completely reworked. Now only contracts for experiments that have been completed will generate (few and far between). For a significant investment, performing the experiment on board your station will yield ~1.5x the science that you have collected for that experiment in that situation, i.e. temperature reading in low orbit will give you 8 science, this contract will reward you with a further 12. This system is likely to be buggy with certain experiment modules and mods. https://github.com/LemonSkin/KerbinSpaceStation/releases EDIT: For those of you that are willing to try this, please note that I changed the organization of files. It's best to delete the contract pack and install it fresh. Also make sure you're not in the middle of completing a contract as this is likely to cause errors. Everything else should continue working as before. Edited June 23, 2017 by LemonSkin Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 23, 2017 Share Posted June 23, 2017 (edited) There is something wrong, one exception during MM patching: [ModuleManager] Exception while checking needs : ContractPacks/KerbinSpaceStation/StationMissions/ModuleScienceLab/ScienceLab with a type of CONTRACT_TYPE:NEEDS[!StationScience System.ArgumentOutOfRangeException: Cannot be negative. Parameter name: length at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.CheckNeeds (System.String& name) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.CheckNeeds (System.Collections.Generic.List`1 excludePaths) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Node is : CONTRACT_TYPE:NEEDS[!StationScience[ScienceLab] CONTRACT_TYPE:NEEDS[!StationScience { name = ScienceLab title = Add a Mobile Processing Lab MPL-LG-2 to @/targetVessel1 genericTitle = Add a Mobile Processing Lab MPL-LG-2 to the station. group = BasesandStations description = Now that we know we can survive in space for a few days, we should try to do more science up there. genericDescription = How are we gonna do science without a lab, huh? synopsis = Add a Mobile Processing Lab MPL-LG-2 to @/targetVessel1 . completedMessage = Well done! Now we can continue advancing Kerbal-kind! minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 1.0 rewardFunds = Random(100000.0, 300000) failureReputation = 1.0 failureFunds = 50000.0 advanceFunds = 75000.0 targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.Parts().Contains(Large_Crewed_Lab) == false && v.VesselType() == Station && v.CrewCount() > 0).Random() title = Must have a station without a Mobile Processing Lab MPL-LG-2. } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } PARAMETER { name = PartValidation type = PartValidation title = Launch a new Mobile Processing Lab MPL-LG-2 to @/targetVessel1 . VALIDATE { part = Large_Crewed_Lab } } PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 hideChildren = true completeInSequence = true } REQUIREMENT { name = PartUnlocked type = PartUnlocked checkOnActiveContract = false part = Large_Crewed_Lab } } Is it the syntax? CONTRACT_TYPE:NEEDS[!StationScience && !Kerbalism] I just searched for " && " in all *.cfg files and only find it inside of them but never in NEEDS but in that specific file ... Like: p3Bodies = ReachedBodies().Where(cb => cb.HasSurface() && cb != HomeWorld() && cb.Parent() != HomeWorld()) Example from https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook Combined Search @PART[*]:HAS[@MODULE[ModuleEngines] , @RESOURCE[SolidFuel]] { ...(stuff) } This filters for all PARTs who have a ModuleEngines MODULE and have a SolidFuel RESOURCE at the same time. (Space added for clarity) So instead of && a single & or a single comma should be enough I guess and that without a space... Another example from https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax PART:NEEDS[RealFuels|ModularFuelSystem] { name = myPartName description:NEEDS[RealFuels&!ModularFuelSystem] = This part is used in real fuels description:NEEDS[ModularFuelSystem&!RealFuels] = This part is used in modular fuel system } I will test it now with CONTRACT_TYPE:NEEDS[!StationScience&!Kerbalism] I tested it and no exception during MM patching, so far ... Edited June 23, 2017 by Gordon Dry Link to comment Share on other sites More sharing options...
LemonSkin Posted June 23, 2017 Author Share Posted June 23, 2017 (edited) 3 hours ago, Gordon Dry said: There is something wrong, one exception during MM patching: [ModuleManager] Exception while checking needs : ContractPacks/KerbinSpaceStation/StationMissions/ModuleScienceLab/ScienceLab with a type of CONTRACT_TYPE:NEEDS[!StationScience System.ArgumentOutOfRangeException: Cannot be negative. Parameter name: length at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.CheckNeeds (System.String& name) [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader.CheckNeeds (System.Collections.Generic.List`1 excludePaths) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Node is : CONTRACT_TYPE:NEEDS[!StationScience[ScienceLab] CONTRACT_TYPE:NEEDS[!StationScience { name = ScienceLab title = Add a Mobile Processing Lab MPL-LG-2 to @/targetVessel1 genericTitle = Add a Mobile Processing Lab MPL-LG-2 to the station. group = BasesandStations description = Now that we know we can survive in space for a few days, we should try to do more science up there. genericDescription = How are we gonna do science without a lab, huh? synopsis = Add a Mobile Processing Lab MPL-LG-2 to @/targetVessel1 . completedMessage = Well done! Now we can continue advancing Kerbal-kind! minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 1.0 rewardFunds = Random(100000.0, 300000) failureReputation = 1.0 failureFunds = 50000.0 advanceFunds = 75000.0 targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.Parts().Contains(Large_Crewed_Lab) == false && v.VesselType() == Station && v.CrewCount() > 0).Random() title = Must have a station without a Mobile Processing Lab MPL-LG-2. } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } PARAMETER { name = PartValidation type = PartValidation title = Launch a new Mobile Processing Lab MPL-LG-2 to @/targetVessel1 . VALIDATE { part = Large_Crewed_Lab } } PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 hideChildren = true completeInSequence = true } REQUIREMENT { name = PartUnlocked type = PartUnlocked checkOnActiveContract = false part = Large_Crewed_Lab } } Is it the syntax? CONTRACT_TYPE:NEEDS[!StationScience && !Kerbalism] I just searched for " && " in all *.cfg files and only find it inside of them but never in NEEDS but in that specific file ... Like: p3Bodies = ReachedBodies().Where(cb => cb.HasSurface() && cb != HomeWorld() && cb.Parent() != HomeWorld()) Example from https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook Combined Search @PART[*]:HAS[@MODULE[ModuleEngines] , @RESOURCE[SolidFuel]] { ...(stuff) } This filters for all PARTs who have a ModuleEngines MODULE and have a SolidFuel RESOURCE at the same time. (Space added for clarity) So instead of && a single & or a single comma should be enough I guess and that without a space... Another example from https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax PART:NEEDS[RealFuels|ModularFuelSystem] { name = myPartName description:NEEDS[RealFuels&!ModularFuelSystem] = This part is used in real fuels description:NEEDS[ModularFuelSystem&!RealFuels] = This part is used in modular fuel system } I will test it now with CONTRACT_TYPE:NEEDS[!StationScience&!Kerbalism] I tested it and no exception during MM patching, so far ... Yeah, you're right. I'll push through a fix asap EDIT: File has been fixed and uploaded Edited June 23, 2017 by LemonSkin Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 23, 2017 Share Posted June 23, 2017 1 hour ago, LemonSkin said: Yeah, you're right. I'll push through a fix asap EDIT: File has been fixed and uploaded oh jeez rick Link to comment Share on other sites More sharing options...
LemonSkin Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) FRESH OFF THE GRILL Update 6.7.0.0 Full Station Science support: Contracts added for all Station Science modules Station progression has been reworked, it's now possible to build the space station earlier in your career and the science lab has been made optional. You will be rewarded a bonus for launching with a lab of some type, but if you don't, a contract will be generated which will give you slightly lower overall funds for taking the easy way out Reworked and re-balanced contracts: the 'Perform Science Docked With' contract has been completely reworked to be far more useful. Every 15 days there is the chance for a contract to generate asking you to perform an experiment you have already completed while docked with any of your space stations. You will be rewarded with 1.5x the science you originally got from that experiment in that situation (i.e. temp in LKO gives 8, you will now be rewarded with an additional 12). The cost of this contract is $1,000/per ORIGINAL point - $5,000:$10,000. Therefore, running temperature while docked to your station will cost you ~$13,000 to $18,000 + cost of getting your ship to orbit and back. Nobody said that doing science was cheap! It should be compatible with all mods that add science parts. Several contracts have had their monetary rewards balanced General consistency fixes in descriptions and titles Get it while it's hot, kids: https://github.com/LemonSkin/KerbinSpaceStation/releases/tag/6.7.0.0 Edited June 24, 2017 by LemonSkin Link to comment Share on other sites More sharing options...
danielboro Posted June 25, 2017 Share Posted June 25, 2017 On 16.6.2017 at 2:53 AM, LemonSkin said: Do an Emergency Medical Evacuation (rare) i had one of that an engineer lost his spot in the urlum expedition got medevaced and replaced Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 27, 2017 Share Posted June 27, 2017 There is an error in the patching of the contracts. Perhaps this is not the fault of this contract pack, because it says "ArgumentException: 'Gilly' is not a valid CelestialBody." - I got RSS installed. [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'StationCore' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ContractConfigurator.OrbitFactory: CONTRACT_TYPE 'StationCore', PARAMETER 'LKO' of type 'Orbit': Error parsing maxAltitude (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ArgumentException: 'Gilly' is not a valid CelestialBody. at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.CelestialBodyParser.ParseIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseVarOrIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[CelestialBody].ParseSimpleStatement[CelestialBody] () [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseStatement[Double] () [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseStatement[Double] () [0x00000] in <filename unknown>:0 Rethrow as Exception: Error parsing statement. Error occurred near '*': @/targetBody1.IsSun() ? 113549713200 : @/targetBody1 == Gilly ? 16000 : @/targetBody1.SpaceAltitudeThreshold() .......................* <-- HERE at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[Double] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[Double] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[Double] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, Double defaultValue, System.Func`2 validation) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Double, Func`2) ContractConfigurator.OrbitFactory:Load(ConfigNode) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractTypeConfig>d__29:MoveNext() ContractConfigurator.<FinalizeContractTypeLoad>d__28:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'StationCore' Do you know a "well-known" issue regarding Gilly in RSS installs? Log:https://www.dropbox.com/s/xflvfnw8igjbd9d/2017-06-27-1 KSP.log.zip?dl=1 Link to comment Share on other sites More sharing options...
Volt Posted July 3, 2017 Share Posted July 3, 2017 (edited) Is it possible for me to reduce the number of Kerbals required to satisfy a crew rotation contract? It's asking me to uplift 4 Kerbals as a crew to replace my 2 Kerbal crew on the station. I ask you, how many sensible rockets have a 4-Kerbal crew? Edit: Looks like it glitched out and ticked off that requirement when I recovered the existing 2 crew. Odd. Edit 2: Okay so this is definitely an issue. I even forced the contract to complete and then it immediately threw me a contract to 'crew the station now you have finished constructing it' which was odd given I'd just sent up three Kerbals to crew it. I'm not bothered that it's misbehaving but I am somewhat annoyed that the crewing requirement is 4 - there are three types of Kerbal, and the highest sensible crew capacity for a vessel is 3 without going nuts with hab containers etc. Edited July 5, 2017 by Volt Link to comment Share on other sites More sharing options...
WakabaGyaru Posted July 8, 2017 Share Posted July 8, 2017 (edited) Hello! I have an issue with "Launch the station" contracts. Now I have two contracts to build stations on the Kerbin orbit and on the Mun orbit: http://i.imgur.com/GxmoMHT.jpg and http://i.imgur.com/Ze7zjuR.jpg But when one of them being completed http://i.imgur.com/jKBNTWT.jpg http://i.imgur.com/oKXwSpM.jpg the second one automatically fails: http://i.imgur.com/oKtboSE.jpg (failed) http://i.imgur.com/TisImSC.jpg (completed). What should I do? I certainly completed requirements for both of contracts and none of them have expire date, so it's obviously a bug. I've updated KSS contract pack to the last 6.7.0.0 version, but this issue is still present. UPD: Temporarily I've resolved issue by commenting this block of code Quote // REQUIREMENT // { // name = CompleteContract // type = CompleteContract // contractType = StationCore // minCount = 0 // checkOnActiveContract = false // cooldownDuration = 5d // title = Must not have completed this contract in the last 5 days. // } in StationCore.cfg file. Hope this will help you in further development. Edited July 8, 2017 by WakabaGyaru Link to comment Share on other sites More sharing options...
OldSedan Posted July 8, 2017 Share Posted July 8, 2017 4 hours ago, WakabaGyaru said: Hello! I have an issue with "Launch the station" contracts. Now I have two contracts to build stations on the Kerbin orbit and on the Mun orbit: http://i.imgur.com/GxmoMHT.jpg and http://i.imgur.com/Ze7zjuR.jpg But when one of them being completed http://i.imgur.com/jKBNTWT.jpg http://i.imgur.com/oKXwSpM.jpg the second one automatically fails: http://i.imgur.com/oKtboSE.jpg (failed) http://i.imgur.com/TisImSC.jpg (completed). What should I do? I certainly completed requirements for both of contracts and none of them have expire date, so it's obviously a bug. I've updated KSS contract pack to the last 6.7.0.0 version, but this issue is still present. UPD: Temporarily I've resolved issue by commenting this block of code in StationCore.cfg file. Hope this will help you in further development. I'm also having this issue. Thanks for the fix! Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 8, 2017 Share Posted July 8, 2017 I still got this: ContractConfigurator.ContractType: CONTRACT_TYPE 'SpaceStation': Error parsing targetBody1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.ExpressionParser.CelestialBodyParser.CheckTree (KSPAchievements.CelestialBodySubtree tree, ProgressItem pi) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.CelestialBodyParser+<>c__DisplayClass9_0.<BodiesForItem>b__0 (KSPAchievements.CelestialBodySubtree node) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[KSPAchievements.CelestialBodySubtree].MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[KSPAchievements.CelestialBodySubtree,CelestialBody].MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[CelestialBody].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[CelestialBody].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[CelestialBody]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToList[CelestialBody] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.CelestialBodyParser+<>c.<RegisterMethods>b__6_43 () [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.Function`1[System.Collections.Generic.List`1[CelestialBody]].Invoke () [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.Function`1[System.Collections.Generic.List`1[CelestialBody]].Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[CelestialBody].ParseMethod[CelestialBody] (ContractConfigurator.ExpressionParser.Token token, .CelestialBody obj, Boolean isFunction) [0x00000] in <filename unknown>:0 Rethrow as Exception: Error parsing statement. Error occurred near '*': ReturnedFromBodies().Where(body => @/stations.Where(v => v.CelestialBody() == body).Count() == 0).SelectUnique() ....................* <-- HERE at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ExecuteExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, .CelestialBody defaultValue, System.Func`2 validation) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, CelestialBody, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Func`2) ContractConfigurator.DeferredLoadUtil:ExecuteLoad(DeferredLoadObject`1) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) ContractConfigurator.<UpdateNonDeterministicValuesIterator>d__30:MoveNext() System.Linq.<CreateConcatIterator>c__Iterator1`1:MoveNext() System.Linq.<CreateConcatIterator>c__Iterator1`1:MoveNext() ContractConfigurator.<GenerateContract>d__33:MoveNext() ContractConfigurator.<ContractEnumerator>d__32:MoveNext() ContractConfigurator.ContractPreLoader:Update() (Filename: Line: -1) Stock system Kopernicus RLS 4 scatterer 0.320bEVE 1.2.2-1 Contract Configurator from latest repo (July 4th). Log:https://www.dropbox.com/s/jiih9w8v5c3sji0/2017-07-08-1 KSP.log.zip?dl=1 Link to comment Share on other sites More sharing options...
Egdod Posted July 10, 2017 Share Posted July 10, 2017 I have read the FAQs. I had three station contracts up at the same time, Kerbin, Mun and Minmus stations, all the same requirements. I launched all three stations at about the same time, not surprisingly, the Kerbin station was the first to meet the two day orbit requirement, the Mun station was counting down and the Minmus station was still en-route to Minmus. As soon as the Kerbin station was completed I got a notification I was successful, however at the same time I got notified I had failed both the Mun and Minmus station contracts. Pretty disappointing, as it took all my cash on hand. Every penny. Link to comment Share on other sites More sharing options...
Egdod Posted July 10, 2017 Share Posted July 10, 2017 On 7/8/2017 at 4:58 AM, WakabaGyaru said: Hello! I have an issue with "Launch the station" contracts. Now I have two contracts to build stations on the Kerbin orbit and on the Mun orbit: http://i.imgur.com/GxmoMHT.jpg and http://i.imgur.com/Ze7zjuR.jpg But when one of them being completed http://i.imgur.com/jKBNTWT.jpg http://i.imgur.com/oKXwSpM.jpg the second one automatically fails: http://i.imgur.com/oKtboSE.jpg (failed) http://i.imgur.com/TisImSC.jpg (completed). What should I do? I certainly completed requirements for both of contracts and none of them have expire date, so it's obviously a bug. I've updated KSS contract pack to the last 6.7.0.0 version, but this issue is still present. UPD: Temporarily I've resolved issue by commenting this block of code in StationCore.cfg file. Hope this will help you in further development. I don't understand how that resolved the issue for you Wakaba. Can you offer a more detailed explanation? Link to comment Share on other sites More sharing options...
WakabaGyaru Posted July 10, 2017 Share Posted July 10, 2017 1 hour ago, Egdod said: I don't understand how that resolved the issue for you Wakaba. Can you offer a more detailed explanation? Well, I don't know why this resolver the problem, but that's just worked. Maybe this is mechanics of Contract Configurator. The code I commented is a restriction for such type of contracts. It says that you can not have another station construction contract if you had one in last 5 days. So the game see you had ones and automatically decline another one you have. Decline contract brings you penalty. Link to comment Share on other sites More sharing options...
severedsolo Posted July 10, 2017 Share Posted July 10, 2017 56 minutes ago, WakabaGyaru said: Well, I don't know why this resolver the problem, but that's just worked. Maybe this is mechanics of Contract Configurator. The code I commented is a restriction for such type of contracts. It says that you can not have another station construction contract if you had one in last 5 days. So the game see you had ones and automatically decline another one you have. Decline contract brings you penalty. That looks like a CC bug. The "checkonActiveContract = false" flag is supposed to ignore active contracts, and just remove offered ones. It seems that CC is also reevaluating active contracts too. Link to comment Share on other sites More sharing options...
Egdod Posted July 10, 2017 Share Posted July 10, 2017 14 hours ago, WakabaGyaru said: Well, I don't know why this resolver the problem, but that's just worked. Maybe this is mechanics of Contract Configurator. The code I commented is a restriction for such type of contracts. It says that you can not have another station construction contract if you had one in last 5 days. So the game see you had ones and automatically decline another one you have. Decline contract brings you penalty. I guess I'm too much of a noob, but I still don't understand what you did. How did you temporarily solve the problem? I don't get what you mean by "commenting this block of code." My StationCore.cfg file has that same block of code as the one you posted. Did you make any changes to the code? I get that in five days (or less if you change the code to a shorter time) you can get the contract again, is that what you meant? I was hoping for a way to keep my Mun and Minmus missions form failing just because I succeeded with my Kerbin station mission. Link to comment Share on other sites More sharing options...
WakabaGyaru Posted July 10, 2017 Share Posted July 10, 2017 1 hour ago, Egdod said: I guess I'm too much of a noob, but I still don't understand what you did. How did you temporarily solve the problem? I don't get what you mean by "commenting this block of code." My StationCore.cfg file has that same block of code as the one you posted. Did you make any changes to the code? I get that in five days (or less if you change the code to a shorter time) you can get the contract again, is that what you meant? I was hoping for a way to keep my Mun and Minmus missions form failing just because I succeeded with my Kerbin station mission. Just put "//" before each line of that code. Link to comment Share on other sites More sharing options...
Egdod Posted July 10, 2017 Share Posted July 10, 2017 1 hour ago, WakabaGyaru said: Just put "//" before each line of that code. Wakaba you're awesome. Not only did you teach this noob what "commenting" a block of code means, your workaround also fixed the bug, and thus saved my current career play-through. There was no way I was going back to a save before I accepted all three contracts, and the loss of my funds was too dispiriting to keep going. Thanks man, worked like a charm. Link to comment Share on other sites More sharing options...
WakabaGyaru Posted July 11, 2017 Share Posted July 11, 2017 17 hours ago, severedsolo said: That looks like a CC bug. The "checkonActiveContract = false" flag is supposed to ignore active contracts, and just remove offered ones. It seems that CC is also reevaluating active contracts too. Should I repost my report and solution to CC thread? Link to comment Share on other sites More sharing options...
severedsolo Posted July 11, 2017 Share Posted July 11, 2017 4 hours ago, WakabaGyaru said: Should I repost my report and solution to CC thread? I'd report it to the issue tracker if I were you Link to comment Share on other sites More sharing options...
dochockin Posted July 11, 2017 Share Posted July 11, 2017 On 2017-07-08 at 4:58 AM, WakabaGyaru said: in StationCore.cfg file. Hope this will help you in further development. I'm having the same issue with multiple Station contracts. Where is the StationCore.cfg file? I've tried looking through the game install folder but I must be missing it. Thanks! Link to comment Share on other sites More sharing options...
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