KawaiiLucy Posted January 17, 2021 Share Posted January 17, 2021 10 hours ago, linuxgurugamer said: Doesn't mean that all contracts are shown all the time. All simply shows all the offered contracts I have never seen them change though, I thought it lists all that are included in the pack, and then makes some available based on rng. I assumed since "launching a space station core" isn't there it was missing? Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted January 18, 2021 Share Posted January 18, 2021 1 hour ago, KawaiiLucy said: I have never seen them change though, I thought it lists all that are included in the pack, and then makes some available based on rng. I assumed since "launching a space station core" isn't there it was missing? Just accept whichever contract appears and do it, apparently. The mod creator knows better than you what you want to do. Or so I have been schooled recently. Life is unfair. Quote Link to comment Share on other sites More sharing options...
KawaiiLucy Posted January 18, 2021 Share Posted January 18, 2021 (edited) Edit: added an "s" to "KopernicusSolarPanel" as suggested earlier in this thread. The mission now shows up. I'd be interested tho if the issues with newer versions of scansat have been ironed out? Edited January 18, 2021 by KawaiiLucy Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18, 2021 Author Share Posted January 18, 2021 Small update, 3.7.2.3 Removed requirements for KopernicusSolarPanel in the StationCore.cfg since it now modifies stock solar panels Sorry, this was a change that I made back in September, it just never got released. Quote Link to comment Share on other sites More sharing options...
Jellybug Posted February 26, 2021 Share Posted February 26, 2021 Hiya, just got back into KSP and have started work on the moons with Better Tourism, Bases & Stations, and SCANsat. I think I've tracked down why I'm not getting any base building missions. The "BaseScan" contract type seems to have a dependency on a SCANsat part no longer in use. The earliest (on the tech tree at Advanced Electrics) hi-res radar altimetry part is now named "scansat-sar-paz-1". I believe that part name should replace "SCANsat_Scanner2" in the REQUIREMENT:NEEDS[SCANsat] section of BaseScan.cfg. With that fix, the BaseScan contract can be completed and the BaseRover contract becomes available. I think BaseRover must be done before BaseCreate is made available, because BaseCreate seems to require a rover specifically built for BaseRover. BaseRover requires that there's no rover on the body, but with the new contracts available from Some Assembly Required, the player is given free rovers to repair all over the place. An easy fix is to change the vessel type after the repair rover contract is done, but maybe the requirements in BaseRover could be loosened a bit, or perhaps BaseCreate could require any rover, not just the BaseRover rover. Hope this is helpful, and thanks a thousand times for all the great mods you're keeping alive, @linuxgurugamer! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2021 Author Share Posted February 26, 2021 8 hours ago, Jellybug said: Hiya, just got back into KSP and have started work on the moons with Better Tourism, Bases & Stations, and SCANsat. I think I've tracked down why I'm not getting any base building missions. The "BaseScan" contract type seems to have a dependency on a SCANsat part no longer in use. The earliest (on the tech tree at Advanced Electrics) hi-res radar altimetry part is now named "scansat-sar-paz-1". I believe that part name should replace "SCANsat_Scanner2" in the REQUIREMENT:NEEDS[SCANsat] section of BaseScan.cfg. With that fix, the BaseScan contract can be completed and the BaseRover contract becomes available. I think BaseRover must be done before BaseCreate is made available, because BaseCreate seems to require a rover specifically built for BaseRover. BaseRover requires that there's no rover on the body, but with the new contracts available from Some Assembly Required, the player is given free rovers to repair all over the place. An easy fix is to change the vessel type after the repair rover contract is done, but maybe the requirements in BaseRover could be loosened a bit, or perhaps BaseCreate could require any rover, not just the BaseRover rover. Hope this is helpful, and thanks a thousand times for all the great mods you're keeping alive, @linuxgurugamer! very helpful, thank you Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2021 Author Share Posted February 26, 2021 New release, 3.7.2.4 Updated BaseScan contract with new part from SCANSat Quote Link to comment Share on other sites More sharing options...
Phelidai Posted March 28, 2021 Share Posted March 28, 2021 I'm not seeing a "Launch Station Core" mission in the possible contracts window, whereas I remember seeing such a mission in a different playthrough a few months back. Is this expected behavior? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 28, 2021 Author Share Posted March 28, 2021 12 hours ago, Phelidai said: I'm not seeing a "Launch Station Core" mission in the possible contracts window, whereas I remember seeing such a mission in a different playthrough a few months back. Is this expected behavior? All depends on ContractConfigurator Quote Link to comment Share on other sites More sharing options...
Phelidai Posted March 30, 2021 Share Posted March 30, 2021 ContractConfigurator lists Bases and Stations as active, and I see most of the contracts I normally would. Here's what the possible contacts list looks like for me: Spoiler Also, here's my log file in case you need it: https://drive.google.com/file/d/1VcaHSNpwuz8ZSu-vJVANiRGtQOkTzvYR/view?usp=sharing Any help would be very much appreciated! Quote Link to comment Share on other sites More sharing options...
wisdomsavingthrow Posted March 30, 2021 Share Posted March 30, 2021 Seconding the above, was originally suspecting my weirdly modded game but I'm not getting a "Launch Station Core" contract as visible either. Everything else appears to be visible. Can't really add much else - but hey, now we know for sure it's an issue more than one person has. In other news, I ended up designing a Bases & Stations logo to better match the various agencies and corporations in KSP, in place of the base flag built into the mod. It's just a quick modification of one of the stock flags - anyone's free to use it if you like! and the scaled version: Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 30, 2021 Author Share Posted March 30, 2021 I'll take a look at it this week Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 19, 2021 Share Posted April 19, 2021 On 3/30/2021 at 10:45 AM, wisdomsavingthrow said: Seconding the above, was originally suspecting my weirdly modded game but I'm not getting a "Launch Station Core" contract as visible either. Everything else appears to be visible. Can't really add much else - but hey, now we know for sure it's an issue more than one person has. In other news, I ended up designing a Bases & Stations logo to better match the various agencies and corporations in KSP, in place of the base flag built into the mod. It's just a quick modification of one of the stock flags - anyone's free to use it if you like! and the scaled version: Same here. Checking CC shows the StationCore as "Disabled item". The error: [LOG 18:26:59.338] [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'StationCore' [ERR 18:26:59.346] ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'StationCore', PARAMETER 'PartValidationRTG' of type 'PartValidation': A validation error occured while loading the key 'partModule' with value 'System.Collections.Generic.List`1[System.String]'. [EXC 18:26:59.348] ArgumentException: No PartModule class for 'KopernicusSolarPanels'. ContractConfigurator.Validation.ValidatePartModule (System.String name) (at <ef0243a06f2841fe9bf57034a334902e>:0) System.Linq.Enumerable.All[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <fbb5ed17eb6e46c680000f8910ebb50c>:0) ContractConfigurator.PartValidationFactory+<>c.<Load>b__3_6 (System.Collections.Generic.List`1[T] x) (at <ef0243a06f2841fe9bf57034a334902e>:0) ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, System.Action`1[T] setter, ContractConfigurator.IContractConfiguratorFactory obj, T defaultValue, System.Func`2[T,TResult] validation) (at <ef0243a06f2841fe9bf57034a334902e>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.PartValidationFactory:Load(ConfigNode) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractTypeConfig>d__31:MoveNext() ContractConfigurator.<FinalizeContractTypeLoad>d__30:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [WRN 18:26:59.351] ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'StationCore' Log file: https://www.dropbox.com/s/cunn5suhlsxwjsv/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2021 Author Share Posted April 19, 2021 Oh. Kopernices changed the name of the module. If you edit the file, try removing the trailing 's' on the KopernicusSolarPanels, please let me know if it works. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 19, 2021 Share Posted April 19, 2021 42 minutes ago, linuxgurugamer said: Oh. Kopernices changed the name of the module. If you edit the file, try removing the trailing 's' on the KopernicusSolarPanels, please let me know if it works. Yes that fixed it. Thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2021 Author Share Posted April 19, 2021 12 minutes ago, John007qwe said: Yes that fixed it. Great Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2021 Author Share Posted April 19, 2021 This really sucks. Depending on which version of Kopernicus you have, it has either KopernicusSolarPanel or KopernicusSolarPanels Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2021 Author Share Posted April 19, 2021 New release, 3.7.2.5 Changed module name of KopernicusSolarPanels to KopernicusSolarPanel, needed for latest version of Kopernicus. Note: For those few users using the older Sigma version of Kopernicus on 1.8.1, this will fail. I've set the .version to make this 1.9.1 and later to avoid most of those issues Quote Link to comment Share on other sites More sharing options...
Jhorriga Posted May 15, 2021 Share Posted May 15, 2021 Hey, would this be compatible with Beyond Home? Quote Link to comment Share on other sites More sharing options...
Kerolyov Posted June 6, 2021 Share Posted June 6, 2021 (edited) I'm getting what looks like stock base and station contracts also showing up even though this mod is installed which I understand should disable the stock ones, is this because I installed the mod after starting the career stock? ie Does the stock contract disabling only occur at career start? Edited June 6, 2021 by Kerolyov Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 6, 2021 Share Posted June 6, 2021 22 minutes ago, Kerolyov said: which I understand should disable the stock ones You can check which stock contract groups are enabled in the Contract Configurator Settings. If the stock base contracts are enabled, you can disable them there. Quote Link to comment Share on other sites More sharing options...
Kerolyov Posted June 10, 2021 Share Posted June 10, 2021 Yes that worked, have now got them disabled from the Difficulty Settings Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted September 12, 2021 Share Posted September 12, 2021 How to make this mod support Stockalike Station Parts? Contracts that require a science lab or a cupola only accept stock ones Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted September 16, 2021 Share Posted September 16, 2021 (edited) On 9/12/2021 at 11:51 PM, Krzeszny said: How to make this mod support Stockalike Station Parts? Contracts that require a science lab or a cupola only accept stock ones @linuxgurugamer Or maybe it's not a problem with all contracts but just ones from Duna One (which I'd still like to change): Edited September 16, 2021 by Krzeszny Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 16, 2021 Share Posted September 16, 2021 1 hour ago, Krzeszny said: just ones from Duna One (which I'd still like to change) The file GameData\ContractPacks\KerbinSpaceStation\StationMissions\StationCore.cfg defines the parameters as follows; Cupola: //OPTIONAL Checks for cupola PARAMETER { name = PartValidation type = PartValidation title = Include a cupola (optional) optional = true hideChildren = true part = cupola minCount = 1 } You could patch it to with additional "part =" lines for the parts you would like to see considered. Multiple part entries will all be considered. Science Lab: //OPTIONAL Checks for science labs from various mods PARAMETER { name = ScienceModuleValidation type = Any optional = true completeInSequence = true PARAMETER { name = ScienceLab type = PartValidation title = Include a Mobile Processing Lab MPL-LG-2 rewardFunds = 75000.0 hideChildren = true partModule = ModuleScienceLab } PARAMETER:NEEDS[StationScience] { name = PartValidation type = PartValidation title = Include a TH-NKR Research Lab rewardFunds = 85000.0 hideChildren = true part = StnSciLab } PARAMETER:NEEDS[Kerbalism] { name = PartValidation type = PartValidation title = Include a Science Laboratory rewardFunds = 75000.0 hideChildren = true partModule = Laboratory } } In this example any science lab that has one of the listed part modules will be considered valid. You can add a new parameter to identify the partmodule for the ones you want, or add a parameter that merely is a list of parts like the cupola one. Quote Link to comment Share on other sites More sharing options...
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