Movado Posted October 12, 2014 Share Posted October 12, 2014 Movado: you have no control during non-physical time warp, try that?That was it! Brilliant! The instant I warped, the "Neutralize controls for 10 seconds" requirement checked off.Thanks muchly! Link to comment Share on other sites More sharing options...
DopeGhoti Posted October 12, 2014 Share Posted October 12, 2014 Hey, is this going back up on Curse or GitHub for release distributions? The mod manager I use doesn't play nice with KerbalStuff, and Curse only has the previous release. Link to comment Share on other sites More sharing options...
nhnifong Posted October 12, 2014 Share Posted October 12, 2014 Just wanted to let you know this is an awesome mod! Thank you Link to comment Share on other sites More sharing options...
Arsonide Posted October 13, 2014 Author Share Posted October 13, 2014 Hey, is this going back up on Curse or GitHub for release distributions? The mod manager I use doesn't play nice with KerbalStuff, and Curse only has the previous release.I will get it on Curse tonight, my apologies. Been kind of busy this week with real life stuff. I do not recommend using GitHub for actually updating the mod. I keep GitHub up to date between updates sometimes, so you might get some things that are not quite ready for consumption.Just wanted to let you know this is an awesome mod! Thank you Thanks! Link to comment Share on other sites More sharing options...
Skyblue Posted October 13, 2014 Share Posted October 13, 2014 (edited) I've enjoyed your contracts immensely and have a couple of ideas. Use them as you see fit. Thanks!Suggestions for missions. SSTO: I rather miss missions that require the use of SSTOs. Maybe as part of the satellite missions, where you receive extra bonuses for deploying and/or recovering a satellite with a SSTO. Storyline for lack of a better word: Contracts that build on already accomplished missions. Maybe add a rover to a base, add specific modules to previously established space station. Move satellite to new orbit (with SSTO for extra Bonus) and so forth.Allowing for other mods. With KAS you could add EVA repair missions. In Kerbin orbit that could again include extra bonus if accomplished using a SSTO. Edited October 13, 2014 by Skyblue Link to comment Share on other sites More sharing options...
Fingal Posted October 13, 2014 Share Posted October 13, 2014 Allowing for other mods. With KAS you could add EVA repair missions. In Kerbin orbit that could again include extra bonus if accomplished using a SSTO.KAS would also allow Apollo 12 style part return contracts where you have to land by an existing spacecraft and recover parts from it. Link to comment Share on other sites More sharing options...
Nirgam Posted October 13, 2014 Share Posted October 13, 2014 you have no control during non-physical time warp, try that?Cool mod, thanks!But "Neutralize controls for 10 second" not work corret with RemoteTech. Can't get to complete. Link to comment Share on other sites More sharing options...
BigD145 Posted October 13, 2014 Share Posted October 13, 2014 It is not RemoteTech. RT works with FinePrint. Might be kOS? Link to comment Share on other sites More sharing options...
Galileo Kerbonaut Posted October 14, 2014 Share Posted October 14, 2014 Thanks, this is just what I was looking for. Downloaded it and will give it a try tonight.Good to read it works with RT as well. Link to comment Share on other sites More sharing options...
MisterBennock Posted October 14, 2014 Share Posted October 14, 2014 (edited) I like this mod, this is much better than stupid "Test XY" contracts that make no sense. One issue though: Is it possible to show the exact specifications e.g. for satellite orbits in the contract window? It is tedious to always switch to the contracts building or writing down all the data. EDIT: Also, maybe limit the orbital station contracts? This would make it more challenging and force people to rather explore further than just put 100 stations into Kerbin orbit. Edited October 14, 2014 by MisterBennock Link to comment Share on other sites More sharing options...
Galileo Kerbonaut Posted October 14, 2014 Share Posted October 14, 2014 I like this mod, this is much better than stupid "Test XY" contracts that make no sense. One issue though: Is it possible to show the exact specifications e.g. for satellite orbits in the contract window? It is tedious to always switch to the contracts building or writing down all the data. EDIT: Also, maybe limit the orbital station contracts? This would make it more challenging and force people to rather explore further than just put 100 stations into Kerbin orbit.This is what you need: contract window Link to comment Share on other sites More sharing options...
Arsonide Posted October 14, 2014 Author Share Posted October 14, 2014 I like this mod, this is much better than stupid "Test XY" contracts that make no sense. One issue though: Is it possible to show the exact specifications e.g. for satellite orbits in the contract window? It is tedious to always switch to the contracts building or writing down all the data. EDIT: Also, maybe limit the orbital station contracts? This would make it more challenging and force people to rather explore further than just put 100 stations into Kerbin orbit.It does already show as a note in the contract window. You have to expand the note. Link to comment Share on other sites More sharing options...
juanml82 Posted October 14, 2014 Share Posted October 14, 2014 I like this mod, this is much better than stupid "Test XY" contracts that make no sense. One issue though: Is it possible to show the exact specifications e.g. for satellite orbits in the contract window? It is tedious to always switch to the contracts building or writing down all the data. EDIT: Also, maybe limit the orbital station contracts? This would make it more challenging and force people to rather explore further than just put 100 stations into Kerbin orbit.The cfg file allows to limit all the contract types Link to comment Share on other sites More sharing options...
Mitchz95 Posted October 14, 2014 Share Posted October 14, 2014 I'm having trouble with a rover contract. I've been trying to use a monoprop lander to visit each waypoint on Gilly, but there's no confirmation that I've reached a waypoint even when I'm right on the spot on the map. Is there some secret requirement for the vehicle; i.e. they need to be unmanned or have wheels or something? Link to comment Share on other sites More sharing options...
Arsonide Posted October 14, 2014 Author Share Posted October 14, 2014 I'm having trouble with a rover contract. I've been trying to use a monoprop lander to visit each waypoint on Gilly, but there's no confirmation that I've reached a waypoint even when I'm right on the spot on the map. Is there some secret requirement for the vehicle; i.e. they need to be unmanned or have wheels or something?Not just any wheels, they must have powered wheels that are touching the ground. It's a rover contract, not an aerial survey. This causes a lot of confusion though, and I have a solution in mind. Link to comment Share on other sites More sharing options...
nukeboyt Posted October 14, 2014 Share Posted October 14, 2014 Congrats on being integrated into v 0.26!! Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 14, 2014 Share Posted October 14, 2014 Indeed, well done! Can you give out any details on this? Like, is it a 1:1 integration, or are some contracts slightly edited or something? No worries if you're bound by an NDA, I'm just curious. Congrats again! Link to comment Share on other sites More sharing options...
Arsonide Posted October 14, 2014 Author Share Posted October 14, 2014 No details yet! Right now, I can say that cool things are coming, and I'm excited about the possibilities that this will bring to the stock game. Link to comment Share on other sites More sharing options...
RocketPilot573 Posted October 14, 2014 Share Posted October 14, 2014 Congrats on getting this in .26!!!!!! Link to comment Share on other sites More sharing options...
Mitchz95 Posted October 14, 2014 Share Posted October 14, 2014 Not just any wheels, they must have powered wheels that are touching the ground. It's a rover contract, not an aerial survey. This causes a lot of confusion though, and I have a solution in mind.Thanks for the clarification. So it would work if I use powered wheels as landing gear?Also, congrats on the 0.26 news! Link to comment Share on other sites More sharing options...
OrbitusII Posted October 14, 2014 Share Posted October 14, 2014 Congrats on becoming stock for 0.26! I'll really have to start playing career mode so I can get all the funds! Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 15, 2014 Share Posted October 15, 2014 No details yet! Right now, I can say that cool things are coming, and I'm excited about the possibilities that this will bring to the stock game.Excellent! Looking forward to that!Also, if I may, a feature request: in the tracking station, we're given previews of rover/aerial/satellite contracts, right? Well, would it be possible to distinguish between offered contracts and accepted contracts? It'd mean I can think of a suitable design immediately rather than memorising the details and comparing them in Mission Control. Just like, a different colour or a dashed line.. something that separates the two, really. Link to comment Share on other sites More sharing options...
Wanderfound Posted October 15, 2014 Share Posted October 15, 2014 Woo! Thoroughly deserved; glad to see that Squad have officially adopted FP instead of just cloning it. Link to comment Share on other sites More sharing options...
Wanderfound Posted October 15, 2014 Share Posted October 15, 2014 Not just any wheels, they must have powered wheels that are touching the ground. It's a rover contract, not an aerial survey. This causes a lot of confusion though, and I have a solution in mind.Speaking of wheels and things...I've got a "build a Munbase" contract, that says the base needs power, a docking port and capacity for six Kerbals. What's to stop me from fulfilling this by just momentarily landing a six-seater spacecraft (e.g. my standard crew transfer shuttle) and taking off again? Link to comment Share on other sites More sharing options...
SkyRender Posted October 15, 2014 Share Posted October 15, 2014 Seeing as this mod is now going to be implemented as part of the stock game, I think I'll get a preview of what is to come and install it in 0.25. Link to comment Share on other sites More sharing options...
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