Caerfinon Posted January 25, 2021 Author Share Posted January 25, 2021 1 hour ago, vardicd said: I'm just wondering if you can reproduce, or if it's just on my end, or what>? Never tried it, but I'll give it a go in the morning, Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 25, 2021 Share Posted January 25, 2021 31 minutes ago, Caerfinon said: Never tried it, but I'll give it a go in the morning, Would appreciate that, before I go drop a bug report on the part or something. Won't bother if it's just happening for me. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 25, 2021 Share Posted January 25, 2021 (edited) @Caerfinon Possible bug with navy cert 1, if you do the mission and get as far as recovering the stranded kerbal, then crash your helicopter while trying to lift off the water to head back to base the mission fails. At this point I noticed that both the observer, Darlene Kerman, and the stranded kerbal, Molo, where in my pilot roster and hadn't vanished back into the void from whence they spawned. I retook the mission, and the contract seems to fail to realize that I've reached the target zone and doesn't acknowledge that I have the rescue kerbal on my craft. EDIT: after I successfully, actually completed the contract, I force completed it with the cheat system. Darlene Kerman went back into the void, but both Molo and Katwiss [rescue target number 2] have decided to remain as part of my space program. Edited January 25, 2021 by vardicd Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 25, 2021 Author Share Posted January 25, 2021 9 hours ago, vardicd said: Possible bug with navy cert 1 It appears all the NAVY missions a re missing the anti-tourist spam protection code from Issue #15. Issue #31 raised. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 26, 2021 Share Posted January 26, 2021 On 1/24/2021 at 6:12 PM, vardicd said: Hey, @CaerfinonJust because I know you use airplane plus, have you ever tried attaching anything to the size 1 100KE Auxillary power engine? I thought it'd make a nice tail section for my helicopter, as it's generally tail shaped and produces electricity, which my helicopter needed, but I have found that attaching parts to it, saving the craft, and leaving the editor, ie launching, or coming back in and reloading the craft, ends up placing those parts to the far right front of the craft, magically attached by invisible... something? I'm just wondering if you can reproduce, or if it's just on my end, or what>? On 1/24/2021 at 7:56 PM, Caerfinon said: Never tried it, but I'll give it a go in the morning, Just wondering, did you ever find time to check this? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 26, 2021 Author Share Posted January 26, 2021 26 minutes ago, vardicd said: Just wondering, did you ever find time to check this? I did test it. Sorry for the delay in getting back but some RL issues intervened. I was able to attach multiple parts to the 100KE Auxiliary power engine (wings, elevons, etc.) and they always maintained their placed position in the editor, during launches, after saves and reloads. I'm running KSP 1.11 and I've included my mod list for reference. Maybe some other mod you have is interfering with it. Spoiler Mod List [TextureReplacer] USI Kolonization Class Suits Redux (USIKolClassSuitsRedux 1.0.3) AirlockPlus (AirlockPlus v0.0.11) Airplane Plus (AirplanePlus 26.5) Astrogator (Astrogator v0.10.2) Astronomer's Visual Pack (AstronomersVisualPack 2:v4.05) Astronomer's Visual Pack-2k Textures (AVP-2kTextures v1.11) AT Utils (AT-Utils v1.9.6) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.16) Automated Science Sampler (AutomatedScienceSampler 1.3.5-KSP1.8) BreakingGround-DLC (BreakingGround-DLC (unmanaged)) Career Evolution (ContractConfigurator-CareerEvolution 1.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) CommNet Constellation (CommNetConstellation 1.5.7) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Community Trait Icons (CommunityTraitIcons v1.1.1) Contract Configurator (ContractConfigurator 1.30.5) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.2.3) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Contract Pack: Giving Aircraft a Purpose (GAP) (GAP 1.6.1) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Craft Import & Upload (CraftImport 1:0.9.0) Crew Light (CrewLight 1:1.20.0) Crew R&R (CrewQueueTwo 1.1.11) Custom Barn Kit (CustomBarnKit 1.1.21.0) Custom Pre Lauch Checks (CustomPreLaunchChecks 1.8.1) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Double Tap Brakes (DoubleTapBrakes 2.0.0.1) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.1.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) EasyBoard (EasyBoard 1.10) Engineering Roles - Final Frontier Ribbon Pack (STMsFFRibbonPackEngineeringRoles 0.5.1) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 3:1.10.1-3) Feline Utility Rovers (FelineUtilityRovers 1.2.11) Final Frontier (FinalFrontier 1.10.0-3485) Firespitter Core (FirespitterCore v7.17) Firespitter Resources config (FirespitterResourcesConfig v7.17) Global Construction Core (GroundConstruction-Core 2.6.4.1) Grounded - Modular Vehicles (Grounded 5.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.2.0) Historian Expanded (Historian-expanded 2:v1.8.0) Horizontal Landing Aid Redux (RCSLandAid 3.4.0.1) IndicatorLights (IndicatorLights 1.7) Karbonite (Karbonite 1:1.4.0) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Attachment System (KAS 1.7) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Kerbal Hacks: Wearable KIS Props (KHWearableKISProps 1.1) Kerbal Inventory for All (KerbalInventoryForAll 1:1.2) Kerbal Inventory System (KIS 1.28) Kerbal-Konstructs (KerbalKonstructs 1.8.1.15) Kerbin Side Remastered (KerbinSideRemastered 1.0.1) Kerbin Side Remastered GAP (KerbinSideRemasteredGAP v2.0.0) KerboKatz - SmallUtilities - FPSLimiter (KerboKatzSmallUtilities-FPSLimiter 1.5.4-KSP1.8) KerboKatz - SmallUtilities - FPSViewer (KerboKatzSmallUtilities-FPSViewer 1.5.4-KSP1.8) KerboKatzUtilities (KerboKatzUtilities 1.5.2-KSP1.8) Konstruction (Konstruction 1.4.0) Kramax Autopilot Continued (KramaxAutopilotContinued 0.4.0)KSC Extended (KSCExtended 2.2)KSC Harbor (KSCHarbor 1.2) KSP Craft Organizer (VAB/SPH tags + craft searching) (KspCraftOrganizer 1.6.0) KSP Resonant Orbit Calculator (ResonantOrbitCalculator 0.0.6.2) Making History (MakingHistory-DLC 1.11.0) Malemute Rover (MalemuteRover 1.4.0) Maneuver Node Evolved (ManeuverNodeEvolved 5.0) MechJeb 2 - DEV RELEASE (MechJeb2-dev 2.12.0.0-1039) Module Manager (ModuleManager 4.1.4) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.1) NavUtilities continued (NavUtilitiesContinued 0.7.2) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) Operations Roles - Final Frontier Ribbon Pack (STMsFFRibbonPackOperationsRoles 0.5.1) Pood's Calm Nebula Skybox (PoodsCalmNebulaSkybox v1.3.0) Portrait Stats (PortraitStats 18.0)RCS Build Aid Continued (RCSBuildAidCont 1:0.10.0) SCANsat (SCANsat v20.4) scatterer (Scatterer 3:v0.0723) Scatterer Default Config (Scatterer-config 3:v0.0723) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) Science Roles - Final Frontier Ribbon Pack (ScienceRolesFinalFrontierRibbonPack 0.5.2.1) StageRecovery (StageRecovery 1.9.2.2) Station Keeping (StationKeeping 1:0.2.2.1) Survey Transponder (SurveyTransponder 0.6.0) TAC Fuel Balancer (TacFuelBalancer v2.21.5.1) TextureReplacer (TextureReplacer v4.3.1) Throttle Controlled Avionics (ThrottleControlledAvionics v3.7.2) Toolbar Controller (ToolbarController 1:0.1.9.4) Tracking Station Evolved (TrackingStationEvolved 6.0) Tundra's Space Center (TundraSpaceCenter 2.0.1) UnKerballed Start (UnKerballedStart 1.2.0)USI Core (USI-Core 1.4.0)USI Exploration Pack (USI-EXP 1.4.0)USI Freight Transport Technologies (USI-FTT 1.4.0)USI Kolonization Systems (MKS/OKS) (UKS 1:1.4.1)USI Life Support (USI-LS 1.4.0)USI Tools (USITools 1.4.0) Vertical Velocity Controller Redux (TWR1 1.34.0.2) VesselMover Continued (VesselMoverContinued v1.11.0) Water Launch Sites (Kerbal-Konstructs) (WaterLaunchSites 1.0.0) Waypoint Manager (WaypointManager 2.8.2.6) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 26, 2021 Share Posted January 26, 2021 1 hour ago, Caerfinon said: I did test it. Sorry for the delay in getting back but some RL issues intervened. I was able to attach multiple parts to the 100KE Auxiliary power engine (wings, elevons, etc.) and they always maintained their placed position in the editor, during launches, after saves and reloads. I'm running KSP 1.11 and I've included my mod list for reference. Maybe some other mod you have is interfering with it. Reveal hidden contents Mod List [TextureReplacer] USI Kolonization Class Suits Redux (USIKolClassSuitsRedux 1.0.3) AirlockPlus (AirlockPlus v0.0.11) Airplane Plus (AirplanePlus 26.5) Astrogator (Astrogator v0.10.2) Astronomer's Visual Pack (AstronomersVisualPack 2:v4.05) Astronomer's Visual Pack-2k Textures (AVP-2kTextures v1.11) AT Utils (AT-Utils v1.9.6) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.16) Automated Science Sampler (AutomatedScienceSampler 1.3.5-KSP1.8) BreakingGround-DLC (BreakingGround-DLC (unmanaged)) Career Evolution (ContractConfigurator-CareerEvolution 1.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) CommNet Constellation (CommNetConstellation 1.5.7) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Community Trait Icons (CommunityTraitIcons v1.1.1) Contract Configurator (ContractConfigurator 1.30.5) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.2.3) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Contract Pack: Giving Aircraft a Purpose (GAP) (GAP 1.6.1) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Craft Import & Upload (CraftImport 1:0.9.0) Crew Light (CrewLight 1:1.20.0) Crew R&R (CrewQueueTwo 1.1.11) Custom Barn Kit (CustomBarnKit 1.1.21.0) Custom Pre Lauch Checks (CustomPreLaunchChecks 1.8.1) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Double Tap Brakes (DoubleTapBrakes 2.0.0.1) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.1.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) EasyBoard (EasyBoard 1.10) Engineering Roles - Final Frontier Ribbon Pack (STMsFFRibbonPackEngineeringRoles 0.5.1) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 3:1.10.1-3) Feline Utility Rovers (FelineUtilityRovers 1.2.11) Final Frontier (FinalFrontier 1.10.0-3485) Firespitter Core (FirespitterCore v7.17) Firespitter Resources config (FirespitterResourcesConfig v7.17) Global Construction Core (GroundConstruction-Core 2.6.4.1) Grounded - Modular Vehicles (Grounded 5.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.2.0) Historian Expanded (Historian-expanded 2:v1.8.0) Horizontal Landing Aid Redux (RCSLandAid 3.4.0.1) IndicatorLights (IndicatorLights 1.7) Karbonite (Karbonite 1:1.4.0) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Attachment System (KAS 1.7) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Kerbal Hacks: Wearable KIS Props (KHWearableKISProps 1.1) Kerbal Inventory for All (KerbalInventoryForAll 1:1.2) Kerbal Inventory System (KIS 1.28) Kerbal-Konstructs (KerbalKonstructs 1.8.1.15) Kerbin Side Remastered (KerbinSideRemastered 1.0.1) Kerbin Side Remastered GAP (KerbinSideRemasteredGAP v2.0.0) KerboKatz - SmallUtilities - FPSLimiter (KerboKatzSmallUtilities-FPSLimiter 1.5.4-KSP1.8) KerboKatz - SmallUtilities - FPSViewer (KerboKatzSmallUtilities-FPSViewer 1.5.4-KSP1.8) KerboKatzUtilities (KerboKatzUtilities 1.5.2-KSP1.8) Konstruction (Konstruction 1.4.0) Kramax Autopilot Continued (KramaxAutopilotContinued 0.4.0)KSC Extended (KSCExtended 2.2)KSC Harbor (KSCHarbor 1.2) KSP Craft Organizer (VAB/SPH tags + craft searching) (KspCraftOrganizer 1.6.0) KSP Resonant Orbit Calculator (ResonantOrbitCalculator 0.0.6.2) Making History (MakingHistory-DLC 1.11.0) Malemute Rover (MalemuteRover 1.4.0) Maneuver Node Evolved (ManeuverNodeEvolved 5.0) MechJeb 2 - DEV RELEASE (MechJeb2-dev 2.12.0.0-1039) Module Manager (ModuleManager 4.1.4) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.1) NavUtilities continued (NavUtilitiesContinued 0.7.2) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) Operations Roles - Final Frontier Ribbon Pack (STMsFFRibbonPackOperationsRoles 0.5.1) Pood's Calm Nebula Skybox (PoodsCalmNebulaSkybox v1.3.0) Portrait Stats (PortraitStats 18.0)RCS Build Aid Continued (RCSBuildAidCont 1:0.10.0) SCANsat (SCANsat v20.4) scatterer (Scatterer 3:v0.0723) Scatterer Default Config (Scatterer-config 3:v0.0723) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) Science Roles - Final Frontier Ribbon Pack (ScienceRolesFinalFrontierRibbonPack 0.5.2.1) StageRecovery (StageRecovery 1.9.2.2) Station Keeping (StationKeeping 1:0.2.2.1) Survey Transponder (SurveyTransponder 0.6.0) TAC Fuel Balancer (TacFuelBalancer v2.21.5.1) TextureReplacer (TextureReplacer v4.3.1) Throttle Controlled Avionics (ThrottleControlledAvionics v3.7.2) Toolbar Controller (ToolbarController 1:0.1.9.4) Tracking Station Evolved (TrackingStationEvolved 6.0) Tundra's Space Center (TundraSpaceCenter 2.0.1) UnKerballed Start (UnKerballedStart 1.2.0)USI Core (USI-Core 1.4.0)USI Exploration Pack (USI-EXP 1.4.0)USI Freight Transport Technologies (USI-FTT 1.4.0)USI Kolonization Systems (MKS/OKS) (UKS 1:1.4.1)USI Life Support (USI-LS 1.4.0)USI Tools (USITools 1.4.0) Vertical Velocity Controller Redux (TWR1 1.34.0.2) VesselMover Continued (VesselMoverContinued v1.11.0) Water Launch Sites (Kerbal-Konstructs) (WaterLaunchSites 1.0.0) Waypoint Manager (WaypointManager 2.8.2.6) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Looks like you've got pretty much all the mods I've got and then some, the only mods I'm using that I don't see on your list are Angel's mods, Pathfinder, Heisenberg airships, and flying saucer, and I did notice some problems with Pathfinder last night, some parts from that mod won't stay purchased, specifically the buckboards. every time I'd pay for them to be unlocked and change scenes, I'd have to pay for them again next time I wanted to use them in the editor. Not sure why they'd be affecting just that one part in airplane plus though, if that's where the problem is coming from. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 26, 2021 Author Share Posted January 26, 2021 Current Status: Issue #31 Navy Tourism Spam bug New code fixes There are two types of Navy mission passengers, the Navy Observer and the Navy Pilot to be rescued. Status of the Navy Observer The observer is spawned using the SpawnPassengers Behaviour and is removed with the RemoveKerbal Behaviour If the Navy Observer is killed or the aircraft is damaged the mission fails. If you recover the Navy Observer is removed from play. There may be a short period they appear in the astronaut complex but after a scene change or two they are removed. Status of the Navy Pilot The Navy pilot is spawned at a specific location using the SpawnKerbal Behaviour and is removed with the RemoveKerbal Behaviour the RemoveKerbal function does not appear to be removing the Navy Pilot on contract failure conditions. The only way the Navy Pilot gets removed is on the successful completion of the mission and recovery. The workarounds for this behaviour are as follows; If the mission fails before the Navy Pilot is picked up, you can terminate them from the tracking station by highlighting EVA kerbals. If you choose the recover option from either the KSC screen (for those pilots near Kola Island) then the Navy Pilot goes into your roster If the Navy Pilot dies during the mission they go to the Missing Tab in your roster and will become active again or be marked KIA depending on your game settings If the Navy Pilot does show up in your active roster you have the option of dismissing them or taking advantage of an additional pilot. The morality of it is up to you Similarities to Issue #15 Tourist Spam Tourists are also spawned using the SpawnPassengers Behaviour but all my attempts to remove them on contract failure using RemoveKerbal have failed. Tourists are only removed from play on recovery after a successful mission result... or death. If they don't die, they fill up the astronaut complex and cannot be dismissed. You can edit them out of the game file by hand, but when you have 80 that's a lot. So the only way I have of causing the death of countless tourists to remove them from play is to destroy the aircraft they are on using the DestroyVessel Behaviour with the CONTRACT_FAILED option. This will also kill the crew. All of these issues can be avoided by reverting to Launch or SPH on mission failures, but not everyone plays that way so I thought I should tidy up a bit. The new Navy code is in play-testing and should be in GitHub later today and will be available in the next scheduled release. 7 minutes ago, vardicd said: Not sure why they'd be affecting just that one part in airplane plus though That is pretty weird. Have you tried recreating the issue in a completely fresh sandbox game? You could also temporarily remove suspected mods and see if the behaviour changes at all. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 26, 2021 Share Posted January 26, 2021 6 minutes ago, Caerfinon said: That is pretty weird. Have you tried recreating the issue in a completely fresh sandbox game? You could also temporarily remove suspected mods and see if the behaviour changes at all. No I didn't, and to be honest, I just made the decision to update my install and mods to 1.11 today, and I'm dropping a few mods so since it's just a me issue and I'm redoing my install and mods, I'm not going to worry about it past this. If you'd have had the issue too I'd have reported it and submitted logs and such in the AP+ thread. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 27, 2021 Author Share Posted January 27, 2021 Current Status (KAY-sis) Knational Security Intelligence Service missions being tested Agent Deployment - Agent needs to be flown to remote area of Kerbin and has to execute a ParaDrop and land 500 meters from target objective. Play strategy Launch from the KSC so the aircraft will need to have some range capability as the drop zone could be anywhere on Kerbin Player will need to flip back and forth between agent and aircraft during the descent, or the aircraft will eventually crash. When agent lands the aircraft should fly to a nearby base and land, then switch back to agent for recovery and contract completion. Test code available on GitHub now, (requires Top Secret Area 15 landing rights acquired). Will be available in next release. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 27, 2021 Share Posted January 27, 2021 (edited) 18 minutes ago, Caerfinon said: Current Status (KAY-sis) Knational Security Intelligence Service missions being tested Agent Deployment - Agent needs to be flown to remote area of Kerbin and has to execute a ParaDrop and land 500 meters from target objective. Play strategy Launch from the KSC so the aircraft will need to have some range capability as the drop zone could be anywhere on Kerbin Player will need to flip back and forth between agent and aircraft during the descent, or the aircraft will eventually crash. When agent lands the aircraft should fly to a nearby base and land, then switch back to agent for recovery and contract completion. Test code available on GitHub now, (requires Top Secret Area 15 landing rights acquired). Will be available in next release. I see this mission be one for something like Flight Manager for Reusable Stages. set your agent up in a control chair in a cargo bay on a decoupler, open bay and stage when we're over the area. staging event creates a FMRS load point, eject the agent from the seat, parachute him down, then use FMRS to reload the ejection point, and control the plane back to landing. makes it a lot easier than trying to juggle objects on the way down. I would recommend making the landing area bigger than 500 M though. I've never been able to hit a target that small. Every time I've tried a targeted paradrop, I land at least a KM away. Will it count if you walk the agent into the target zone? if not, i'm going to need to really practice my precision paradrops. Edited January 27, 2021 by vardicd Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 27, 2021 Author Share Posted January 27, 2021 9 minutes ago, vardicd said: landing area bigger than 500 M though If the agent misses the drop zone... They can hike to it on foot and still complete the mission 11 minutes ago, vardicd said: I see this mission be one for something like Flight Manager for Reusable Stages Never tested that, but the mission requires that the descending agent be of the vessel type EVA so as long as that parameter is maintained you can drop with just about anything. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 28, 2021 Share Posted January 28, 2021 @Caerfinon I'm not sure why, or what's going on, but I'm on year 2 of my career and I've been having the let's start an airline mission hanging out in my mission control, and suddenly it's gone. I look at the contract listings and it's showing that somehow I no longer meet the requirement of having aileron / elevons despite the fact that I have many researched and have been flying planes with them for quite a while. I'm not sure what's happened that KS-GAP is no longer correctly aware of my part availability https://www.dropbox.com/s/odgxhp86hch88u9/Log for KerbingsideGAP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 28, 2021 Author Share Posted January 28, 2021 8 minutes ago, vardicd said: KS-GAP is no longer correctly aware of my part availability Have you changes to a tech tree mod that changes the stock part in any way? The requirement is that you have parts with the "ModuleControlSurface" ; REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked title = Aileron or Elevon partModule = ModuleControlSurface } In the Stock parts the Elevon1 has this module MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.25 deflectionLiftCoeff = 0.25 ctrlSurfaceRange = 20 ctrlSurfaceArea = 1.0 actuatorSpeed = 30 transformName = Elevon1 } It appears from your log that Atmosphere Autopilot is replacing that module on your parts. [AtmosphereAutopilot]: part 'hlfSrf' config node contains ModuleControlSurface, replacing it So I've added support for this mod and others that change the ModuleControlSurface. You can replace your copy of the file with this one; 01 - LetsStartAnAirline.zip The update is on GitHub and will be included in the next release. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 28, 2021 Share Posted January 28, 2021 9 minutes ago, Caerfinon said: Have you changes to a tech tree mod that changes the stock part in any way? The requirement is that you have parts with the "ModuleControlSurface" ; REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked title = Aileron or Elevon partModule = ModuleControlSurface } In the Stock parts the Elevon1 has this module MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.25 deflectionLiftCoeff = 0.25 ctrlSurfaceRange = 20 ctrlSurfaceArea = 1.0 actuatorSpeed = 30 transformName = Elevon1 } It appears from your log that Atmosphere Autopilot is replacing that module on your parts. [AtmosphereAutopilot]: part 'hlfSrf' config node contains ModuleControlSurface, replacing it So I've added support for this mod and others that change the ModuleControlSurface. You can replace your copy of the file with this one; 01 - LetsStartAnAirline.zip The update is on GitHub and will be included in the next release. I'm using Kiwi tech tree, I haven't made any install changes since I started this career, everything is the same and the missions were showing up yesterday. I've been using atmospheric autopilot for months, if not for a year or better, and it's never interfered with the spawning of these missions before, so I have no idea why it suddenly decided to do so today when I started the game. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 28, 2021 Author Share Posted January 28, 2021 1 hour ago, vardicd said: so I have no idea why it suddenly decided to do so today when I started the game It's a mystery. Did the new file I linked solve the issue for you? Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 28, 2021 Share Posted January 28, 2021 44 minutes ago, Caerfinon said: It's a mystery. Did the new file I linked solve the issue for you? yeah seems too, but now I've got a fully upgraded science lab in my save, and every new save I start, and I have no idea why. Not saying the file you sent is the problem, just saying my game is acting more and more weird. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 28, 2021 Author Share Posted January 28, 2021 @vardicd that happens to a lot of my career games. I need to make a stable play instance, and then not muck about in it. but I'm always trying out new mods and breaking things. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 28, 2021 Share Posted January 28, 2021 6 minutes ago, Caerfinon said: @vardicd that happens to a lot of my career games. I need to make a stable play instance, and then not muck about in it. but I'm always trying out new mods and breaking things. THIS^ the reason so many of my career games end. Though I have at least learned to never manipulate my persistent file while the save is actively loaded. That's just asking the kraken to visit. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 29, 2021 Author Share Posted January 29, 2021 Current Status: Test Flights ( 4 new planes added to the KerbalX hanger : Kerbin Side Remastered Gap ) Grillus - - Nice little passenger prop plane. Seats 8 SA-Mule - Cargo plane good for those UK Cargo missions SandCat - a VTOL alternative to helicopters - takes a bit of getting used to flying it but it's fun Dodo - another cargo plane for UK missions Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 30, 2021 Author Share Posted January 30, 2021 Current Status (KAY-sis) Knational Security Intelligence Service missions being tested Agent Extraction - Agent needs to be picked up from remote corners of the globe and returned to Top Secret Area 15. Play strategy The agent can be recovered by any means necessary Once recovered take the agent to the nearest airport, put them on a plane and take them home. Civil Unrest - Transport a SpecialOps agent to the area of the Civil unrest and Para Drop them on the objective. It's much like the deploy agent mission, except this time ground based kerbals are are shooting back There will be three random KERPADS (Kerbal Portable Air Defense Systems) deployed around the objective. They will engage at 5kms range. You can evade them by flying outside their range either higher or farther away horizontally flying below their effective engagement altitude. You have 10 seconds to get clear. A missile strike will destroy your aircraft. You will be able to detect their location when you are within 8kms of them. So scouting the drop site is a good idea. A fix for Hinterland tours that prevented it from launching unless you had KSC Extended mod installed A final fix to the Terminal Altitude problem. (because Top Secret Are 15 is so far above the real terrain.) all regular airline flights, UK VIK transports, and UK cargo flights will use the new terminal altitude settings. The range to marker has been returned to 50 meters The Landing Rights flights have had the terminal requirements removed because the way flight progress is calculated in this set of flights is the bug that caused the altitude issue in the first place. They will just need to stop on the runways within 690 meters of the marker like the version 1 flights all did. Support for mods that change the ModuleControlSurface has been added to the Let's Start an Airline mission to allow it to begin correctly. These changes will be on GitHub later today and will be included in the next release. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 30, 2021 Share Posted January 30, 2021 8 minutes ago, Caerfinon said: Current Status (KAY-sis) Knational Security Intelligence Service missions being tested Agent Extraction - Agent needs to be picked up from remote corners of the globe and returned to Top Secret Area 15. Civil Unrest - Transport a SpecialOps agent to the area of the Civil unrest and Para Drop them on the objective. It's much like the deploy agent mission, except this time ground based kerbals are are shooting back There will be three random KERPADS (Kerbal Portable Air Defense Systems) deployed around the objective. They will engage at 5kms range. You can evade them by flying outside their range either higher or farther away horizontally flying below their effective engagement altitude. You have 10 seconds to get clear. A missile strike will destroy your aircraft. You will be able to detect their location when you are within 8kms of them. So scouting the drop site is a good idea. How are you doing hostile things shooting at you? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 30, 2021 Author Share Posted January 30, 2021 48 minutes ago, vardicd said: How are you doing hostile things shooting at you? Like every thing else it's an abstraction. If you get too close to a specific spot at a specific altitude you are given 10 seconds to change your flight to get out of that position otherwise you complete a parameter that triggers a destroy vessel behaviour. The locations are randomly set and become visible at 8kms so with a bit of flying you should be able to avoid them and get the agent to the drop zone. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 30, 2021 Share Posted January 30, 2021 5 minutes ago, Caerfinon said: Like every thing else it's an abstraction. If you get too close to a specific spot at a specific altitude you are given 10 seconds to change your flight to get out of that position otherwise you complete a parameter that triggers a destroy vessel behaviour. The locations are randomly set and become visible at 8kms so with a bit of flying you should be able to avoid them and get the agent to the drop zone. Oh, okay. For a minute there I was envisioning something like BD armory that actually adds weapons and stuff into KSP. Trying to figure out how you managed that with this mod, contract configurator, and Kerbinside. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 30, 2021 Author Share Posted January 30, 2021 Just now, vardicd said: For a minute there I was envisioning something like BD armory that actually adds weapons and stuff into KSP There are Contract Configurator hooks to make BD armory based contracts. There is a TargetDestroyed Parameter that lets you specify a list of vessels that need to be eliminated to complete objectives. Presumably that would be done with the weaponry BD Armory provides. There is an example mission on a GitHub fork of the Original GAP mod that has the player fighting with rebels who have seized the Island Airport! It spawns aircraft and AA guns and the objective is to land and plant a flag presumably after you fight it out with the enemy assets. BDArmory Missions KSP-IslandLandingBD.cfg I've read through it and it's interesting. Might be something "optional" put together much later. I've never used BD Armory so I've have to spend some time figuring all that out. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.