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Contract location?


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StoryDefs is used for briefing text generation, not to generate contract itself.

GameData\Squad\Agencies - Contains agencies

New ModuleTestSubject - it allows generation of Testing contract for that part:


MODULE
{
name = ModuleTestSubject

// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8
environments = 15

useStaging = True
useEvent = True
}

(this example is from Mainsail part.cfg)

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I thought they said that contracts could be easily moded, "five types" and all that. I just ran grep looking for any of the relevant text or variables and couldn't find them in plaintext anywhere.

I thought the same thing... Anyone had any luck "modding" any contracts yet? Or even figuring out where the data files are?

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StoryDefs is used for briefing text generation, not to generate contract itself.

GameData\Squad\Agencies - Contains agencies

New ModuleTestSubject - it allows generation of Testing contract for that part:


MODULE
{
name = ModuleTestSubject

// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8
environments = 15

useStaging = True
useEvent = True
}

(this example is from Mainsail part.cfg)

So where do you find these modules? So far I have discovered where I could add in Agencies, or add in the text for the contracts, but I don't know where to add in the actual contracts. Has anyone made any discoveries yet?

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Or by manually editing your persistent.sfs file in your save. Just open it with a text editor.

That's where particular instances are; I assume what he's looking for is modifying the contract generation and contract types, which you cannot do in persistent.sfs.

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Contracts are only addable using plugins.

Worse yet, there are very few possible modifications available even if you bother creating a plugin. Orbital inclination, multiple parts, prerequisite missions, resource limits (- and +) ... basically everything that the MissionController mods did cannot be done in the stock system. Take all the missions packs written for that mod. None of them can be fully implemented. One really wonders how anyone would bother coding everything just to alter the altitude and speed for testing a mainsail in eve's atmosphere.

This is basically all we have: Take part X to location Y and press the button. And ... rescue idiot astro orbiting at a perfect 90* a convenient 100km above kerbin. And dock something. That's it. Three mission profiles modified by less than a handful of variables.

("plant flag" = take part X (kerbal) to location Y and press button.)

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Hm, I realy want to modify the contracts for I am not satisfied with them at all. They make me build ugly rockets :(

We should be able to replace the contractgenerator by a more realistic and serious system (Why should someone want to test a booster with 200 Isp in space?!)

First we need records in hight and speed, in both unmaned an later maned (kerbaled?) air-/spacecrafts. Small steps first - so you are able to force yourself not to "Revert to VAB" but to let it crash if it does, still having enough capacity to fully test unkerbaled Rockets before launching them with Jeb onboard. ("Get out Jeb, god damit!")

Then we need to launch the worlds first sattelite - yeh!

The first Kerbal in Space - yeh!

And since then we can start with contracts like: Estabishing a sattelite relay - like one, you could use with RemoteTech

And missions like: take Kerbonaut XY to a stable Orbit and back in order to repair, enjoy the view, whatever imaginable (to earn funds if necessary)

Then we can update and expand the Sattelites to MOAR and better ones.

And we can always have missions with distinct scientific tasks like: What's the temeratur above Kerbins poles up to what is the atmospheric data of Layth, later in the game.

If anyone comes up with an idea how this can be realised anyhow, I would be glad if he'd share it :)

Greetings,

Salad

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