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


Caerfinon

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The work continues...

  • Completed most of the KK work I was planning for the next release Issue 58
  • Abandoned market fluctuation idea to influence rewards to various locations - too complicated on many fronts  Issue 66
  • Doing first drafts of the SkyMed missions  Issues 59
  • Creating CustomWaypoint configs for all the places Issue 65
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A Double Release

Kerbin Side Remastered GAP -  Version v2.1.2 for Kerbal Space Program 1.12.3  Released on 2022-09-12

Major Update

  • Best to have completed all active missions prior to updating
  • Save your game to a backup sfs file before installing.

New Missions

0PLXTY6m.pngURFQi9Jm.pngSsUEDvAm.png

  • SkyMed: Medevac flights to remote airstrips. (requires Kerbin Side Remastered Gap Extras be installed)
  • Jeb's Junkyard Cargo: Retrieval of cargo from remote airstrips and delivery to Jeb's Junkyard. (requires Kerbin Side Remastered Gap Extras be installed)
  • Navy Transport Missions: Flights between Naval Air Stations.

Changes

  • adds an introduction mission for the United Knations agency. (No new UK missions will be offered until this mission is completed)
  • adds Custom Waypoints for all KSR sites that can be imported into Waypoint Manager. (file in patches directory)
  • optional KK deployment of United Knations HQ site (Requires Kerbin Side Core from CKAN be installed)
  • addition of KK TKA arrival signs to mark the Air Terminal locations at all KSR Airports
  • General fixes for passenger handling using three new Kerbal Traits for all missions

See the Wiki for more details

 

Kerbin Side Remastered Gap Extras - Version v1.0.5 for Kerbal Space Program 1.12.3 Released on 2022-09-12

  • Harbors moved to Kerbin Side Remastered GAP mod
  • Airstrips have KK launch site functions disabled but are still available for remote landing and take off
  • Custom Waypoint file provided in patches directory for those that want to import airstrip locations into waypoint manager
  • NAVInstruments Continued patch active ( Credit to @610yesnolovely for assistance with this piece)

There were a lot of moving pieces to these changes, but I hope it makes things better. 

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Version v2.1.3 for Kerbal Space Program 1.12.3  Released on 2022-09-16

Minor tweaks

  • Servicekerbal portrait icon colour changed for better visibility
  • Baikurbanur KK additions rolled into KSPGAP group from the KSR base group
  • KK upgades to KSC add the Trans Kerbin Airlines office buildings (requires that you have Kerbin Side Core from CKAN installed)

Available now on SpaceDock

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  On 9/18/2022 at 1:01 PM, Bit Fiddler said:

I am having an issue with Kerbin Side Airfields and Kramax

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Could be a couple of things.

  • If your final approach airspeed is too low then you may well miss the mark
  • If the KK statics for the runways have changed in any way then the information in the Kramax flight plans will be inaccurate 
  • Are you using flaps, spoilers, airbrakes or anything else in your craft that affects speed of flight?

That's really all I can suggest without looking at you .craft file and you ksp and player logs. 

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The aircraft I fly have no issues landing at KSC, or island Airfield.  I thoroughly test them on these 2 airstrips before I ever attempt to use them for a mission.  However, all the extra bases I try to land at I seem to land short.  I have not done extensive tests on this yet, but I have tried to land at 3 or 4 of the Kerbin Side bases and every time I land short.   My thinking is the Kramax way points do not match the physical runway objects.

 

I guess to get a resolution, I need to know do you make the Kramax WP lists, and do you make the physical bases in KK?  If not, I guess I need to get with someone else to try and figure out why they do not match.

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  On 9/18/2022 at 4:49 PM, Bit Fiddler said:

I need to know do you make the Kramax WP lists, and do you make the physical bases in KK?

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I make the Kramax flight plans. I do not make the bases associated with Kerbin Side Remastered airports

Make a waypoint of all of the FLARE locations in the  flightplan config file  (file located in \GameData\ContractPacks\KerbinSideRemasteredGAP\Patches ). This will let you visualize what's going on in flight view at teh runway location. 

 

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  • 2 weeks later...

Version v2.1.4 for Kerbal Space Program 1.12.3  Released on 2022-10-01

Bug fixes

  • KK terminal sign at Kola Island repositioned to match waypoint location from missions - Issue #69
  • Type 3 large airliner flights were failing on part validations of non squad parts if mods not present - Issue #70
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  • 4 weeks later...

New Bug - TLA Issue 28 affecting Traits 

"If an Unowned kerbal with trait Citizen, Civil-Servant, or ServiceKerbal is spawned to a location and the contract fails. Then the kerbals and any spawned vessels are not removed by Contract Configurator. but remain deployed.

Players can "terminate" these in the tracking station, however this has the effect of changing the kerbal from Unowned to Crew and they are listed as KIA in the lost tab of the Astronaut complex.

If the player has not set dead and missing kerbals return on, then they will remain in the lost tab. On return the kerbals are moved to the Available tab. where they can be dismissed by the player and are then removed from the roster completely.

This does not other game affects for players using Stock Astronaut complex, or TRP-Hire mod, however if players are using MKS the astronaut complex is unusable for hiring until the dead kerbals with these traits are removed from the roster."

I'm working on a "Roster Check" contract that will run automatically and remove the "misplaced" kerbals from the roster. 

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  On 11/3/2022 at 11:18 AM, SmarterThanMe said:

All of the astronauts available for hire in my astronaut complex are servicekerbals, citizens or civil-servants. Need a pilot!

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If you see a number of applicants  of various traits, then you are using the stock interface.  A vast improvement would be to use a mod like TRP-Hire which allows you to select the trait of your next hire rather than waiting for a suitable applicant to appear.   

A similar system is used by the mod USI Kolonization Systems (MKS/OKS) but it is a much more intensive and meant for complex resource management and manufacturing. 

 

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  On 11/6/2022 at 2:06 PM, SmarterThanMe said:

How do I get the KAA Certification?

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The first mission is "Let's Start An Airline"  and is offered by the Trans Kerbin Airlines Inspections group . Once the initial certification mission is completed, then the landing rights missions will start. When you complete the landing rights mission for an airport, then regular flights to that airport will commence. 

Other group's missions will begin as you progress through the various landing rights missions. 

More details in the Wiki

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  On 11/6/2022 at 2:24 PM, Caerfinon said:

The first mission is "Let's Start An Airline"  and is offered by the Trans Kerbin Airlines Inspections group

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All I've got under that group is A flight to gain landing rights at  a new airfield.

Screenshot:

  Reveal hidden contents

I can see 01 - LetsStartAnAirline.cfg in ...\GameData\ContractPacks\KerbinSideRemasteredGAP\Flights folder... Any reason why this file would be getting ignored?

Installed via CKAN, so thought it might be CKAN weirdness. So uninstalled and reinstalled manually. Still nope.

Here's my installed mod list... Any conflicts that I can't see?

  Reveal hidden contents

 

Edited by SmarterThanMe
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  On 11/7/2022 at 7:24 AM, SmarterThanMe said:

Any reason why this file would be getting ignored?

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I would need the following from you. You can post the necessary files on a file sharing site (Google Drive, OneDrive, etc ) 

  1. Turn on verbose logging in you game settings
  2. In GameData/ContractConfigurator folder follow the instructions in ContractConfigurator.cfg.default to enable contract logging. Set values to VERBOSE
  3. Restart you game.
  4. Post ksp.log and player log  (see How To Get Support Read First  for locations)
  5. Post persistent.sfs from the affected save game
  6. Post GameData/ContractConfigurator/log/KSRGAP/KSRGAP01-LetsStartAnAirline.log
  7. Include a screenshot from Mission control showing the "All" tab and expanding KSRGAP and Trans Kerbin Airlines Inspections groups and Let's Start An Airline (if present)
    • ilFxCTBl.png

 

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  On 11/8/2022 at 7:51 AM, SmarterThanMe said:

Thanks mate. Sent those things to you in a message.

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The issue with the contract is that it is detecting the presence of  Ferram Aerospace Research however, that is not listed as one of your installed mods. When the contract attempts to do it's part validation it fails because the Ferram Aerospace Research module it is looking for is not present. 

[ERR 18:36:53.313] ContractConfigurator.PartModuleUnlockedRequirement: CONTRACT_TYPE 'KSRGAP01-LetsStartAnAirline', REQUIREMENT 'PartModuleUnlocked' of type 'PartModuleUnlocked': A validation error occured while loading the key 'partModule' with value 'System.Collections.Generic.List`1[System.String]'.

[EXC 18:36:53.358] ArgumentException: No PartModule class for 'FARControllableSurface'.

You have a patch that runs that is for Ferram Aerospace Research but does not require it to be installed 

[LOG 18:31:34.530] Config(@FARAeroData:FOR[FerramAerospaceResearch]) /Custom_FARAeroData/@FARAeroData:FOR[FerramAerospaceResearch]

And during part loading a number of parts fail on various missing Ferram Aerospace Research modules. For example:

[LOG 18:32:22.251] PartLoader: Compiling Part 'Mk3Expansion/Parts/Aero/BigSWings/elevonA/M3X_ElevonA'
...
[ERR 18:32:22.257] Cannot find a PartModule of typename 'FARControllableSurface'

Solutions to the issue: 

  1.  If you disable the patches from the \Custom_FARAeroData\ folder and restart it may remove  the FAR modules and allow the current contract to work with your install. 
  2. You could edit the  01 - LetsStartAnAirline.cfg file in \GameData\ContractPacks\KerbinSideRemasteredGAP\Flights and remove the section; 
    • 		REQUIREMENT:NEEDS[FerramAerospaceResearch]
      		{
      			name = PartModuleUnlocked
      			type = PartModuleUnlocked
      			title = Aileron or Elevon
      			
      			partModule = FARControllableSurface
      
      		}
  3. I have decided to rework the general part validation scheme for the contract pack and make it dependent on tech tree researched nodes rather than specific modules . It is undergoing playtest right now but should be ready in a day or two. 

Option 1 & 2 are the quickest ways to resolve the issue.  Let me know how it goes.  Fly Safe. 

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I have this installed and realised I should not have i have jnsq installed with Kerbin side but the way points for let's start an airliner mission are in the sea.

I have jnsq gap installed so I assume these two contract packs are pretty much the same?

 

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  On 11/8/2022 at 1:12 PM, stk2008 said:

so I assume these two contract packs are pretty much the same?

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There are two GAP mods for JNSQ; 

  1. Contract Pack: GAP for JNSQ - This is based on the original Giving Airplanes a purpose mod.
  2. JNSQ-KSRGAP - This is my mod that ports the Kerbin Side Remastered GAP airline contracts to JNSQ. 

Both can be used in JNSQ without conflict. 

 

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  On 11/8/2022 at 1:31 PM, stk2008 said:

Ohhh so both those mods linked can be used together and wont Over lap much?

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Yes. 

The first provides flight progression milestones, rescue missions, airline and freight contracts

The second provides airline and cargo flights as well, but includes passenger delivery to specific air terminals and flights with secondary destinations.  

 

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