NathanOTWeb Posted May 6, 2021 Share Posted May 6, 2021 Greetings. Loving the mod. I do have a problem with completing one of the contracts. It says to orbit the moons of Jool. The contract makes it seem as if I need to have one vessel, and orbit each moon. When I achieve orbit of any of the moons of Jool, it indicates I have completed the requirements for that moon, so I moove on to the next. But when I leave orbit, the requirement is no longer met, and shows that I have not completed that portion of the contract. Is this a bug? Any recommendations on how to fix the bug or complete the contract correctly? Thanks Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted May 17, 2021 Share Posted May 17, 2021 (edited) I'm currently retrofitting the pack to work in my Galileo Planet Pack save and am thinking about potentially releasing the modification once I finish? Are there any specific rules I need to follow to do that, or can I just make a post for it when I'm ready? I'd naturally credit @pap1723 . Edited May 17, 2021 by CessnaSkyhawk Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted May 17, 2021 Share Posted May 17, 2021 29 minutes ago, CessnaSkyhawk said: Are there any specific rules I need to follow to do that The rules are covered in the license terms of Career Evolution Contract Pack which is CC-BY-NC-SA If you adhere to these terms you can post in the forums and indicate the license(s) that your modified work is covered under and release on github/spacedock/dropbox/googledrive/etc. Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted May 17, 2021 Share Posted May 17, 2021 9 hours ago, Caerfinon said: The rules are covered in the license terms of Career Evolution Contract Pack which is CC-BY-NC-SA If you adhere to these terms you can post in the forums and indicate the license(s) that your modified work is covered under and release on github/spacedock/dropbox/googledrive/etc. Alright - I just created a github thingy for it - does this look alright? If it looks good, them I'll make a forum post for it later. https://github.com/CessnaSkyhawk/CareerEvolutionContractPack-GPP Quote Link to comment Share on other sites More sharing options...
pap1723 Posted May 18, 2021 Author Share Posted May 18, 2021 I am good with anyone updating / fixing / releasing / destroying anything to do with this. I haven't messed with it in a really long time as my time has been moved to Realism Overhaul. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted May 18, 2021 Share Posted May 18, 2021 2 hours ago, CessnaSkyhawk said: does this look alright? If it looks good This looks good. Quote Link to comment Share on other sites More sharing options...
ble210 Posted January 17, 2022 Share Posted January 17, 2022 On 12/17/2020 at 9:34 PM, GrayTech said: Too late for ble but here is the formula I use which is less explosive in reward growth if anyone wants it. Kerbucks = Round(Pow(2.0 * 0.00000000006674 * HomeWorld().Mass() / (HomeWorld().Radius() + HomeWorld().AtmosphereAltitude()), 0.5)/(20.0 - Min(19.9999, 0.00000000006674 * HomeWorld().Mass() / Pow(HomeWorld().Radius(), 2.0))) * 17.2616037 + 501.0,1000.0) Kerbucks2 = @/Kerbucks * 2 ... This calculates orbital velocity and then how long it would take to accelerate based on 20 m/s^2 minus the effect of gravity (yes it would actually change over time). I times it by an a appropriate number and add 500 and then round it. This get the same 6000 value in the default game but only increases to 9000 for a 2.5x Kerbin. The default calculation would get you 15000 Been a long time, but the fix I used in the post right above this one (changing the 1000 to 2700) worked as well. It basically reduced the awards by a factor of 2.7. Quote Link to comment Share on other sites More sharing options...
Galileo chiu Posted April 17, 2022 Share Posted April 17, 2022 does this work in 1.12? Quote Link to comment Share on other sites More sharing options...
Rylant Posted April 18, 2022 Share Posted April 18, 2022 I just got a contract asking me to put a station on a solar orbit with like 8k monopropellant and 10k electrical charge, all of the other standard station requirements (cupola, docking station, power generation, etc), but it asked me to put it in a stable solar orbit less than 1 million km. All of the parts are on the verge of exploding due to heat. I can get the periapsis that low, but it's like another 11k delta v to circularize. Lol not sure this is correct or not? Is there a trick to getting a stable orbit that close to the sun? Rylant 12 hours ago, Galileo chiu said: does this work in 1.12? I have been using it. I think Ckan may not list it as current but it still works. For me anyway. Quote Link to comment Share on other sites More sharing options...
bvsveera Posted May 10, 2022 Share Posted May 10, 2022 (edited) Fantastic mod! I've been happily using it for years now. I'm leaving a reply here because I'm encountering a problem. I can't get the game to give me the Mun surface base contract. I've met all the requirements - namely, completing the MoonLandingStay and BaseMoonScout contracts, but the contract is not being offered. I even tried commenting out the requirements in BaseMoonCore, but still the contract is not offered. Years ago, I believe I used the Alt-F12 console menu to 'complete' the MoonLandingStay contract, as I'd installed this mod in an ongoing save in which I'd already landed on the Mun. I'm not sure if that is the cause of the problem. Regardless, that contract appears as completed, and I legitimately completed the rover contract - landed it and navigated to a desired base location. Is there anything else I can do to get the game to give me this contract? I'll probably launch a surface base with or without the contract, but I'd like to continue getting contracts from this pack - and I see that BaseMoonCore is a requirement for the surface base contract on Duna as well. - - - - - UPDATE: I was able to edit the mod to give me the contract. In 13-SurfaceBases.cfg, within the BaseMoonCore section, comment out the DATA blocks, and in the WAYPOINT block, comment out the roverLocation coordinates and add in your own. To find your rover's coordinates in-game, switch focus to your rover, activate the cheat console and go to the 'set position' menu. The coordinates are listed there. I've included an example of such changes below. Spoiler //My personal edit - commenting out DATA functions and hardcoding in the rover coordinates seems to result in the contract being offered /*DATA { type = Vessel requiredValue = true hidden = true uniquenessCheck = CONTRACT_ACTIVE targetRover = [ MoonRover ].Where(v => v.IsLanded()).Random() title = Get the Moon Base Scout Rover }*/ /*DATA { type = Location roverLocation = @/targetRover.Location() hidden = true title = Get the Moon Base Scout Rover Location }*/ BEHAVIOUR { name = MoonBaseWaypoint type = WaypointGenerator WAYPOINT { name = Base Landing Spot targetBody = HomeWorld().Children().First() icon = balloon altitude = 0.0 //latitude = @/roverLocation.Latitude() //longitude = @/roverLocation.Longitude() latitude = -65.1477280149254 longitude = 51.5571286779008 } } With these changes, Mission Control offers the surface base contract, and generates a waypoint at The Mun exactly where my rover is located. I assume the rest of the contract should progress as expected, but I will update if anything strange happens. I believe a similar bug might occur with the Minmus and Duna surface base contracts, as their syntax appears to be exactly the same as the Mun base contract. Edited May 15, 2022 by bvsveera Bug fix Quote Link to comment Share on other sites More sharing options...
glorsh66 Posted May 25, 2022 Share Posted May 25, 2022 (edited) Does it replace the default contracts or adds new ones? On 6/17/2017 at 5:16 PM, pap1723 said: You MUST use a Unmanned first Tech Tree. These are the ones I recommend What is the best one for the current version of the game? Edited May 25, 2022 by glorsh66 Quote Link to comment Share on other sites More sharing options...
glorsh66 Posted May 25, 2022 Share Posted May 25, 2022 What are the best parts mods that complement this mod? (so i have historically accurate parts). Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted July 26, 2022 Share Posted July 26, 2022 I meet all the requirements for the Space Stations -SSOneYear- contract. And yet it won't show up as available in the contracts building... It's just stuck where normally it would say the unmet requirements you need to accomplish, it says all of them are met! I don't understand... Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted August 27, 2022 Share Posted August 27, 2022 On 5/10/2022 at 9:24 AM, bvsveera said: Fantastic mod! I've been happily using it for years now. I'm leaving a reply here because I'm encountering a problem. I can't get the game to give me the Mun surface base contract. I've met all the requirements - namely, completing the MoonLandingStay and BaseMoonScout contracts, but the contract is not being offered. I even tried commenting out the requirements in BaseMoonCore, but still the contract is not offered. Years ago, I believe I used the Alt-F12 console menu to 'complete' the MoonLandingStay contract, as I'd installed this mod in an ongoing save in which I'd already landed on the Mun. I'm not sure if that is the cause of the problem. Regardless, that contract appears as completed, and I legitimately completed the rover contract - landed it and navigated to a desired base location. Is there anything else I can do to get the game to give me this contract? I'll probably launch a surface base with or without the contract, but I'd like to continue getting contracts from this pack - and I see that BaseMoonCore is a requirement for the surface base contract on Duna as well. - - - - - UPDATE: I was able to edit the mod to give me the contract. In 13-SurfaceBases.cfg, within the BaseMoonCore section, comment out the DATA blocks, and in the WAYPOINT block, comment out the roverLocation coordinates and add in your own. To find your rover's coordinates in-game, switch focus to your rover, activate the cheat console and go to the 'set position' menu. The coordinates are listed there. I've included an example of such changes below. Reveal hidden contents //My personal edit - commenting out DATA functions and hardcoding in the rover coordinates seems to result in the contract being offered /*DATA { type = Vessel requiredValue = true hidden = true uniquenessCheck = CONTRACT_ACTIVE targetRover = [ MoonRover ].Where(v => v.IsLanded()).Random() title = Get the Moon Base Scout Rover }*/ /*DATA { type = Location roverLocation = @/targetRover.Location() hidden = true title = Get the Moon Base Scout Rover Location }*/ BEHAVIOUR { name = MoonBaseWaypoint type = WaypointGenerator WAYPOINT { name = Base Landing Spot targetBody = HomeWorld().Children().First() icon = balloon altitude = 0.0 //latitude = @/roverLocation.Latitude() //longitude = @/roverLocation.Longitude() latitude = -65.1477280149254 longitude = 51.5571286779008 } } With these changes, Mission Control offers the surface base contract, and generates a waypoint at The Mun exactly where my rover is located. I assume the rest of the contract should progress as expected, but I will update if anything strange happens. I believe a similar bug might occur with the Minmus and Duna surface base contracts, as their syntax appears to be exactly the same as the Mun base contract. Any word on if the fix worked for the other contracts? Quote Link to comment Share on other sites More sharing options...
zsward Posted October 9, 2022 Share Posted October 9, 2022 I am having trouble with the first few contracts that require you to get to a certain height. For the first uncrewed flight contract I meet all of the requirements apart from getting 200m into the air, even though I have launched a rocket way past 200 meters. Quote Link to comment Share on other sites More sharing options...
Czejenesku Posted March 6, 2023 Share Posted March 6, 2023 I feel like an idiot - im a beginner, sure, but I dont get how to make an unmanned rocket fly. It says no remote control or manned command pod installed. I have KOS and remote tech installed btw, does it change things? Quote Link to comment Share on other sites More sharing options...
KawaiiLucy Posted March 7, 2023 Share Posted March 7, 2023 On 3/6/2023 at 9:41 AM, Czejenesku said: I feel like an idiot - im a beginner, sure, but I dont get how to make an unmanned rocket fly. It says no remote control or manned command pod installed. I have KOS and remote tech installed btw, does it change things? For your rocket to be unmanned, you need to have no kerbals on board, however to remain able to control it you need a probe core (StayPutnik, Octo, Hecs etc.). Kos does not change anything to that, don't know about remote tech though. Quote Link to comment Share on other sites More sharing options...
Czejenesku Posted March 7, 2023 Share Posted March 7, 2023 2 hours ago, KawaiiLucy said: For your rocket to be unmanned, you need to have no kerbals on board, however to remain able to control it you need a probe core (StayPutnik, Octo, Hecs etc.). Kos does not change anything to that, don't know about remote tech though. Ahhh, so thats what I was missing. Well, thats what you get when you dive the kerbal way straight into complex mods right after KSP2 and KSP1 tutorials Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 28, 2023 Share Posted November 28, 2023 @pap1723 Would you be willing for me to adopt this mod? Quote Link to comment Share on other sites More sharing options...
KerbalOnKerbin Posted November 29, 2023 Share Posted November 29, 2023 On 5/17/2021 at 5:06 PM, pap1723 said: I am good with anyone updating / fixing / releasing / destroying anything to do with this. I haven't messed with it in a really long time as my time has been moved to Realism Overhaul. @linuxgurugamer it seems the mod author is already ok with it Quote Link to comment Share on other sites More sharing options...
Martin80 Posted May 17 Share Posted May 17 On 11/28/2023 at 7:47 PM, linuxgurugamer said: @pap1723 Would you be willing for me to adopt this mod? @linuxgurugamer are you planning to adopt this mod (or somebody else for that matter)? I got back to KSP and I have a tweaked version of the original Career Evolution that I use in my career playthrough. So far it is not published anywhere, so I thought, that I might adopt it but I don't want to duplicate somebody's work. Quote Link to comment Share on other sites More sharing options...
Joose Posted July 14 Share Posted July 14 Is there any reason this contract pack would cause other contracts to disappear upon reloading a quicksave? I accepted a Sentinel telescope contract and every time I reload a quicksave, the contract disappears. Here is the contract if it helps Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted July 14 Share Posted July 14 On 11/28/2023 at 11:47 AM, linuxgurugamer said: @pap1723 Would you be willing for me to adopt this mod? Please do. Quote Link to comment Share on other sites More sharing options...
PariahDog119 Posted August 16 Share Posted August 16 On 11/28/2023 at 1:47 PM, linuxgurugamer said: @pap1723 Would you be willing for me to adopt this mod? I hope so. I just uninstalled it because some of the contracts simply don't work - they require, for example, a situation of "orbit" and a set periapsis, and a situation of "in space low" will not satisfy the contract. If you can update stuff like that, it's a great mod. Quote Link to comment Share on other sites More sharing options...
Saturn1234 Posted August 26 Share Posted August 26 @linuxgurugamer Will you adopt this mod? It would be so nice! Quote Link to comment Share on other sites More sharing options...
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