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[1.12.x] Contract Pack: Constellations


IO

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 Version 0.6 out on spacedock

Changelog:

Spoiler
  • Relaxed requirements for followUp relays
  • Fixed some CC warnings
  • Increased number of simultaneous sat contracts from 2 to 3
  • Updated the marker part and hopefully fixed its occasional drift
  • Changed required antenna type from TRANSMIT to either TRANSMIT or RELAY for satellite contracts
  • Added support for Squad's v2 antennae (by Tutul)
Edited by IO
correction
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Contract Configurator v2.10.0.0 is out and it has some new features I needed. I can now release the generic station-keeping contracts:

Version 0.7 0.8 out on spacedock

Spoiler

version 0.8

  • Replaced TRANSMIT antenna requirement with EITHER antenna for all satellite contracts

version 0.7

  • Added station-keeping contracts for generic relay and sentinel contracts
  • Added support for Squad's v2 antennae (by Tutul) (supposed to be in the prev version. but I failed at git)
Edited by IO
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  • 3 weeks later...

Would it be possible to add in a feature where the following happens:

  1. Complete a contract with this mod
  2. Satellite dies/malfunctions via some other mod like Kerbalism
  3. Mark satellite as derbies in tracking station
  4. This mod recognizes the bad satellite as lost and allows generation of new contracts to replace the lost satellite
     
Edited by Walden95
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2 hours ago, Walden95 said:

Would it be possible to add in a feature where the following happens:

  1. Complete a contract with this mod
  2. Satellite dies/malfunctions via some other mod like Kerbalism
  3. Mark satellite as derbies in tracking station
  4. This mod recognizes the bad satellite as lost and allows generation of new contracts to replace the lost satellite

I keep a list of all sats added via contract, so it should be doable.

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Much appreciated. Also, I've been looking into the configuration files for my own playthroughs: Modifications and bugfixing. One of the issues I currently have is this mod not spawning contracts despite all conditions being met. ComTech contracts no longer spawn, but Frontier spawns. I'm not blaming your mod, because I might have messed something up with my heavily modded save, but is there anything your mod relies on externally to spawn these contracts besides the conditions? Everything seems to work on earlier saves. The failure point appears to be after I have progressed far enough into a career save.

Screenshot-2024-07-22-155030.png

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15 minutes ago, Walden95 said:

Much appreciated. Also, I've been looking into the configuration files for my own playthroughs: Modifications and bugfixing. One of the issues I currently have is this mod not spawning contracts despite all conditions being met. ComTech contracts no longer spawn, but Frontier spawns. I'm not blaming your mod, because I might have messed something up with my heavily modded save, but is there anything your mod relies on externally to spawn these contracts besides the conditions? Everything seems to work on earlier saves. The failure point appears to be after I have progressed far enough into a career save.

Screenshot-2024-07-22-155030.png

Well one of the problems with Contract Configurator is: even with all conditions met it can take time before a contract is generated. While testing I often had to timewarp to the next day (something even more) in the space center view to get a contract I was testing. If you consistently don't get one though, something is indeed wrong.

From what I can see the polar contract doesn't have any hidden or complex requirements so it shouldn't have any issues generating.

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Doing a deeper dive, I've found an earlier save (day 52) which has the contracts offered on save load, but won't generate new contracts thereafter. All saves later than day 52 never generated contracts, but saves before this date work without issue. Contracts not generating is consistent with over 2h of trying to get it to work. Using the dev tool to clear all contracts and trying to re-accomplish the prerequisites does not work. Moving forward time does not work (I modified the config so "rng" has a more favorable value).

I'm gonna assume a bit flip happened somewhere during the save and now there is value check that can no longer resolve properly. If that is case, then this may be an issue with Contract Configurator. I'll let you know if I re-encounter this issue with the rolled-back save.

Edited by Walden95
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  • 1 month later...
On 7/22/2024 at 8:06 PM, Walden95 said:

Doing a deeper dive, I've found an earlier save (day 52) which has the contracts offered on save load, but won't generate new contracts thereafter. All saves later than day 52 never generated contracts, but saves before this date work without issue. Contracts not generating is consistent with over 2h of trying to get it to work. Using the dev tool to clear all contracts and trying to re-accomplish the prerequisites does not work. Moving forward time does not work (I modified the config so "rng" has a more favorable value).

I'm gonna assume a bit flip happened somewhere during the save and now there is value check that can no longer resolve properly. If that is case, then this may be an issue with Contract Configurator. I'll let you know if I re-encounter this issue with the rolled-back save.

Hello Walden, I noticed that int he RO Github there's a fork of the contract configurator wich for what I've saw implements various fixes. Give it a try.

Edit: Actually the RO team has been posting updates on CC thread! but for obvius reasons they cannot edit the first post.

Edited by Gupyzer0
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To those installing from GitHub, remember to rename the folder to "Constellations" and paste it inside the "ContractPacks" folder inside "GameData" otherwise the contract is unable to fetch the dummy vessel used to mark the position of the satellites in some of the contracts.

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  • 4 weeks later...
On 9/6/2024 at 10:01 AM, Gupyzer0 said:

Hello Walden, I noticed that int he RO Github there's a fork of the contract configurator wich for what I've saw implements various fixes. Give it a try.

Edit: Actually the RO team has been posting updates on CC thread! but for obvius reasons they cannot edit the first post.

Much Appreciated!

I use CKAN for 95% of my mod set, and it seems that the CKAN Contract Configurator automatically uses the KSP-RO/ContractConfigurator fork. Unless you meant a fork of the KSP-RO/ContractConfigurator, which I find unlikely given lack of a git push history on those (Older than latest version v2.11.0.0). I looked into the save, but unfortunately found that the issue is still not resolved with v2.11.0.0.

On a positive note, I have moved on with an alternative game and mod set and this save has worked for several months beyond the old game. The main difference between my old mod set and the new one being the following:
- Use "Career Evolution" + "Unkerballed Start" instead of "Probes Before Crew"

So maybe don't use Probes Before Crew. Probes before crew seems to rename craft details on the fly which may or may not be a problem.

Edited by Walden95
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