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[1.12.4] Kerbin Side Remastered GAP - Flight contract pack [v2.1.7] [2022-12-19]


Caerfinon

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On 5/31/2024 at 3:02 PM, Caerfinon said:

@Infinite Aerospace When I played, only USI Life Support was really compatible because it didn't take effect on kerbals until they were 25000 km away from Kerbin. It assumed kerbals could find a donut shop nearby if they were hungry. 

All of the others required that the kerbals had access to food and other supplies that couldn't be spawned via contract configurator so those kerbals that couldn't be "collected" in a timely manner didn't make it.  If there were a way to make Kerbalism ignore activities on Kerbin, then it would be OK.  

 

How about the Kerbal Health mod? Any known conflicts there?

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@Infinite Aerospace there are no conflicts that I am aware of.  However only kerbals at the KSC are immune from health deterioration and kerbals spawned on planet by a contract would be considered by the mod to be on EVA and would loose health points per day based on that status. If you accepted a mission and left it for a long time you may find that the spawned kerbals have passed away. 

One item I'm not sure about is how the new kerbal types I introduced would react to being converted into a tourist if their health deteriorated sufficiently.   

Overall I think that if you completed contracts in a timely manner whilst on Kerbin there shouldn't be any major issues. 

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  • 1 month later...
3 hours ago, UltraViolet said:

I am having an issue where the kerbals from this mod are spawning for hire in the astronaut complex. I have made an issue on github which includes the log file.

I’m having the same problem. Service kerbals are chasing out all the pilots, etc.

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@UltraViolet @Nightside The switchover from tourists to other kerbal types was made in version  v2.1.2 of the mod.  Reverting to use v2.1.1 will correct this issue but will also remove other advancements current in v2.1.7

An alternative is to use a mod that allows you to "manage" your kerbals once hired.  You could hire a service kerbal and then change that kerbal to be an pilot, engineer, or scientist.  This can also be achieved by directly editing the Roster section of the persistent.sfs  file to change the kerbals directly. 

In my game play I relied on the use of either TRP-Hire or MKS  which replaces the hiring functions of the Astronaut Complex and allows you to choose which type of Kerbal you want to hire rather than choosing from available candidates.  The former only affects the hiring process. the latter adds additional game complexities you may not want to include in your game play. 

KSRGAP mod is currently not under development and an updated version by me is not planned.  The mod is released under an MIT license and individuals are free to fork my version and make their own versions for their own use or to distribute widely to the community.  

  

 

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  • 1 month later...
On 7/26/2024 at 10:35 AM, UltraViolet said:

I am having an issue where the kerbals from this mod are spawning for hire in the astronaut complex. I have made an issue on github which includes the log file.

@Caerfinon Given that is a wontfix issue, why does the wiki on Github explicitly say that these traits will not appear in the astronaut complex?

 

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@SergeantBlueforce 

  1.  Kerbal Traits - A specialized mod would be the best option to hide them. (Which is what TRP-Hire or MKS does [along with changing how recruits are hired] )
    • Another way to deal with the issues is to hire various kerbals and use the debug console to change them into the type you want, or use one of the roster management mods to change them. You could also directly edit the persistent.sfs file roster section and change the applicants, but here be dragons. 
    • In contract configurator, you could  take a look at the  RosterCheck.cfg contract that removes dead Citizens from the roster as a model for a similar contract to removing unwanted live citizen applicants from the astronaut  complex. I don't really recommend this because the game will create new applicants and this might create a lag issue as the auto accept contract would run each time a new undesirable applicant was created.
    • You could edit out the use of the new custom traits altogether and return to using tourists for passengers and pilots for missions requiring parachute drops. This would be a significant number of changes to the contract code for all of the different types of flights currently offered in the latest version of the mod.  Or, revert to version v2.1.1 of the mod prior to the introduction of the new traits.           
  2. For the Let's Start An Airline contract - the progression counter is only set when the initial flight contract is completed. If the contract expires and is not completed it should reappear in the contracts offered. It can only be completed once however.   
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21 hours ago, Caerfinon said:

For the Let's Start An Airline contract - the progression counter is only set when the initial flight contract is completed. If the contract expires and is not completed it should reappear in the contracts offered. It can only be completed once however.   

Given this, were you not able to configure it to just never expire?

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  • 4 weeks later...

Hey! I'm having some issues with these contracts, specifically the "request clearance for takeoff" step of the first contract ("Let's Start an Airline"). The plane hasn't launched yet and is still in the Prelaunch state, and has started at the KSC runway as requested. The passenger was added to the flight using the prelaunch passenger GUI (as opposed to launching the vessel with them inside), and the contract should be started. Do you know why this might not be working?

Edited by LittleBitMore
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The Let's Start an Airline contract has the following requirements; 

  1.  a pilot 
  2. seating capacity for 5 kerbals
  3. The KAA inspector 

Once this is achieved the craft  must be within 1600 meters of Waypoint 0 which is the KSC runway and must remain at this location for 5 seconds. Once completed you should receive a conversation dialog box clearing you for take off. 

Thing that can go wrong from most likely to least likely 

  1.  The KAA inspector is  the incorrect Kerbal
  2. The contract configurator waypoint was been corrupted during initialization. Test with displaying waypoints for active contracts
  3. Something is interfering with Contract Configurator's  Duration function.  Some other mod, or a change in the current contract configurator. CKAN says the latest version is v2.11.0.0. The Contracts in this mod were written for version 1.30.5 of the mod. 

Try canceling the contract from the debug menu and restarting it and see how that goes.        

 

 

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  • 1 month later...

Hello!I like your mod,and have some issues with the rescue contract of NAVY.  

Since I didn't design a seaplane that could work properly before, I passed Certification Test 1 by using the console.

Recently, I finally designed a useful seaplane, so I tried the rescue contract.

Everything went smoothly before takeoff and during the takeoff phase. I successfully flew to the search area and landed on the sea surface.

But then I ran into an issue. I noticed a Kerbal icon on the map, and I operated the plane to fly there and land within 5 meters of the downed pilot.

Then I didn't know what to do next. I didn't know how to get the downed pilot onto my plane, and the tracking station prompted me that I couldn't control the downed pilot.

Is there any special design required for the plane? I have left enough seating space. Or did I make a mistake in the operation steps? I tried to operate a Kerbal to perform an EVA, but I couldn't interact with the downed pilot at all.

Could you please provide a detailed explanation of the completion process for this part of the contract?

Thanks a lot.

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@TAIXIFENG When you get your aircraft close enough to the kerbal to be rescued you need to use the keyboard to change focus from your aircraft to the kerbal you are rescuing. The keys "[" or "]" will cycle between your vessel and the rescue kerbal. Once the kerbal has focus swim to the vessel and board it through one of the hatches/doors and then return to the designated recovery site. 

Fly safe.

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