captinjoehenry Posted October 30, 2017 Share Posted October 30, 2017 I love this mod but since I started using Galileo's Planet Pack i don't get any space station launch contracts. I get scout for a base contracts but no space station launch contracts. Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 31, 2017 Share Posted October 31, 2017 On 30/10/2017 at 4:22 PM, captinjoehenry said: I love this mod but since I started using Galileo's Planet Pack i don't get any space station launch contracts. I get scout for a base contracts but no space station launch contracts. The problem is the line: 20 hours ago, captinjoehenry said: maxAltitude = @/targetBody1.IsSun() ? 113549713200 : @/targetBody1 == Gilly ? 16000 : @/targetBody1.SpaceAltitudeThreshold() If you change it to: Quote maxAltitude = @/targetBody1.IsSun() ? 113549713200 : @/targetBody1.Name() == "Gilly" ? 16000 : @/targetBody1.SpaceAltitudeThreshold() then it should work with any planet pack although some of the offered contracts may have maxAltitudes that are too low to be completed if there are bodies similar to Gilly that have surface features that extend above the "in space low" threshold. Link to comment Share on other sites More sharing options...
Fishfan Posted November 15, 2017 Share Posted November 15, 2017 (edited) Hello, I looked through some of the previous pages on this thread and I didn't see anything regarding this issue. I previously completed two station contracts, one for Kerbin and another for Minmus. It won't give me another station contract though. I want to build a station orbiting the Mun. It says "Target Body must not be Sun: Unmet" I'll post a screenshot. I looked through the files (I have absolutely zero experience modding/coding, etc, so I don't know what to do.) I figured the these lines from StationCore CFG file were the ones I need to mess with to fix this, but I don't know what to change. Quote REQUIREMENT { name = SunCheck type = Expression expression = !@/targetBody1.IsSun() title = Target body must not be the Sun Here is the screenshot. http://steamcommunity.com/profiles/76561198142578722/screenshot/876375900179134473 Thanks in advance. EDIT: I forgot to mention that I am running 1.3, not 1.3.1. Edited November 15, 2017 by Fishfan Link to comment Share on other sites More sharing options...
Bathalas Posted November 16, 2017 Share Posted November 16, 2017 @Fishfan I had a similar issue. I ended up deleting the requirement concerning the sun, and everything seems to be running, I just have a consistent contract offer for a sun station. Maybe not the ideal solution, but a work around at least Link to comment Share on other sites More sharing options...
Fishfan Posted November 17, 2017 Share Posted November 17, 2017 @Bathalas Is the only station offered for around the sun? Or does it offer other stations too? I want to build one around the Mun. Link to comment Share on other sites More sharing options...
Bathalas Posted November 17, 2017 Share Posted November 17, 2017 I had no stations in orbit when I made the edit, and on re-launching the game client, I received contracts for Kerbin, Mun, and the sun. Link to comment Share on other sites More sharing options...
Spheniscine Posted December 3, 2017 Share Posted December 3, 2017 On 10/18/2017 at 9:59 PM, Daniel Prates said: Strange issue to report. The mod stopped giving me contracts! I took three station building contracts. I fullfilled one in minmus and another one at the mun. I cancelled midway the third, for a station around kerbin. I actually built it, but it was in a too high orbit so I decided to keep the station and forfeit the contract. Ever since, no other contract was made available! In the "met/unmet" criteria, there is also an unmet criteria named "RGN must be happy with you" or something like that. What gives? Finally, though I can see all greyed-out contracts, the one to send a new crew to a station completelly disapeared. I have the same problem with not getting the send new crew to station mission, I had to fix it with the fixes in this post and this post . Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 4, 2017 Share Posted December 4, 2017 22 hours ago, Spheniscine said: I have the same problem with not getting the send new crew to station mission, I had to fix it with the fixes in this post and this post . Ok great, I'll check that out! Link to comment Share on other sites More sharing options...
Ruedii Posted December 12, 2017 Share Posted December 12, 2017 Could we get biome specific bases on celestial bodies (one for each biome) as well as having one station in high orbit another in low orbit? Link to comment Share on other sites More sharing options...
mjl1966 Posted March 1, 2018 Share Posted March 1, 2018 RFE: Can you please add a section in BaseCreate.cfg that will recognize USI's ranger nuclear pack as a valid generator? It just needs a section in with the other power modules. There are some entries for NearFutureSolar - guessing something along those lines referencing USI power modules would work. I don't understand the syntax well enough to explain it better than that, but I'm guessing it should be an easy(?) add. I think a lot of players would appreciate this since we like to use pioneer modules for bases and attaching the little nuclear power pack is a great starter kit for power. If you have time and it isn't too much trouble... Link to comment Share on other sites More sharing options...
Pleb Posted March 1, 2018 Share Posted March 1, 2018 1 hour ago, mjl1966 said: RFE: Can you please add a section in BaseCreate.cfg that will recognize USI's ranger nuclear pack as a valid generator? It just needs a section in with the other power modules. There are some entries for NearFutureSolar - guessing something along those lines referencing USI power modules would work. I don't understand the syntax well enough to explain it better than that, but I'm guessing it should be an easy(?) add. I think a lot of players would appreciate this since we like to use pioneer modules for bases and attaching the little nuclear power pack is a great starter kit for power. If you have time and it isn't too much trouble... I can't test this as I'm at work, but I suspect you need to enter something like this: PARAMETER:NEEDS[ReactorPack] { name = PartValidationUSIReactorPack type = PartValidation FILTER { MODULE { name = ModuleResourceConverter INPUT_RESOURCE { ResourceName = EnrichedUranium } OUTPUT_RESOURCE { ResourceName = ElectricCharge } } } } If you try and insert that on a new line after line 156 in BaseCreate.cfg this should (in theory) do what you're asking. If this works let me know and I'll submit this as a PR on github for @LemonSkin to check. Link to comment Share on other sites More sharing options...
mjl1966 Posted March 1, 2018 Share Posted March 1, 2018 Thanks! I'll give it a whirl. Link to comment Share on other sites More sharing options...
Pleb Posted March 1, 2018 Share Posted March 1, 2018 @mjl1966 You can also try and add in this as well, which will include the Ranger Power Pack from MKS: PARAMETER:NEEDS[MKS] { name = PartValidationMKSPowerPack type = PartValidation FILTER { MODULE { name = ModuleResourceConverter_USI INPUT_RESOURCE { ResourceName = Plutonium-238 } OUTPUT_RESOURCE { ResourceName = ElectricCharge } } } } Link to comment Share on other sites More sharing options...
Corts Posted March 24, 2018 Share Posted March 24, 2018 (edited) Love the mod, but currently stumped! Started a game with Stock Size Real Solar System and I'm simply not getting any contracts at all, I've landed on the Moon several times and unlocked all relevant technologies yet I've yet to see a single contract pop up from the pack. What gives? EDIT: Hovering over Scan For Suitable Location says "Must have between 0% and 80% high resolution altimetry of the Moon: Unmet" even though I do have 0% Edited March 24, 2018 by Corts Link to comment Share on other sites More sharing options...
Pleb Posted March 25, 2018 Share Posted March 25, 2018 (edited) On 3/24/2018 at 8:44 PM, Corts said: Love the mod, but currently stumped! Started a game with Stock Size Real Solar System and I'm simply not getting any contracts at all, I've landed on the Moon several times and unlocked all relevant technologies yet I've yet to see a single contract pop up from the pack. What gives? EDIT: Hovering over Scan For Suitable Location says "Must have between 0% and 80% high resolution altimetry of the Moon: Unmet" even though I do have 0% If you're running KSP 1.3.1 and SCANSat 1.8.4 then there's a bug in this version to do with how it calculates the scanned percentages. If you open up BaseScan.cfg in the contract pack files and find where it says: REQUIREMENT:NEEDS[SCANsat] { name = SCANsatCoverage type = SCANsatCoverage maxCoverage = 80.0 scanType = AltimetryHiRes } And above where it says maxCoverage = 80.0 add in minCoverage = -1.0 this should then ensure the mission is available. EDIT: Also I've found when using planet packs I need to remove the reference to Gilly in the StationCore.cfg file as well otherwise this mission doesn't appear either. Edited March 25, 2018 by Pleb Link to comment Share on other sites More sharing options...
mharkan1 Posted April 8, 2018 Share Posted April 8, 2018 So, I"m having problems getting all these missions to load up. I'm running 1.3.1 with contract configurator 1.23.3 without any other mods or contract packs. This contract pack only loads 16 of 19 missions. One of the missions can be fixed with Aelfhe1m one line fix above. But the other missions throw an exception "unknown identifier '@/targetBody1'". Link to comment Share on other sites More sharing options...
GrayTech Posted April 24, 2018 Share Posted April 24, 2018 It surprised me that I wasn't getting any rover base missions. My reading of BaseRover.cfg tells me that since I have SCANsat install I need to have done a Hi-Res altimetry scan of the body before I can receive rover missions. This requires that I unlock a 550 science tier. In the stock game I would only have to unlock the M700 which is 300 science. I am going to try to change it to only require a low res scan for my personal copy. It seems to me that exploring if a low res flat zone is actually safe to set up is actually a good use for for a rover. Does the way it is setup by default make more sense to other people? Link to comment Share on other sites More sharing options...
iFlyAllTheTime Posted May 2, 2018 Share Posted May 2, 2018 Is there a version of this mod for 1.2.2? I page searched "1.2.2" on the previous pages with no result. Link to comment Share on other sites More sharing options...
IronPanda Posted May 2, 2018 Share Posted May 2, 2018 Download: https://github.com/severedsolo/KerbinSpaceStation/releases Link to comment Share on other sites More sharing options...
HoboJoe Posted May 5, 2018 Share Posted May 5, 2018 I'm using this mod in 1.4 (I know, not technically supported), it seems like everything is working except the detection of unlocked solar panels. In all the contracts it says "Must have part unlocked with deployable solar panel: Unmet". Is there a simple way to address this, or will the mod need a large update for 1.4? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 15, 2018 Share Posted May 15, 2018 (edited) I've made an unofficial version for myself. It merges in some fixes, and I also added a fix for bug where no station contracts are presented in Galilo's Planet Pack, and any other planet pack which totally removes Gilly. You can get it from here: https://github.com/linuxgurugamer/KerbinSpaceStation/releases Edit: I'm using this in 1.4.3 with GPP Edited May 15, 2018 by linuxgurugamer Link to comment Share on other sites More sharing options...
dlrk Posted June 1, 2018 Share Posted June 1, 2018 LGG, would that custom version work in 1.3.1? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 1, 2018 Share Posted June 1, 2018 21 minutes ago, dlrk said: LGG, would that custom version work in 1.3.1? Yes Link to comment Share on other sites More sharing options...
dlrk Posted June 1, 2018 Share Posted June 1, 2018 Thanks! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 11, 2018 Share Posted June 11, 2018 Since the @LemonSkin hasn't been around in 8 months, I've adopted this, new thread here: Link to comment Share on other sites More sharing options...
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