Jump to content

[1.9.x] Contract Pack: Bases and Stations Reborn


linuxgurugamer

Recommended Posts

Good evening @linuxgurugamer,

I'm recently having an issue with the "Launch a new space station" contracts.  Looking through configurator I see the error... 

ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'StationCoreCombined', PARAMETER 'PartValidHab' of type 'PartValidation': unexpected node 'PARAMETER'. 

It seems to happen in the SSPX validation (SSPX is installed).

Here is the player log.

And here is my mod list...

Spoiler

Action Groups Extended (AGExt 1:2.4.1.3)
Airplane Plus (AirplanePlus 26.5)
AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.6.1)
ASET Consolidated Agency (ASETAgency v2.0.2)
ASET Consolidated Avionics Pack (ASETAvionics v3.0.1)
ASET Consolidated Props Pack (ASETProps v2.0.6)
ASSET Mk1 reentry pod (ASSET-Mk1 v1.0)
Astrogator (Astrogator v1.0.0)
AT Utils (AT-Utils v1.10.1)
Aviation Lights (AviationLights 1:v4.2.1.1)
Avionics Systems (AvionicsSystems v1.3.7)
B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.44.0)
B9 Part Switch (B9PartSwitch v2.20.0)
Better SR Bs (BetterSRBs 1.2.6)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13)
Breaking Ground (BreakingGround-DLC 1.7.1)
CapCom - Mission Control On The Go (CapCom 2.11)
Celestial Body Science Editor (CelestialBodyScienceEditor 12.0)
Chatterer (Chatterer 0.9.99)
Chatterer Extended (ChattererExtended 0.6.2)
ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21)
CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0)
Community Category Kit (CommunityCategoryKit v112.0.1)
Community Delta-V Maps (CommunityDeltaVMaps 2:2.8)
Community Resource Pack (CommunityResourcePack v112.0.1)
Community Tech Tree (CommunityTechTree 1:3.4.4)
Community Trait Icons (CommunityTraitIcons v1.1.1)
Completely Non-Aggressive Rocketry (CNAR) (CompletelyNonAggressiveRocketry 1.0.2)
Conformal Decals (ConformalDecals 0.2.12)
Contract Configurator (ContractConfigurator v2.6.5.0)
Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3.1)
Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
Contract Pack: Giving Aircraft a Purpose (GAP) (GAP 1.6.1)
Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10)
Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
Contract Parser (ContractParser 9.0)
Contracts Window + (ContractsWindowPlus 9.4)
Crew R&R (CrewQueueTwo 1.1.11.4)
Cryo Tanks (CryoTanks 1.6.5)
Cryo Tanks Core (CryoTanks-Core 1.6.5)
Cryogenic Engines (CryoEngines 1:2.0.6)
Custom Barn Kit (CustomBarnKit 1.1.22.0)
Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1)
DE_IVAExtension (DE-IVAExtension v1.2.0)
Deployable Engines Plugin (DeployableEngines 1.3.1)
DMagic Orbital Science (DMagicOrbitalScience 1.4.3)
Docking Cam (DockingCamKURS 1.3.8.5)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0)
Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0)
Editor Extensions Redux (EditorExtensionsRedux 3.4.5)
Engine Ignitor (standalone) (EngineIgnitorReignited 1.3.7.6)
EVA Parachutes & Ejection Seats (EVAParachutes 0.2.0.3)
Extra Docking Ports (ExtraDockingPorts v1.3.1)
Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.1.2)
Final Frontier (FinalFrontier 1.10.0-3485)
Firespitter Core (FirespitterCore v7.17)
Firespitter Resources config (FirespitterResourcesConfig v7.17)
FreeIva (FreeIva 0.2.17.1)
FuelWings (FuelWings 1:v4)
Harmony 2 (Harmony2 2.2.1.0)
Heat Control (HeatControl 0.6.1)
Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2)
HullcamVDS Continued (HullcamVDSContinued 0.2.2.1)
Internal RCS (InternalRCS 1.3)
JSIPartUtilities (JSIPartUtilities 0.5.0.5)
Kerbal Changelog (KerbalChangelog v1.4.2)
Kerbal Construction Time (KerbalConstructionTime 1:1.4.12)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0)
Kerbal Improved Save System (KerbalImprovedSaveSystem v2.4.2)
Kerbal Konstructs (KerbalKonstructs v1.8.6.1)
Kerbalism (Kerbalism 3.17)
Kerbalism - Default Config (Kerbalism-Config-Default 3.17)
Kerbalism Companion Calculator (KerbalismCompanionCalculator v1.3.0)
Kerbin Side Remastered (KerbinSideRemastered 1.0.1)
Kerbin Side Remastered GAP (KerbinSideRemasteredGAP 1:v2.1.7)
Kerbin Side Remastered Gap Extras (KerbinSideRemasteredGapExtras v1.0.5)
Kiwi Tech Tree Overhaul (KiwiTechTree 1.4.0)
KOOSE (KOOSE 2.0.1)
kOS Astrogator (kOS-Astrogator v0.2.2)
kOS: Scriptable Autopilot System (kOS 1:1.4.0.0)
kOSPropMonitor-Adopted (kOSPropMonitor 1.7.3)
kOS-SCANSat (kOS-SCANSat 1.2.0.0)
KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.34)
Kronal Vessel Viewer Continued (KVVContinued 0.1.1)
KSA IVA Upgrade (KSAIVAUpgrade v1.6.6)
KSC Extended (KSCExtended 3.0.2)
KSC Harbor (KSCHarbor 1.2)
KSP Bug Report (KSPBugReport 1.1)
KSP Community Fixes (KSPCommunityFixes 1.31.1)
KSP Rescue Pod Fix (KSPRescuePodFix 1.6.4.14)
KSPBurst (KSPBurst v1.5.5.1)
KXAPI (KXAPI 1.2.0)
MagiCore (MagiCore 1.3.2.5)
Making History (MakingHistory-DLC 1.12.1)
MechJeb 2 (MechJeb2 2.14.3.0)
Missing Robotics (MissingRobotics 1)
MissingHistory (MissingHistory 1.9.3)
MK-1 Stockalike open cockpit ( inline external seat ) (MK1StkOpenCockpit 1:1.3.0)
Modular Computer Package Revived (ModularComputerPackageRevived 2.0.1)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
Module Manager (ModuleManager 4.2.3)
More Servos (MoreServos v1.2.0)
Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.1.3)
NavUtilities Updated (NavUtilitiesUpdated 0.8.0.9)
Near Future IVA Props (NearFutureProps 1:0.7.1)
Near Future Solar (NearFutureSolar 1.3.2)
Near Future Solar Core (NearFutureSolar-Core 1.3.2)
Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12)
Pilot Assistant (PilotAssistant v1.13.4c)
Portrait Stats (PortraitStats 18.0)
Probe Control Room Recontrolled (ProbeControlRoomRecontrolled 1.3.3.0)
Progress Parser (ProgressParser 11.0)
RasterPropMonitor (RasterPropMonitor 1:v0.31.13.3)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.3)
Rational Resources (RationalResources 1.49.1)
RCS Build Aid (RCSBuildAid v1.0.6)
RealChute Material Extensions (MaterialExtensionsForRealChute 0.1.2)
RealChute Parachute Systems (RealChute v1.4.8.3)
ReStock (ReStock 1.4.3)
Restock Waterfall Expansion (RestockWaterfallExpansion 2.1.0)
ReStock+ (ReStockPlus 1.4.3)
Retractable Lifting Surface Module (RetractableLiftingSurface 0.2.1.2)
Reviva (Reviva 0.8.1)
SCANsat (SCANsat v20.4)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0838)
Science Pancake - 2.5m Materials Bay (SciencePancake 1.0)
Servo Controller (ServoController v1.2.1)
Shabby (Shabby 0.3.0.0)
Ship Manifest (ShipManifest 6.0.8.0)
Smart Parts (SmartParts 1.9.17)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
Space Age (SpaceAge v1.3.8)
SpaceTux Library (SpaceTuxLibrary 0.0.8.5)
Staged Animation (StagedAnimation v2.0)
StageRecovery (StageRecovery 1.9.6.3)
Starilex MK1 IVA (StarilexMk1NeedleIVA v1.0)
Stock TKS (StockTKS 1.0)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10)
Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.10)
Strategia (Strategia 1.8.0)
Surface Mounted Lights (surfacelights 1.19)
SXTContinued (SXTContinued 2:0.3.29.8)
The Janitor's Closet (JanitorsCloset 0.3.8)
Through The Eyes of a Kerbal (ThroughTheEyesOfaKerbal 2.0.4.4)
Toolbar (Toolbar 1:1.8.1.1)
Toolbar Controller (ToolbarController 1:0.1.9.11)
Trajectories (Trajectories v2.4.5.2)
TRP-Hire (TRPHire 0.6.11)
Tundra's Space Center (TundraSpaceCenter 2.0.2)
TweakScale Redistributable (TweakScale-Redist v2.4.7.4)
Universal Storage II Finalized (UniversalStorage2 4.0.1.1)
Utility Weight (UtilityWeight 2.0.0)
Vessel Viewer Continued (VesselView 2:0.8.9)
VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.9)
Waterfall Core (Waterfall 0.9.0)
Wernher Checker Continued (WernherCheckerContinued 0.5.13.1)
 

Thanks for all you do!

Edited by orionguy
Link to comment
Share on other sites

On 10/9/2023 at 8:30 PM, orionguy said:

Good evening @linuxgurugamer,

I'm recently having an issue with the "Launch a new space station" contracts.  Looking through configurator I see the error... 

ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'StationCoreCombined', PARAMETER 'PartValidHab' of type 'PartValidation': unexpected node 'PARAMETER'. 

It seems to happen in the SSPX validation (SSPX is installed).

Here is the player log.

And here is my mod list...

  Reveal hidden contents

Action Groups Extended (AGExt 1:2.4.1.3)
Airplane Plus (AirplanePlus 26.5)
AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.6.1)
ASET Consolidated Agency (ASETAgency v2.0.2)
ASET Consolidated Avionics Pack (ASETAvionics v3.0.1)
ASET Consolidated Props Pack (ASETProps v2.0.6)
ASSET Mk1 reentry pod (ASSET-Mk1 v1.0)
Astrogator (Astrogator v1.0.0)
AT Utils (AT-Utils v1.10.1)
Aviation Lights (AviationLights 1:v4.2.1.1)
Avionics Systems (AvionicsSystems v1.3.7)
B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.44.0)
B9 Part Switch (B9PartSwitch v2.20.0)
Better SR Bs (BetterSRBs 1.2.6)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13)
Breaking Ground (BreakingGround-DLC 1.7.1)
CapCom - Mission Control On The Go (CapCom 2.11)
Celestial Body Science Editor (CelestialBodyScienceEditor 12.0)
Chatterer (Chatterer 0.9.99)
Chatterer Extended (ChattererExtended 0.6.2)
ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21)
CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0)
Community Category Kit (CommunityCategoryKit v112.0.1)
Community Delta-V Maps (CommunityDeltaVMaps 2:2.8)
Community Resource Pack (CommunityResourcePack v112.0.1)
Community Tech Tree (CommunityTechTree 1:3.4.4)
Community Trait Icons (CommunityTraitIcons v1.1.1)
Completely Non-Aggressive Rocketry (CNAR) (CompletelyNonAggressiveRocketry 1.0.2)
Conformal Decals (ConformalDecals 0.2.12)
Contract Configurator (ContractConfigurator v2.6.5.0)
Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3.1)
Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
Contract Pack: Giving Aircraft a Purpose (GAP) (GAP 1.6.1)
Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10)
Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
Contract Parser (ContractParser 9.0)
Contracts Window + (ContractsWindowPlus 9.4)
Crew R&R (CrewQueueTwo 1.1.11.4)
Cryo Tanks (CryoTanks 1.6.5)
Cryo Tanks Core (CryoTanks-Core 1.6.5)
Cryogenic Engines (CryoEngines 1:2.0.6)
Custom Barn Kit (CustomBarnKit 1.1.22.0)
Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1)
DE_IVAExtension (DE-IVAExtension v1.2.0)
Deployable Engines Plugin (DeployableEngines 1.3.1)
DMagic Orbital Science (DMagicOrbitalScience 1.4.3)
Docking Cam (DockingCamKURS 1.3.8.5)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0)
Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0)
Editor Extensions Redux (EditorExtensionsRedux 3.4.5)
Engine Ignitor (standalone) (EngineIgnitorReignited 1.3.7.6)
EVA Parachutes & Ejection Seats (EVAParachutes 0.2.0.3)
Extra Docking Ports (ExtraDockingPorts v1.3.1)
Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.1.2)
Final Frontier (FinalFrontier 1.10.0-3485)
Firespitter Core (FirespitterCore v7.17)
Firespitter Resources config (FirespitterResourcesConfig v7.17)
FreeIva (FreeIva 0.2.17.1)
FuelWings (FuelWings 1:v4)
Harmony 2 (Harmony2 2.2.1.0)
Heat Control (HeatControl 0.6.1)
Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2)
HullcamVDS Continued (HullcamVDSContinued 0.2.2.1)
Internal RCS (InternalRCS 1.3)
JSIPartUtilities (JSIPartUtilities 0.5.0.5)
Kerbal Changelog (KerbalChangelog v1.4.2)
Kerbal Construction Time (KerbalConstructionTime 1:1.4.12)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0)
Kerbal Improved Save System (KerbalImprovedSaveSystem v2.4.2)
Kerbal Konstructs (KerbalKonstructs v1.8.6.1)
Kerbalism (Kerbalism 3.17)
Kerbalism - Default Config (Kerbalism-Config-Default 3.17)
Kerbalism Companion Calculator (KerbalismCompanionCalculator v1.3.0)
Kerbin Side Remastered (KerbinSideRemastered 1.0.1)
Kerbin Side Remastered GAP (KerbinSideRemasteredGAP 1:v2.1.7)
Kerbin Side Remastered Gap Extras (KerbinSideRemasteredGapExtras v1.0.5)
Kiwi Tech Tree Overhaul (KiwiTechTree 1.4.0)
KOOSE (KOOSE 2.0.1)
kOS Astrogator (kOS-Astrogator v0.2.2)
kOS: Scriptable Autopilot System (kOS 1:1.4.0.0)
kOSPropMonitor-Adopted (kOSPropMonitor 1.7.3)
kOS-SCANSat (kOS-SCANSat 1.2.0.0)
KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.34)
Kronal Vessel Viewer Continued (KVVContinued 0.1.1)
KSA IVA Upgrade (KSAIVAUpgrade v1.6.6)
KSC Extended (KSCExtended 3.0.2)
KSC Harbor (KSCHarbor 1.2)
KSP Bug Report (KSPBugReport 1.1)
KSP Community Fixes (KSPCommunityFixes 1.31.1)
KSP Rescue Pod Fix (KSPRescuePodFix 1.6.4.14)
KSPBurst (KSPBurst v1.5.5.1)
KXAPI (KXAPI 1.2.0)
MagiCore (MagiCore 1.3.2.5)
Making History (MakingHistory-DLC 1.12.1)
MechJeb 2 (MechJeb2 2.14.3.0)
Missing Robotics (MissingRobotics 1)
MissingHistory (MissingHistory 1.9.3)
MK-1 Stockalike open cockpit ( inline external seat ) (MK1StkOpenCockpit 1:1.3.0)
Modular Computer Package Revived (ModularComputerPackageRevived 2.0.1)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
Module Manager (ModuleManager 4.2.3)
More Servos (MoreServos v1.2.0)
Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.1.3)
NavUtilities Updated (NavUtilitiesUpdated 0.8.0.9)
Near Future IVA Props (NearFutureProps 1:0.7.1)
Near Future Solar (NearFutureSolar 1.3.2)
Near Future Solar Core (NearFutureSolar-Core 1.3.2)
Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12)
Pilot Assistant (PilotAssistant v1.13.4c)
Portrait Stats (PortraitStats 18.0)
Probe Control Room Recontrolled (ProbeControlRoomRecontrolled 1.3.3.0)
Progress Parser (ProgressParser 11.0)
RasterPropMonitor (RasterPropMonitor 1:v0.31.13.3)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.3)
Rational Resources (RationalResources 1.49.1)
RCS Build Aid (RCSBuildAid v1.0.6)
RealChute Material Extensions (MaterialExtensionsForRealChute 0.1.2)
RealChute Parachute Systems (RealChute v1.4.8.3)
ReStock (ReStock 1.4.3)
Restock Waterfall Expansion (RestockWaterfallExpansion 2.1.0)
ReStock+ (ReStockPlus 1.4.3)
Retractable Lifting Surface Module (RetractableLiftingSurface 0.2.1.2)
Reviva (Reviva 0.8.1)
SCANsat (SCANsat v20.4)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0838)
Science Pancake - 2.5m Materials Bay (SciencePancake 1.0)
Servo Controller (ServoController v1.2.1)
Shabby (Shabby 0.3.0.0)
Ship Manifest (ShipManifest 6.0.8.0)
Smart Parts (SmartParts 1.9.17)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
Space Age (SpaceAge v1.3.8)
SpaceTux Library (SpaceTuxLibrary 0.0.8.5)
Staged Animation (StagedAnimation v2.0)
StageRecovery (StageRecovery 1.9.6.3)
Starilex MK1 IVA (StarilexMk1NeedleIVA v1.0)
Stock TKS (StockTKS 1.0)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10)
Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.10)
Strategia (Strategia 1.8.0)
Surface Mounted Lights (surfacelights 1.19)
SXTContinued (SXTContinued 2:0.3.29.8)
The Janitor's Closet (JanitorsCloset 0.3.8)
Through The Eyes of a Kerbal (ThroughTheEyesOfaKerbal 2.0.4.4)
Toolbar (Toolbar 1:1.8.1.1)
Toolbar Controller (ToolbarController 1:0.1.9.11)
Trajectories (Trajectories v2.4.5.2)
TRP-Hire (TRPHire 0.6.11)
Tundra's Space Center (TundraSpaceCenter 2.0.2)
TweakScale Redistributable (TweakScale-Redist v2.4.7.4)
Universal Storage II Finalized (UniversalStorage2 4.0.1.1)
Utility Weight (UtilityWeight 2.0.0)
Vessel Viewer Continued (VesselView 2:0.8.9)
VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.9)
Waterfall Core (Waterfall 0.9.0)
Wernher Checker Continued (WernherCheckerContinued 0.5.13.1)
 

Thanks for all you do!

I think I found the problem... starting in line 191 of StationCoreCombined.cfg it should read...

			PARAMETER
			{
				name = PartValidHab
				type = Any
				title = Include a habitat module
				hideChildren = true

The key there is type = Any

It was trying to do a PartValidation of a PartValidation block, while it should have been accepting Any truth from the following PartValidation blocks.  Also the minCount = 1 needs to go away on line 197 as it doesn't do anything in the Any block.

At least that's my novice understanding of what was happening.

Edited by orionguy
correcting statement for minCount
Link to comment
Share on other sites

  • 4 months later...

Is this mod functioning as it should?  I seem to be getting the same contracts over and over like "Launch a Mun station" or "Launch a Minmus Station" even though I've already done both of them.  I literally just completed the "Launch a Kerbin station" and when I went back to mission control the same contract was there again for me to do!

Then I was looking through the contracts that I'm not being offered and it says I have "unmet" requrements.  However, the unmet requirements are wrong as far as I can tell.  For example, the "Add a mobile processing lab to a station" says I have two unmet requirements: Must have a station without a mobile processing lab (I don't have any stations with MPLs) and May only have three offered/active Bases and Stations contract at one time (I don't have any active and have three offered).

So I guess I'm confused why it's telling me I don' thave certain requirements which as far as I can tell I do and why I'm getting the same exact "Launch a station" contracts over and over again.

 

Edited by Biggen
Link to comment
Share on other sites

New release, 3.7.3.3

  • Thanks to github user @zhangyuesai for these fixes:
    • StationCoreCombined.cfg, ReplaceFaultyModule.cfg and BaseCreate.cfg all have power module validation. But the titles are slightly different among contracts, and even in the same contracts. This PR makes them consistent.
    • In BaseCreate.cfg, hideChildren is changed to false to show power module requirement explicitly, making it consistent with the other two contracts.
    • Adds KopernicusSolarPanel validation to ReplaceFaultyModule.cfg and BaseCreate.cfg, so the two contracts are available when Kopernicus is installed.
    • Fixes some typos.
Link to comment
Share on other sites

This has pretty much concrete the decision to sign up with Patreon. Seeing you manage these mods and continue to breathe life into something I'm so passionate about is quite amazing.

You inspire me. I downloaded my first developement software and cried myself to sleep the other night.. lol.

 

The fact that KSP2 left out procedurally generated contracts is the single most discouraging aspect of its deviation from my expectation.

 

I thank you for all that you do to keep this game so amazing.

Link to comment
Share on other sites

On 3/15/2024 at 3:28 PM, Fizzlebop Smith said:

The fact that KSP2 left out procedurally generated contracts is the single most discouraging aspect of its deviation from my expectation.

Keep in mind that the procedurally generated contacts are not a part of KSP1, that was a mod called Contract Configurator.  

Thank you for your support

Link to comment
Share on other sites

13 minutes ago, Fizzlebop Smith said:

Wait, What really?!

I only played Vanilla KSP1 until a few months ago when i discovered CKAN.

Aside from the milestone missions, I had randomness applied to mission content.

 

Yup.  There is _some_ randomness in the stock contracts, but they are fairly limited, that's why CC was written.

Link to comment
Share on other sites

@linuxgurugamer If I wanted to change it so station contracts will only generate after I've orbited 3 bodies would I change the following part of the .cfg,

 

targetBody1 = OrbitedBodies().Where(body => @/stations.Where(v => v.CelestialBody() == body).Count() == 0).SelectUnique()    and change body).Count() == 0 to say == 3

would this make it so I would have had to orbit 3 bodies before the contracts start?

 

Thank you and thank you for fixing AllY'all!!!!

 

 

Link to comment
Share on other sites

3 hours ago, Fihnakis said:

@linuxgurugamer If I wanted to change it so station contracts will only generate after I've orbited 3 bodies would I change the following part of the .cfg,

 

targetBody1 = OrbitedBodies().Where(body => @/stations.Where(v => v.CelestialBody() == body).Count() == 0).SelectUnique()    and change body).Count() == 0 to say == 3

would this make it so I would have had to orbit 3 bodies before the contracts start?

 

Thank you and thank you for fixing AllY'all!!!!

 

 

Not quite, that line counts the number of stations around each body, looking for bodies without an existing station.

What you want to do is add an additional REQUIRENT to the contract (untested):

REQUIREMENT
{
	type = expression
	name = orbited3bodiesRequirement
	title = Must have orbited at least 3 Celestial Bodies.
	expression = OrbitedBodies().Count() > 2		
}

 

Link to comment
Share on other sites

30 minutes ago, Aelfhe1m said:

Not quite, that line counts the number of stations around each body, looking for bodies without an existing station.

What you want to do is add an additional REQUIRENT to the contract (untested):

REQUIREMENT
{
	type = expression
	name = orbited3bodiesRequirement
	title = Must have orbited at least 3 Celestial Bodies.
	expression = OrbitedBodies().Count() > 2		
}

 

I really appreciate it, will try this out right now!!

Link to comment
Share on other sites

@Aelfhe1mWell it may be a while until I can try it. I tried cheating my way to quickly hit 3 orbits (have only orbited Kerbin) but of course it couldn't be that easy. Can I set orbitedbodies somewhere to try and trigger it? I searched for the value in my save file but it's not there. 

Link to comment
Share on other sites

7 hours ago, Fihnakis said:

@Aelfhe1mWell it may be a while until I can try it. I tried cheating my way to quickly hit 3 orbits (have only orbited Kerbin) but of course it couldn't be that easy. Can I set orbitedbodies somewhere to try and trigger it? I searched for the value in my save file but it's not there. 

First, sorry but small error in my supplied code. "type = Expression" is case sensitive and needs to be changed.

Other than that, I just tested it, and it seems to work as intended.

I created a new career save with CC and this contract pack installed. Cheated myself a huge pile of cash and science with which to upgrade buildings and buy tech required, then designed an over-built test rocket to send Jeb to The Mun and Minmus. Checking back at Mission Control after each step, I confirmed that the contract did not become available until all 3 bodies had been orbited.

As for how OrbitedBodies gets its values - it seems to read from the stock progress system. In a save file this is stored in the Scenario -> ProgressTracking node, which for my test save looked like:

Spoiler
SCENARIO
{
	name = ProgressTracking
	scene = 6, 7, 8, 5
	Progress
	{
		FirstLaunch
		{
			completedManned = 329.15999999999059
		}
		RecordsAltitude
		{
			completed = 435.01999999989431
			record = 70000
		}
		RecordsSpeed
		{
			completed = 2570.5777655022439
			record = 2500
		}
		RecordsDistance
		{
			completed = 520.06880371079455
			record = 100000
		}
		ReachedSpace
		{
			completedManned = 435.03999999989429
			vessel
			{
				name = Test Orbiter
				flag = ContractConfigurator/Agencies/PartTest
			}
			crew
			{
				crews = Jebediah Kerman
			}
		}
		Kerbin
		{
			reached = 671.41903076152437
			Orbit
			{
				completedManned = 671.41903076152437
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			Escape
			{
				completedManned = 23442.138344115483
			}
		}
		Mun
		{
			reached = 23442.138344115483
			Orbit
			{
				completedManned = 29531.283839429852
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			Escape
			{
				completedManned = 126500.72856600804
			}
			Flyby
			{
				completedManned = 23442.138344115483
			}
		}
		Minmus
		{
			reached = 328921.3959615872
			Orbit
			{
				completedManned = 345922.85841246211
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			Flyby
			{
				completedManned = 328921.3959615872
			}
		}
	}
}

 

A few screenshots from Mission Control:

Spoiler

After orbiting Kerbin and The Mun:

8HnXRyb.png

After orbiting Minmus as well:

BP9YGRf.png

 

Update: What the progress tracking node looked like after Jeb returned home from his mission:

Spoiler
SCENARIO
{
	name = ProgressTracking
	scene = 6, 7, 8, 5
	Progress
	{
		FirstLaunch
		{
			completedManned = 329.15999999999059
		}
		FirstCrewToSurvive
		{
			completed = 557299.58680736937
			crew
			{
				crews = Jebediah Kerman
			}
		}
		RecordsAltitude
		{
			completed = 435.01999999989431
			record = 70000
		}
		RecordsSpeed
		{
			completed = 2570.5777655022439
			record = 2500
		}
		RecordsDistance
		{
			completed = 520.06880371079455
			record = 100000
		}
		ReachedSpace
		{
			completedManned = 435.03999999989429
			vessel
			{
				name = Test Orbiter
				flag = ContractConfigurator/Agencies/PartTest
			}
			crew
			{
				crews = Jebediah Kerman
			}
		}
		Kerbin
		{
			reached = 671.41903076152437
			Orbit
			{
				completedManned = 671.41903076152437
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			Escape
			{
				completedManned = 23442.138344115483
			}
			Landing
			{
				completed = 545846.42737095559
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			SurfaceEVA
			{
				completed = 557180.20680725819
				crew
				{
					crews = Jebediah Kerman
				}
			}
			FlagPlant
			{
				completed = 557207.34680728347
			}
			ReturnFromOrbit
			{
				completed = 545846.42737095559
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
		}
		Mun
		{
			reached = 23442.138344115483
			Orbit
			{
				completedManned = 29531.283839429852
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			Escape
			{
				completedManned = 126500.72856600804
			}
			ReturnFromOrbit
			{
				completed = 545846.42737095559
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			Flyby
			{
				completedManned = 23442.138344115483
			}
			ReturnFromFlyBy
			{
				completed = 545846.42737095559
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
		}
		Minmus
		{
			reached = 328921.3959615872
			Orbit
			{
				completedManned = 345922.85841246211
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			Escape
			{
				completedManned = 364909.43153888435
			}
			ReturnFromOrbit
			{
				completed = 545846.42737095559
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
			Flyby
			{
				completedManned = 328921.3959615872
			}
			ReturnFromFlyBy
			{
				completed = 545846.42737095559
				vessel
				{
					name = Test Orbiter
					flag = ContractConfigurator/Agencies/PartTest
				}
				crew
				{
					crews = Jebediah Kerman
				}
			}
		}
	}
}

 

 

Edited by Aelfhe1m
Added extra progress
Link to comment
Share on other sites

  • 3 weeks later...
41 minutes ago, J534 said:

Anyone know how I can get my specialist to my Munar base? It's the toppled over rocket there :lol:

When I try to make my specialist EVA so he can go over there it tells me tourists cant eva :wacko:

Screenshot: https://drive.google.com/file/d/1PMdY_rdXN4tWr7aFZQ-VwbP4OZG8rlSj/view?usp=sharing

Depends how cheaty your willing to play it.

Easy but very cheaty way is to convert the specialist to a non-tourist type by editing your persistent save file (TAKE A BACKUP) then EVA them across to the "base". It shouldn't affect the contract's ability to remove the kerbal once all the requirements have been met.

Not too hard but a bit cheesy - I see a Pathfinder icon, so you probably have KAS/KIS installed. You could send up a supply probe with some KAS parts in inventory (remember a wrench or screwdriver) and use your crew kerbal to link the lander to the base using a RTS-1/JS-1 connections - unfortunately the max pipe length is 30m, so you'll also need a couple of pylons and extra RTS-1's to bridge the 70m gap to the base. But once they're connected up and the links are changed to dock, the base and the ship become one vessel and  that should satisfy the requirement for your specialist to be on the base. [minimum parts in inventory 2xground pylons, 3 x RTS-1, 1 x JS-1, screwdriver/wrench]

Spoiler

N4JtcFu.jpeg

 If you don't have KAS or think transferring crew through tiny little pipes is too cheaty (some mods do supply larger pipes) then the stock method would be to send a crewed rover (with cabin not external command seats) with a three docking ports (1 for docking and two spares to attach to the lander and base [if it doesn't already have one]). Use stock construction to take one port off the rover and attach it to your lander. Dock rover to lander and transfer specialist to rover.  Drive over to base. Attach other docking port and dock rover. Wait for specialist's mission timer to complete. Undock rover. Drive back to ship and dock again. [Warning: docking rovers to grounded vessels/bases can be very fiddly]

 

Link to comment
Share on other sites

1 hour ago, Aelfhe1m said:

Depends how cheaty your willing to play it.

Easy but very cheaty way is to convert the specialist to a non-tourist type by editing your persistent save file (TAKE A BACKUP) then EVA them across to the "base". It shouldn't affect the contract's ability to remove the kerbal once all the requirements have been met.

Not too hard but a bit cheesy - I see a Pathfinder icon, so you probably have KAS/KIS installed. You could send up a supply probe with some KAS parts in inventory (remember a wrench or screwdriver) and use your crew kerbal to link the lander to the base using a RTS-1/JS-1 connections - unfortunately the max pipe length is 30m, so you'll also need a couple of pylons and extra RTS-1's to bridge the 70m gap to the base. But once they're connected up and the links are changed to dock, the base and the ship become one vessel and  that should satisfy the requirement for your specialist to be on the base. [minimum parts in inventory 2xground pylons, 3 x RTS-1, 1 x JS-1, screwdriver/wrench]

  Reveal hidden contents

N4JtcFu.jpeg

 If you don't have KAS or think transferring crew through tiny little pipes is too cheaty (some mods do supply larger pipes) then the stock method would be to send a crewed rover (with cabin not external command seats) with a three docking ports (1 for docking and two spares to attach to the lander and base [if it doesn't already have one]). Use stock construction to take one port off the rover and attach it to your lander. Dock rover to lander and transfer specialist to rover.  Drive over to base. Attach other docking port and dock rover. Wait for specialist's mission timer to complete. Undock rover. Drive back to ship and dock again. [Warning: docking rovers to grounded vessels/bases can be very fiddly]

 

LOL like how you put "base" in quotes HAHA. I like your first cheat option. Thanks for the tips!!

Link to comment
Share on other sites

Quote

 use your crew kerbal to link the lander to the base using a RTS-1/JS-1 connections

Thanks for the tip about pylons too. Been trying to figure out what all the parts are for and dunno if I would have figured out what to do with them.

Link to comment
Share on other sites

I'm trying to complete a Life Support Expansion contract. 

The contract says:

  • Have at least 2 TACLS resource converters
  • With Module: Tac Generic Converter
  • Count: At Least 2

So I landed a module with some of the Planetary Base System's TAC life support converters but the mission wont complete. There is no TAC Generic Converter part. Is this a bug and is there anything I can do to complete the contract? Even if it involves cheating.

Link to comment
Share on other sites

35 minutes ago, J534 said:

I'm trying to complete a Life Support Expansion contract. 

The contract says:

  • Have at least 2 TACLS resource converters
  • With Module: Tac Generic Converter
  • Count: At Least 2

So I landed a module with some of the Planetary Base System's TAC life support converters but the mission wont complete. There is no TAC Generic Converter part. Is this a bug and is there anything I can do to complete the contract? Even if it involves cheating.

The cheat menu. Alt F12. Click contracts-Active. 

Link to comment
Share on other sites

  • 7 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...