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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)


Arsonide

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This mod confuses me, the premise sounds really nice from reading the OP, but all I get is missions to put satellites in incredibly specific and arbitrary orbits complete with longitude of the Ap/Pe etc, even a kerbostarionary orbit has a very long list of requirements including specific Ap and Pe that aren't the same, to get geostationary you just need a 6h orbital period, how high or low your nodes are doesn't matter, but if you want it somewhat neat, why not just make it 0 inc identical Ap and Pe? I thought this mod was meant to expand on the lack-luster stock contract offerings not require you to make very precise orbits you can't accomplish without external tools or mods.

If you don't have the proper technology, my other contracts will not appear. If all you are getting is satellite contracts, that is likely because all you have is satellite technology. Also, unless you have configured your version differently, there will not be more than two of them, so you should have plenty of other contracts to choose from.

to get geostationary you just need a 6h orbital period, how high or low your nodes are doesn't matter, but if you want it somewhat neat, why not just make it 0 inc identical Ap and Pe?

This is incorrect. How high your nodes are matters quite a lot, because that determines your period. You are correct - with geostationary orbits, this period will come with an inclination of zero. Synchronous orbits have the same period but can appear with varying eccentricities and inclinations. Perhaps you are confusing the terms stationary and synchronous.

The apoapsis and periapsis theoretically would be the same, but I calculate them from scratch, and due to floating point inaccuracies and such, they might be a few meters off from each other. If this bothers you, I apologize, but there isn't much I can do. Trust me when I say, the orbits you see are indeed stationary and synchronous. You won't be matching them to exact specifications anyway, so a few meters difference isn't going to matter too much.

This mod does expand on the lack-luster stock contract offerings. Satellite contracts were a request from the community. All stock objectives that ask you to orbit a planet, and some of mine, do not care what shape your orbit is in. People wanted specific orbits to match, so I added them. I do that sometimes. The trivial ones have deviation windows large enough that the orbits just have to be vaguely similar, if you are having difficulties doing it. During testing I never once used any external tools to do this - just my eyeballs and maneuver nodes.

This is a game about modifying orbits, essentially, so it's probably a good skill to learn. If you don't want to, I have configuration options to disable satellite contracts. If that's not enough, might I suggest another game?

To add to my previous comment, sometimes the {power, antenna, and docking port} requirement is accepted until I dock my station parts with each other, and then the parameter is listed as incomplete in the quicksave.

How old is the hub you are docking with? The contract specifies that you should launch a new station, and that includes all of the parts of it. If you connect an old part that was in orbit before you accepted the contract to a new one, that will not qualify.

Edited by Arsonide
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I have a question regarding Rover Missions.

So I landed a rover near the drive-thru spots on the Mun. And when I went by one them nothing happened. Only the white text showed up saying "Getting close to the X area"(I don't remember exactly the message). The rover was unmanned, so I'm guessing it has to be a manned vessel in order to qualify as a survey? Is that correct or something with my game save/mod is broken?

Edited by Veeltch
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I have a question regarding Rover Missions.

So I landed a rover near the drive-thru spots on the Mun. And when I went by one them nothing happened. Only the white text showed up saying "Getting close to the X area"(I don't remember exactly the message). The rover was unmanned, so I'm guessing it has to be a manned vessel in order to qualify as a survey? Is that correct or something with my game save/mod is broken?

What kind of wheels were you using?

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Love love love this mod. Having an absolute hoot with the aerial survey contracts and deploying satellites via spaceplane.

That said, though, on to the inevitable cries for more. ;)

* Raster Prop Monitor integration? It'd be great to be able to track the waypoints and contract details through my MFD screens (if this is already possible but I'm missing how, please let me know).

* Larger font options? My eyes ain't great, and I'm struggling to read some of the text.

* Contracts with a sense of urgency: "Spacecraft X is out of power and plummeting towards Kerbin! Intercept and rescue it before it crashes!".

* More diversity in the atmospheric aircraft missions. The aerial surveys are great, but "there's a forest fire at location X! Fly over it at altitude Y and drop this tank of extinguishing foam onto it!" would be awesome. Pacifist bombing missions, basically.

* "Sport" contracts. "You've been hired to compete in this year's Aeroracing Series: fly from X to Y between altitudes A and B in less than time Z".

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Sorry if this has been asked, but...

What's the deal with impossible sat orbits? E.g its asking me to launch stationary sat around minmus, which is impossible.

Also for some reason I never got the stock 'explore minmus', got directly Explore Duna. Is that anyhow connected or?

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Sorry if this has been asked, but...

What's the deal with impossible sat orbits? E.g its asking me to launch stationary sat around minmus, which is impossible.

Also for some reason I never got the stock 'explore minmus', got directly Explore Duna. Is that anyhow connected or?

Stationary orbits of Minmus are possible, I had to do plenty of them while testing. The sphere of influence is at around 2000 KM whereas the synchronous orbital altitude is around 300 KM. In fact I found the satellite contracts to be very educational, so I'm glad other people are learning as well.

The second issue is unconnected to Fine Print, but rather how the game handles those sorts of contracts. The Explore missions tend to favor your progress, they don't go in a direct line, but rather check where you have been and what you have done there. If you had already been to Minmus, it would prefer to put you somewhere you hadn't been yet.

Edited by Arsonide
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Stationary orbits of Minmus are possible, I had to do plenty of them while testing. In fact I found the satellite contracts to be very educational, so I'm glad other people are learning as well.

The second issue is unconnected to Fine Print, but rather how the game handles those sorts of contracts. The Explore missions tend to favor your progress, they don't go in a direct line, but rather check where you have been and what you have done there. If you had already been to Minmus, it would prefer to put you somewhere you hadn't been yet.

Well it asked me for an orbit outside of minmus SOI. How does that work exactly?

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Well it asked me for an orbit outside of minmus SOI. How does that work exactly?

This shouldn't be possible. A stationary orbit would be well within the SOI, and randomized orbits limit their apoapses to be under the SOI altitude. Do you have a screenshot?

New mission idea.

Bring back a soil sample from X,Y on planet Z.

"Mission control has got interesting readings from this location on planet Z, please return a soil sample from that location for further studies.

This was actually the first thing that I wanted to add to the mod, and ultimately the first idea I had to shoot down. Samples don't really keep track of where they have been, which makes things complicated. Say the player keeps a warehouse of samples right beside the launchpad. Hundreds of samples from every planet and every biome. Suddenly he's swimming in money from stacking sample contracts.

0.25 is adding logs to where Kerbals and Vessels have been, and I'm hoping that this will enable some new types of contracts. We will see.

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Quick question, hopefully someone has some insight. I've been starting a new mod build using 64, I know - buggy in general, but I've had a relatively stable build until I attempted to add Fineprint.

I'm including the output of the crash, or at least the lower portion of the huge output file. I try to read it but lose patience and don't really understand it all.

Either way, does anyone have advice or knowledge of a particular mod that may be conflicting or has a history of conflict?

Any help would be great and if I've mispoken please let me know. :)

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

9/10/2014 8:49:11 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING, scene SPACECENTER

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

MessageSystem: Cannot load messages - MESSAGESYSTEM node does not exist

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Tac.AddScenarioModules[FFF9D2D6][163.52]: Adding the scenario module.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Tac.TacLifeSupport[FFF9CEC6][163.60]: Constructor

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Tac.TacLifeSupport[FFF9CEC6][163.60]: OnAwake in SPACECENTER

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Tac.TacLifeSupport[FFF9CEC6][163.60]: Adding SpaceCenterManager

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Tac.SpaceCenterManager[FFF9CEC2][163.60]: Constructor

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Tac.ToolbarButton[7019F0C0][163.60]: Create successful.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Tac.TacLifeSupport[FFF9CEC6][163.60]: OnLoad: SCENARIO
{
name = TacLifeSupport
scene = 5, 7, 6, 9
}

root
{
GlobalSettings
{
MaxDeltaTime = 86400
ElectricityMaxDeltaTime = 1
FoodResource = Food
WaterResource = Water
OxygenResource = Oxygen
CarbonDioxideResource = CarbonDioxide
WasteResource = Waste
WasteWaterResource = WasteWater
FoodConsumptionRate = 1.6927083333E-05
WaterConsumptionRate = 1.1188078704E-05
OxygenConsumptionRate = 0.001713537562385
ElectricityConsumptionRate = 0.014166666666667
BaseElectricityConsumptionRate = 0.02125
EvaElectricityConsumptionRate = 0.00425
CO2ProductionRate = 0.00148012889876
WasteProductionRate = 1.539351852E-06
WasteWaterProductionRate = 1.4247685185E-05
EvaDefaultResourceAmount = 21600
MaxTimeWithoutFood = 1296000
MaxTimeWithoutWater = 129600
MaxTimeWithoutOxygen = 7200
MaxTimeWithoutElectricity = 7200
}
TACLifeSupportSettings
{
visible = False
x = -7
y = 122
width = 400
height = 322
}
LifeSupportBuildAid
{
visible = False
x = 362
y = 294
width = 300
height = 180
}
LifeSupportMonitoring
{
visible = False
x = 362
y = 75
width = 300
height = 300
}
LifeSupportCrewRoster
{
visible = False
x = 352
y = 284
width = 320
height = 200
}
}


(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[VesselSpawner]: New object found!

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Crash!!!
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========== OUTPUTING STACK TRACE ==================

(0x00000001037F0000) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x000000003FC16255) (Mono JIT code): (filename not available): UnityEngine.GUILayout/LayoutedWindow:DoWindow (int) + 0xe5 (000000003FC16170 000000003FC16263) [0000000003614D48 - Unity Root Domain] + 0x0
(0x000000003FC15445) (Mono JIT code): (filename not available): UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) + 0x1b5 (000000003FC15290 000000003FC154AE) [0000000003614D48 - Unity Root Domain] + 0x0
(0x000000003FC1559B) (Mono JIT code): (filename not available): (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_int_object_int_single_single_object (object,intptr,intptr,intptr) + 0xbb (000000003FC154E0 000000003FC1560E) [0000000003614D48 - Unity Root Domain] + 0x0
(0x000007FEF10536CA) (mono): (filename not available): mono_set_defaults + 0x2b8e
(0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x0000000003614D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0

========== END OF STACKTRACE ===========

**** Crash! ****

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It's hard to say, could you edit that to have the entire log? It has a scroll bar so it won't spam the thread. It looks like something with a GUI window is crashing you, and Fine Print doesn't have one in any released builds. There's one in development. I'm tempted to say it might be TAC, but like I said, I need to see the whole log.

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The full output_log.txt would blow up the forum's character limit about 10 times over, unfortunately, so the only way to post the whole thing is through download links. ;.;

Edited by DMagic
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The full output_log.txt would blow up the forum's character limit about 10 times over, unfortunately, so the only way to post the whole thing is through download links. ;.;

Umm, yeah *blush* I actually did try to post the entire thing and killed my browswer. Lol.

**If you can tell me how I'd be happy to comply :)

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The contract specifies that you should launch a new station, and that includes all of the parts of it. If you connect an old part that was in orbit before you accepted the contract to a new one, that will not qualify.

Does that mean it is not possible to move a (newly made) contracted station to its destination using a preexisting transfer stage?

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Does that mean it is not possible to move a (newly made) contracted station to its destination using a preexisting transfer stage?

I'm not quite sure what you mean, you mean docking with something in orbit that pushes you through a transfer, that existed before the contract was accepted? I think this situation would be okay. I just check the launch date of the vessel vs the contract acceptance date, and I believe that when you dock two vessels, if there are two launch dates, it uses the earlier one.

So what would happen is that it would not count until you undocked from the transfer stage again, at which point the newer launch date would be considered. As long as any one part is older than the contract, that parameter will shut off, meaning even if the station is built to the exact specifications of the contract, it won't count.

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This was actually the first thing that I wanted to add to the mod, and ultimately the first idea I had to shoot down. Samples don't really keep track of where they have been, which makes things complicated. Say the player keeps a warehouse of samples right beside the launchpad. Hundreds of samples from every planet and every biome. Suddenly he's swimming in money from stacking sample contracts.

0.25 is adding logs to where Kerbals and Vessels have been, and I'm hoping that this will enable some new types of contracts. We will see.

Isn't it possible to add several steps to the mission.

* Get into orbit of planet Y

* Land on Planet Y

* EVA

* Return soil sample to Kerbin

If you have to do all of those, I don't see a way to cheat it?

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Isn't it possible to add several steps to the mission.

* Get into orbit of planet Y

* Land on Planet Y

* EVA

* Return soil sample to Kerbin

If you have to do all of those, I don't see a way to cheat it?

I think this is a solid solution

Plus, if someone just wants a mod that adds oodles of science points for no effort, then I think there are easier ways to cheat the system

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If you don't have the proper technology, my other contracts will not appear. If all you are getting is satellite contracts, that is likely because all you have is satellite technology. Also, unless you have configured your version differently, there will not be more than two of them, so you should have plenty of other contracts to choose from.

I owe you an apology, I assumed because I only got missions to put satellites in orbits you can't achieve without external tools that was all it did, left the mod installed even though I was set on removing it and now I got actually interesting missions, putting stations around minmus, flying over specific parts of kerbin etc, I still think putting satellites in very specific orbits isn't something fun to do.

As far as I know the stock game doesn't have any missions to launch satellites at all, would be nice if fine print either had a option or additional missions that aren't about specific orbits, just do it, or much looser orbital parameters, like don't specify the longitude of the nodes etc (put a satellite in polar orbit of kerbin (90/-90~ inc in a very wide range of altitudes, don't care where your ascent and descent nodes are). That's just my personal opinion though obviously, I quit using RT2 ages ago because making milisecond perfect orbits still wasn't enough to keep a constellation from drifting into a clump after time-warping to jool, super detailed/complicated orbit stuff isn't for me.

Another idea for a mission type if it doesn't exist yet: Kerbin airplane circumnavigation, could use those nodes for aerial surveys strung along the equator at 20k~ to prove you've flown a plane around kerbin and back to KSC, first time it could be non-timed but could get gradually shorter time each time you repeat it so at some point you need something faster than the basic jet.

Edited by K3|Chris
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missions to put satellites in orbits you can't achieve without external tools

I haven't seen these orbits. I've only done a few of these but each time I was able to nail it with nothing more than maneuver nodes. PreciseNode helped but I'm pretty sure I could do them (more sloppily) without it.

EDIT This is my 3000th post :)

Edited by 5thHorseman
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I've yet to come across a satellite mission I was unable to do without external tools. Some map rotation and visual lining up of maneuver nodes is all it took. Some of them took some extra trimming once I got close but not quite close enough, but I haven't failed to complete one yet.

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I've yet to come across a satellite mission I was unable to do without external tools. Some map rotation and visual lining up of maneuver nodes is all it took. Some of them took some extra trimming once I got close but not quite close enough, but I haven't failed to complete one yet.

Agreed, I've had to abort a few deployment missions because of bad timing and orbital insertions, but I haven't found one I couldn't pull off eventually. I sometimes use Mechjeb to get them up now, but I didn't let myself do that, until I proved to myself I could do it manually.

Edit: but not everyone has a good grasp of orbital dynamics and/or has spent hours and hours fighting the game to learn.

Edited by vardicd
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