Hurry- Starfish! Posted September 27, 2014 Share Posted September 27, 2014 Whoops. I just put a contracted base on Minmus, but I also had a Kerbin orbital station contract in my list and after landing the base I realized that it accidently fulfilled the station contract on the way. Is there a way to prevent this from happening? Link to comment Share on other sites More sharing options...
Senshi Posted September 27, 2014 Share Posted September 27, 2014 Either: Enjoy that you got two-for-one.Or: Only accept the contract you're about to actually do.Or: Apply house rules and put a station in orbit as well. Link to comment Share on other sites More sharing options...
Wanderfound Posted September 28, 2014 Share Posted September 28, 2014 Any reason why we don't have satellite retrieval missions as well as deployment? Or retrieve-and-replace? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 28, 2014 Share Posted September 28, 2014 Any reason why we don't have satellite retrieval missions as well as deployment? Or retrieve-and-replace?I could be wrong but I think it's because spawning a complex craft with docking ports (or even just vessels that aren't single parts, like asteroids or kerbals) is pretty non-trivial. Add in the question of 'why would that be a thing?' and I think that's the answer. Link to comment Share on other sites More sharing options...
Wanderfound Posted September 28, 2014 Share Posted September 28, 2014 I could be wrong but I think it's because spawning a complex craft with docking ports (or even just vessels that aren't single parts, like asteroids or kerbals) is pretty non-trivial. Add in the question of 'why would that be a thing?' and I think that's the answer.Is it possible to make them follow-ups to prior satellite deployment missions? No craft spawning required... Link to comment Share on other sites More sharing options...
fast_de_la_speed Posted September 28, 2014 Share Posted September 28, 2014 How come rover waypoint contracts don't complete for me? I've tried every stock wheel and Kerbal Foundries wheel, but I haven't gotten a check mark in any driveby. My wheels are on the ground, like they're supposed to be, but it isn't registering. Link to comment Share on other sites More sharing options...
Hurry- Starfish! Posted September 29, 2014 Share Posted September 29, 2014 Or: Only accept the contract you're about to actually do.I was planning to do both, but if I'd only accepted one of them at a time, the other one would probably have expired. Link to comment Share on other sites More sharing options...
irbisgreif Posted September 30, 2014 Share Posted September 30, 2014 I've got a problem getting a contract to complete, it agrees that I've completed the orbit and that it's a new satilite, but won't trigger the 'neutralize controls for ten seconds.' part. There was no request for a specific sensor on this satilite. I've made certain that MJ and RT2 are NOT sending any commands, and the control information on the list says pitch, roll, and yaw are zeroed out. It's not my first such contract, I've completed quite a few so far, just this one isn't working. Now, goody things to make you a happy dev and not an angry one, I hope.It's a satilite around Kerbin, I'm on 64-bit linux, and I can get you a log if you tell me what part of it you want. (I don't have a pastebin account, but I've saved my KSP.log for you if you need it)Please report any bugs on the official thread (below) that you encounter along with more information such as what you were doing, whether you are running 64 bit, and if possible, logs. Logs will help me track down these issues faster. Link to comment Share on other sites More sharing options...
Fizban Posted September 30, 2014 Share Posted September 30, 2014 Hey guys, great mod but i am still having a problem with "Neutralize Controls for 10 seconds".I returned my vessel with 850 Karbonite from minmus and landed successfully in Kerbin and all that's left is this pesky objective. I have turned off Torque in Inline Advanced Stabilizer and in RC-001S Remote Guidance Unit but it isn't Complete yet.Any tips?? Link to comment Share on other sites More sharing options...
Wanderfound Posted September 30, 2014 Share Posted September 30, 2014 Hey guys, great mod but i am still having a problem with "Neutralize Controls for 10 seconds".I returned my vessel with 850 Karbonite from minmus and landed successfully in Kerbin and all that's left is this pesky objective. I have turned off Torque in Inline Advanced Stabilizer and in RC-001S Remote Guidance Unit but it isn't Complete yet.Any tips??Clear your trim, most likely. Link to comment Share on other sites More sharing options...
Fizban Posted September 30, 2014 Share Posted September 30, 2014 Clear your trim, most likely.But I cant do that without control while landed,as soon as i turn off SAS the Roll,Yaw and Pitch pointers go to match the inclination of the ground.(dunno if i am saying it correct :S) Link to comment Share on other sites More sharing options...
Fizban Posted September 30, 2014 Share Posted September 30, 2014 Is MechJeb2 Case considered control?:S Link to comment Share on other sites More sharing options...
Wanderfound Posted September 30, 2014 Share Posted September 30, 2014 Is MechJeb2 Case considered control?:SOnly if you've set trim through it.You don't need to disable things, just toggle them off. Link to comment Share on other sites More sharing options...
Fizban Posted September 30, 2014 Share Posted September 30, 2014 Thats what im doing.Toggle and it dissables the torque,but it is still not completing Link to comment Share on other sites More sharing options...
irbisgreif Posted September 30, 2014 Share Posted September 30, 2014 I got my problem with neutralize control fixed. Oddly enough, it *seems* to be because I had staging lock on. Fizban, you should try that. Link to comment Share on other sites More sharing options...
Senshi Posted September 30, 2014 Share Posted September 30, 2014 Press Alt+X to reset trim truly. Disabling SAS seem not to be an actual requirement, I regularly use it to stabilize my deployed satellites. and the neutralize thing is OKed. I believe it really only cares about control input and rotation. SAS simply uses the control available to stabilize your craft. However, this usually works best in space, where gravity doesn't tend to "rotate" you slightly on landing/settling. Link to comment Share on other sites More sharing options...
Fizban Posted September 30, 2014 Share Posted September 30, 2014 Press Alt+X to reset trim truly. Disabling SAS seem not to be an actual requirement, I regularly use it to stabilize my deployed satellites. and the neutralize thing is OKed. I believe it really only cares about control input and rotation. SAS simply uses the control available to stabilize your craft. However, this usually works best in space, where gravity doesn't tend to "rotate" you slightly on landing/settling.Oh god thank you, 1 year in the game and i didnt know about Alt+X Thanks a lot. Link to comment Share on other sites More sharing options...
stanbeard Posted September 30, 2014 Share Posted September 30, 2014 When in map view, the contract locations appear as solid red/blue squares, with no icon. Any thoughts?This is happening to me too. Is there a resolution? Link to comment Share on other sites More sharing options...
DivisionByZero Posted October 1, 2014 Share Posted October 1, 2014 For the ISRU contracts, has anyone made updates to the file to handle MKS/OKS and KSPI? If not, where can one find the name of the part to add to the "required" part list. Link to comment Share on other sites More sharing options...
chlue Posted October 1, 2014 Share Posted October 1, 2014 For the ISRU contracts, has anyone made updates to the file to handle MKS/OKS and KSPI? If not, where can one find the name of the part to add to the "required" part list.I have not played around with it, but I guess it is sufficient to extend the "AllowableResources = Karbonite" line. From my understanding the TechnologyUnlocks list only ensures that you don't get the contracts without being able to fulfill them. But if this understanding is correct then the configuration may be a bit lacking because "collect 2800 units of antimatter" is likely a quiet different beast than "collect 2800 units of Karbonite" :-) Link to comment Share on other sites More sharing options...
Veelay Posted October 2, 2014 Share Posted October 2, 2014 (edited) How come rover waypoint contracts don't complete for me? I've tried every stock wheel and Kerbal Foundries wheel, but I haven't gotten a check mark in any driveby. My wheels are on the ground, like they're supposed to be, but it isn't registering.I'm having this problem as well, using Modular Multiwheels on mine. It registers that I'm entering the area, and that it's "collecting anomalous data" or something along those lines, but it never checks off any of the sites I drive near. I'm currently using x64 Linux. Edited October 2, 2014 by Veelay Link to comment Share on other sites More sharing options...
Chris204 Posted October 2, 2014 Share Posted October 2, 2014 First things first: This mod is amazing, It is so much fun to complete the new contracts.But i also have a question:How does the planetary base-building actually work? Does it need to be one spacecraft or am i able to fulfill a contract by landing multiple crafts in physics distance? Link to comment Share on other sites More sharing options...
SMILIE Posted October 2, 2014 Share Posted October 2, 2014 First things first: This mod is amazing, It is so much fun to complete the new contracts.But i also have a question:How does the planetary base-building actually work? Does it need to be one spacecraft or am i able to fulfill a contract by landing multiple crafts in physics distance?It works if you land your base in multiple parts and dock them together! Link to comment Share on other sites More sharing options...
Chris204 Posted October 2, 2014 Share Posted October 2, 2014 It works if you land your base in multiple parts and dock them together!Hm... docking on land is quite difficult to pull off and needs a lot of planning work to get the docking ports at the right height. Also needs a lot of precision to land both crafts to about 0.1m together.I don't think i can pull that off right now... Link to comment Share on other sites More sharing options...
Hamster Posted October 2, 2014 Share Posted October 2, 2014 Great mod, however I have small issue. Mission is to put a station around the mun, which has Antenna, Power, and Dockingport.I have such a station up there, but the contract is not accepting it. First I thought that the "hasPowerGenerator" not accepting the DeployableSolarPanel, but as I see in the source code, that is a valid module. Any idea why it does not work? How is this part work? "Please note that this must be a new station built for the agency after the contract is accepted.";Could not yet figure out from the source. Link to comment Share on other sites More sharing options...
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