nightingale Posted January 2, 2015 Author Share Posted January 2, 2015 Is there a way to indicate a vessel should have only parts from a certain manufacturer and / or author?I would love to set up a contract where Professor Phineas Kerbenstein wants to show the world that the only way to space hegemony is via his vertical propulsion emporium and thereby requires satellite / mun base / whatever be created with only parts sanctioned by his empire Neat idea, I like it! Right now the closest you could get is disallowing *specific* parts, which wouldn't work too well. Thinking about it has given me some ideas for how to handle it better, and I should be able to get it into my planned 0.5.0 roadmap. So wait a week or so and I'll have you covered. Some exciting stuff coming in 0.5.0... Quote Link to comment Share on other sites More sharing options...
hakan Posted January 2, 2015 Share Posted January 2, 2015 Nice, thank you for taking it on your road map.You will be faster than me anyway, seeing as how I have to hack on CKAN a bit more Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 4, 2015 Author Share Posted January 4, 2015 0.5.0 is getting close, care for a sneak peek? Quote Link to comment Share on other sites More sharing options...
hakan Posted January 4, 2015 Share Posted January 4, 2015 0.5.0 is getting close, care for a sneak peek?http://i.imgur.com/YqUcAti.pngcool Quote Link to comment Share on other sites More sharing options...
Tellion Posted January 5, 2015 Share Posted January 5, 2015 I have stumbled upon a very nasty bug that is triggered by approaching a previously unloaded vessel. As soon as the target vessel gets loaded at ~2.3km range, some massive nullref spam occurs in the debug log, the game hangs and crashes seconds thereafter. There are quite a few mods being mentioned in that error spam, but the only one it is reproducible with is contract configurator. Now, I am running a heavily modded install and the problem lies with the interaction of some of those mods most likely. This is probably not sufficient information for you to diagnose the issue, but maybe you can give me some clues from the log, since this issue only occured after some time in the save (i have assembled parts of a space station without anything of the sort). Also I suck at interpreting logs Running 64bit Ubuntu and 64bit KSP; player log below.https://www.dropbox.com/s/bjndyvmxpnc4qfa/Player.log?dl=0Thanks for any help in advance! Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2015 Author Share Posted January 5, 2015 I have stumbled upon a very nasty bug that is triggered by approaching a previously unloaded vessel. As soon as the target vessel gets loaded at ~2.3km range, some massive nullref spam occurs in the debug log, the game hangs and crashes seconds thereafter. There are quite a few mods being mentioned in that error spam, but the only one it is reproducible with is contract configurator. Now, I am running a heavily modded install and the problem lies with the interaction of some of those mods most likely. This is probably not sufficient information for you to diagnose the issue, but maybe you can give me some clues from the log, since this issue only occured after some time in the save (i have assembled parts of a space station without anything of the sort). Also I suck at interpreting logs Running 64bit Ubuntu and 64bit KSP; player log below.https://www.dropbox.com/s/bjndyvmxpnc4qfa/Player.log?dl=0Thanks for any help in advance!There's a little bit to go on in the log, let me dig into it. Quote Link to comment Share on other sites More sharing options...
Tellion Posted January 5, 2015 Share Posted January 5, 2015 Wow, hat was fast! Of course, take all the time you need - and if there is anything else, just let me know Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2015 Author Share Posted January 5, 2015 Wow, hat was fast! Of course, take all the time you need - and if there is anything else, just let me know Just reproduced it, so should be good - I'll get a fix out shortly. Quote Link to comment Share on other sites More sharing options...
Tellion Posted January 5, 2015 Share Posted January 5, 2015 Wonderful! Thank you so much! What was the issue? Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2015 Author Share Posted January 5, 2015 (edited) Wonderful! Thank you so much! What was the issue?It's a scenario I didn't test well enough - I didn't realize that KSP fires the OnPartJoin event when loading a craft (ie. it's actually building it part by part on the fly). Because I was only expecting to see this when two craft dock, I made... bad assumptions. I'll blame the lack of documentation for the KSP API. - - - Updated - - -Version 0.4.5 is out, with a fix to a NullRef issue on vessel load. Download it now!Contract Configurator 0.4.5- Fixed NullRef issue when approaching another vessel (thanks Tellion). Edited January 5, 2015 by nightingale KSP-AVC didn't like 0.4.4 - made 0.4.5 Quote Link to comment Share on other sites More sharing options...
tjsnh Posted January 5, 2015 Share Posted January 5, 2015 (edited) Having some trouble, maybe someone can help. I'm trying to make a contract to simply orbit a satellite - and it's not showing up as an available contract. I know the mod is loaded, as I made another test contract (just to reach 10k feet) which shows up correctly. Here's what I have:CONTRACT_TYPE{name = FirstOrbitalSatellitetitle = Launch the first orbital Satellitedescription = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space!synopsis = Put a satellite in orbit.completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin!cancellable = falsedeclinable = falseprestige = ExceptionaltargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunder = 100000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER{ name = HasPassengers type = HasPassengers minPassengers = 0 maxPassengers = 0}REQUIREMENT{ name = Orbit1 type = Orbit // Target celestial body. Defaults to the targetBody of the contract. targetBody = Kerbin}}Any insight as to what I'm doing wrong?I can't get it to show up without the passenger block either.I've also performed some basic troublehsooting - new career, load existing career, play through fresh career a bit and finish the basic default contracts, disable the default contracts, so on and so on. Edited January 5, 2015 by tjsnh Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2015 Author Share Posted January 5, 2015 Having some trouble, maybe someone can help. I'm trying to make a contract to simply orbit a satellite - and it's not showing up as an available contract. I know the mod is loaded, as I made another test contract (just to reach 10k feet) which shows up correctly. Here's what I have:<snip>Any insight as to what I'm doing wrong?I can't get it to show up without the passenger block either.I've also performed some basic troublehsooting - new career, load existing career, play through fresh career a bit and finish the basic default contracts, disable the default contracts, so on and so on.I see two possibilities:Be careful with the prestige = Exceptional for a starting contract. It's *probably* okay, but I've had issues where on a starting game your reputation is too low to get any Exceptional contracts if you have other contract types that fill up the list with Trivial/Significant ones.Are you sure you wanted to use the Orbit REQUIREMENT?From the documentation on REQUIREMENT:The REQUIREMENT node defines a contract requirement - the pre-requisites that are required for the contract to be offered.In other words, what you are saying is "do not offer this contract until the player has successfully orbited Kerbin". I suspect that you want something closer to this:[COLOR=#3E3E3E]CONTRACT_TYPE[/COLOR]{name = FirstOrbitalSatellitetitle = Launch the first orbital Satellitedescription = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space!synopsis = Put a satellite in orbit.completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin!cancellable = falsedeclinable = falseprestige = ExceptionaltargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunder = 100000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER{ name = OrbitPeriapsis type = OrbitPeriapsis // Target body, defaulted from the contract if not supplied. targetBody = Kerbin // Minimum periapsis in meters. // Default = 0 minPeA = 70000 // Text to use for the parameter // Default Periapsis: Between <min> and <max> //title =} [COLOR=#3E3E3E]}[/COLOR]See the OrbitPeriapsis parameter for more info. There are a number of other orbital parameters you can use there. *Or* if you wanted a Fine Print style "reach a *very* specific" orbit, then look to the OrbitGenerator behaviour, paired with a ReachSpecificOrbit parameter.Oh, and you need at least one parameter for your contract - that's probably why it wasn't working without the HasPassengers before - check the debug log (Alt-F12) for error messages. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted January 5, 2015 Share Posted January 5, 2015 (edited) Excellent, thanks - that makes a lot more sense. (the fix you posted works pefectly)(I _JUST_ started playing with this mod today - it has amazing potential!!!)- - - Updated - - -Ok, next noob question. I'm having trouble getting a contract to recognize I have a crew member. The following parameter section, to place a kerbal in orbitPARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew minCrew = 1 maxCrew = 2 } PARAMETER { name = OrbitPeriapsis2 type = OrbitPeriapsis targetBody = Kerbin minPeA = 70000 } }On launching, it doesn't recognize that my pod has a crew member (no green circle), and additionally it shows my craft has having no crew for a different contract. I've tried lauching a regular rocket mission as well as just a crew pod and nothing else. Same results. Thoughts? Edited January 5, 2015 by tjsnh Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2015 Author Share Posted January 5, 2015 Ok, next noob question. I'm having trouble getting a contract to recognize I have a crew member. The following parameter section, to place a kerbal in orbitPARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew minCrew = 1 maxCrew = 2 } PARAMETER { name = OrbitPeriapsis2 type = OrbitPeriapsis targetBody = Kerbin minPeA = 70000 } }On launching, it doesn't recognize that my pod has a crew member (no green circle), and additionally it shows my craft has having no crew for a different contract. I've tried lauching a regular rocket mission as well as just a crew pod and nothing else. Same results. Thoughts?I think I see a bug from when I added the experience/trait filters. Can you add trait = Pilot and let me know if that works (obviously you'll need a Pilot and not an Engineer/Scientist...). If that's the issue I'll fix this in the 0.5.0 release - should be out in the next few days. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted January 5, 2015 Share Posted January 5, 2015 I think I see a bug from when I added the experience/trait filters. Can you add trait = Pilot and let me know if that works (obviously you'll need a Pilot and not an Engineer/Scientist...). If that's the issue I'll fix this in the 0.5.0 release - should be out in the next few days.I tried trait = pilot in addition to, and instead of, the min/max values. Same results. The game DOES correctly detect the presence of a pilot, and without the crew min/max values the contract "works" correctly - BUT it still fulfills the "unmanned" requirement in other contracts at the same time.- - - Updated - - -For context to the above, here is my entire cfg file :CONTRACT_TYPE{name = FirstOrbitalSatellitetitle = Launch the first orbital Satellitedescription = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space!synopsis = Put a satellite in orbit.completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin!cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 50000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = EnterOrbit1 type = EnterOrbit targetBody = Kerbin } }}CONTRACT_TYPE{name = FirstMannedOrbitaltitle = Launch a Kerbal into orbit.description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a lone Kerbal in a stable orbit, we're all counting on you!synopsis = Put Kerbal in orbit.completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin!cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterOrbit2 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } }}Eventually I'll add a requirement to the manned orbital contract to have left the atmosphere, and to return the mission safely to the ground, but I want to master the correct setting of objectives before I start on pre-req requirements. Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2015 Author Share Posted January 5, 2015 I tried trait = pilot in addition to, and instead of, the min/max values. Same results. The game DOES correctly detect the presence of a pilot, and without the crew min/max values the contract "works" correctly - BUT it still fulfills the "unmanned" requirement in other contracts at the same time.- - - Updated - - -For context to the above, here is my entire cfg file :CONTRACT_TYPE{name = FirstOrbitalSatellitetitle = Launch the first orbital Satellitedescription = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space!synopsis = Put a satellite in orbit.completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin!cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 50000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = EnterOrbit1 type = EnterOrbit targetBody = Kerbin } }}CONTRACT_TYPE{name = FirstMannedOrbitaltitle = Launch a Kerbal into orbit.description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a lone Kerbal in a stable orbit, we're all counting on you!synopsis = Put Kerbal in orbit.completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin!cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterOrbit2 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } }}Eventually I'll add a requirement to the manned orbital contract to have left the atmosphere, and to return the mission safely to the ground, but I want to master the correct setting of objectives before I start on pre-req requirements.Yup, confirmed as a bug. If you don't provide trait it'll assume a "blank" trait. Since you have zero Kerbals with a "blank" trait, it considers it unmanned. Fix for both sides of the issue you described will get released in 0.5.0 - you okay waiting a couple days ? Quote Link to comment Share on other sites More sharing options...
tjsnh Posted January 5, 2015 Share Posted January 5, 2015 Yup, confirmed as a bug. If you don't provide trait it'll assume a "blank" trait. Since you have zero Kerbals with a "blank" trait, it considers it unmanned. Fix for both sides of the issue you described will get released in 0.5.0 - you okay waiting a couple days ?Awesome! As silly as it sounds - I feel a little better knowing it was an actual bug, and not just my own idiocy. ;-) (Having worked in IT for 15 years, I usually assume it's my own "user error" before I suspect a bug in the code)Glad I could contribute to helping find a problem. I'll check back in a day or two looking for the 5.0 update!- - - Updated - - -Ok, might be something new; I've started getting a bunch of errors (in the debug log) and am not able to stage into (or manually activate) any decouplers. [Exception]: NullReferenceException: Object reference not set to an instance of an objectThis started happening after I added a bunch of new exploration contracts (sending probes into SOI of other planets, etc - nothing relating to part testing or anything like that). My entire CFG is pasted in the spoiler. Is this a known issue, or might something odd be happening?CONTRACT_CONFIGURATOR{// disabledContractType = AltitudeRecord// disabledContractType = ARMContract// disabledContractType = BaseContract// disabledContractType = CollectScience// disabledContractType = ExploreBody// disabledContractType = FirstLaunch// disabledContractType = GrandTour// disabledContractType = ISRUContract disabledContractType = OrbitKerbin// disabledContractType = PartTest// disabledContractType = PlantFlag// disabledContractType = ReachSpace disabledContractType = RescueKerbal// disabledContractType = SatelliteContract// disabledContractType = StationContract// disabledContractType = SurveyContract}CONTRACT_TYPE{name = FirstOrbitalSatellitetitle = Launch the first orbital Satellitedescription = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space!synopsis = Put a satellite in orbit.completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 50000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = EnterOrbit1 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } }}CONTRACT_TYPE{name = FirstMannedOrbitaltitle = Launch a Kerbal into orbit.description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a lone Kerbal in a stable orbit, we're all counting on you!synopsis = Put Kerbal in orbit.completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterOrbit2 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } }}CONTRACT_TYPE{name = FirstMunarFlybytitle = Launch a Kerbal around the Mun.description = Our next goal is to launch a live Kerbal around the Mun, and return him safely to Kerbin. Make this happen, and we'll score big!synopsis = Send a Kerbal around the Mun.completedMessage = Success! We have returned a Kerbal to the ground after launching around the Mun!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup3 type = VesselParameterGroup PARAMETER { name = HasCrew3 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterSOI3 type = EnterSOI targetBody = Mun } PARAMETER { name = ReturnHome3 type = ReturnHome } }}CONTRACT_TYPE{name = FirstPlanetaryFlybytitle = Launch a Kerbal to another planet.description = We have reached the point where we are ready to start exploring the rest of the Kerbin system. Send a Kerbal on a return-trip to space near any other planet in the solar system, and bring him back to Kerbin safely.synopsis = Send a Kerbal to another planet.completedMessage = Success! We have returned a Kerbal to the ground after visiting space near another planet!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup4 type = VesselParameterGroup PARAMETER { name = HasCrew4 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = Any4 type = Any PARAMETER { name = EnterSOI4001 type = EnterSOI targetBody = Duna } PARAMETER { name = EnterSOI4002 type = EnterSOI targetBody = Eve } PARAMETER { name = EnterSOI4003 type = EnterSOI targetBody = Dres } PARAMETER { name = EnterSOI4004 type = EnterSOI targetBody = Jool } PARAMETER { name = EnterSOI4005 type = EnterSOI targetBody = Moho } PARAMETER { name = EnterSOI4006 type = EnterSOI targetBody = Eeloo } } PARAMETER { name = ReturnHome4 type = ReturnHome } }}CONTRACT_TYPE{name = FirstPlanetaryProbetitle = Launch a probe to another planet.description = Our science has reached an advanced enough state where we can start launching interplanetary probes! Send a probe to space near another planet!completedMessage = Success! We have launched a probe to space near another planet!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup5 type = VesselParameterGroup PARAMETER { name = HasCrew5 type = HasCrew minCrew = 0 maxCrew = 0 } PARAMETER { name = Any5 type = Any PARAMETER { name = EnterSOI5001 type = EnterSOI targetBody = Duna } PARAMETER { name = EnterSOI5002 type = EnterSOI targetBody = Eve } PARAMETER { name = EnterSOI5003 type = EnterSOI targetBody = Dres } PARAMETER { name = EnterSOI5004 type = EnterSOI targetBody = Jool } PARAMETER { name = EnterSOI5005 type = EnterSOI targetBody = Moho } PARAMETER { name = EnterSOI5006 type = EnterSOI targetBody = Eeloo } } }} Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 5, 2015 Author Share Posted January 5, 2015 Awesome! As silly as it sounds - I feel a little better knowing it was an actual bug, and not just my own idiocy. ;-) (Having worked in IT for 15 years, I usually assume it's my own "user error" before I suspect a bug in the code)Glad I could contribute to helping find a problem. I'll check back in a day or two looking for the 5.0 update!- - - Updated - - -Ok, might be something new; I've started getting a bunch of errors (in the debug log) and am not able to stage into (or manually activate) any decouplers. [Exception]: NullReferenceException: Object reference not set to an instance of an objectThis started happening after I added a bunch of new exploration contracts (sending probes into SOI of other planets, etc - nothing relating to part testing or anything like that). My entire CFG is pasted in the spoiler. Is this a known issue, or might something odd be happening?CONTRACT_CONFIGURATOR{// disabledContractType = AltitudeRecord// disabledContractType = ARMContract// disabledContractType = BaseContract// disabledContractType = CollectScience// disabledContractType = ExploreBody// disabledContractType = FirstLaunch// disabledContractType = GrandTour// disabledContractType = ISRUContract disabledContractType = OrbitKerbin// disabledContractType = PartTest// disabledContractType = PlantFlag// disabledContractType = ReachSpace disabledContractType = RescueKerbal// disabledContractType = SatelliteContract// disabledContractType = StationContract// disabledContractType = SurveyContract}CONTRACT_TYPE{name = FirstOrbitalSatellitetitle = Launch the first orbital Satellitedescription = Place a satellite into orbit around Kerbin. This will be a significant 'first' in our conquest of outer space!synopsis = Put a satellite in orbit.completedMessage = Success! We have placed the first artificial satellite in orbit around Kerbin!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 50000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = EnterOrbit1 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } }}CONTRACT_TYPE{name = FirstMannedOrbitaltitle = Launch a Kerbal into orbit.description = The next step on our race to the stars is to achieve orbit with a manned mission. Place a lone Kerbal in a stable orbit, we're all counting on you!synopsis = Put Kerbal in orbit.completedMessage = Success! We have placed the first Kerbal in orbit around Kerbin!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup2 type = VesselParameterGroup PARAMETER { name = HasCrew2 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterOrbit2 type = EnterOrbit // This can be inherited from the the contract type if necessary targetBody = Kerbin } }}CONTRACT_TYPE{name = FirstMunarFlybytitle = Launch a Kerbal around the Mun.description = Our next goal is to launch a live Kerbal around the Mun, and return him safely to Kerbin. Make this happen, and we'll score big!synopsis = Send a Kerbal around the Mun.completedMessage = Success! We have returned a Kerbal to the ground after launching around the Mun!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup3 type = VesselParameterGroup PARAMETER { name = HasCrew3 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = EnterSOI3 type = EnterSOI targetBody = Mun } PARAMETER { name = ReturnHome3 type = ReturnHome } }}CONTRACT_TYPE{name = FirstPlanetaryFlybytitle = Launch a Kerbal to another planet.description = We have reached the point where we are ready to start exploring the rest of the Kerbin system. Send a Kerbal on a return-trip to space near any other planet in the solar system, and bring him back to Kerbin safely.synopsis = Send a Kerbal to another planet.completedMessage = Success! We have returned a Kerbal to the ground after visiting space near another planet!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup4 type = VesselParameterGroup PARAMETER { name = HasCrew4 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = Any4 type = Any PARAMETER { name = EnterSOI4001 type = EnterSOI targetBody = Duna } PARAMETER { name = EnterSOI4002 type = EnterSOI targetBody = Eve } PARAMETER { name = EnterSOI4003 type = EnterSOI targetBody = Dres } PARAMETER { name = EnterSOI4004 type = EnterSOI targetBody = Jool } PARAMETER { name = EnterSOI4005 type = EnterSOI targetBody = Moho } PARAMETER { name = EnterSOI4006 type = EnterSOI targetBody = Eeloo } } PARAMETER { name = ReturnHome4 type = ReturnHome } }}CONTRACT_TYPE{name = FirstPlanetaryProbetitle = Launch a probe to another planet.description = Our science has reached an advanced enough state where we can start launching interplanetary probes! Send a probe to space near another planet!completedMessage = Success! We have launched a probe to space near another planet!agent = OKB-1cancellable = falsedeclinable = falseprestige = SignificanttargetBody = KerbinmaxCompletions = 1maxSimultaneous = 1rewardScience = 50rewardReputation = 20rewardFunds = 150000failureReputation = 10failurefunds = 10000advanceFunds = 10000weight = 10.0PARAMETER { name = VesselParameterGroup5 type = VesselParameterGroup PARAMETER { name = HasCrew5 type = HasCrew minCrew = 0 maxCrew = 0 } PARAMETER { name = Any5 type = Any PARAMETER { name = EnterSOI5001 type = EnterSOI targetBody = Duna } PARAMETER { name = EnterSOI5002 type = EnterSOI targetBody = Eve } PARAMETER { name = EnterSOI5003 type = EnterSOI targetBody = Dres } PARAMETER { name = EnterSOI5004 type = EnterSOI targetBody = Jool } PARAMETER { name = EnterSOI5005 type = EnterSOI targetBody = Moho } PARAMETER { name = EnterSOI5006 type = EnterSOI targetBody = Eeloo } } }}Not a known issue, but perhaps an unknown one? Can you give me the KSP.log file (or the NullReference exception with the stack trace from that file)? That will help me confirm that ContractConfigurator is indeed the issue, and what part of your contract is causing it. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted January 5, 2015 Share Posted January 5, 2015 Not a known issue, but perhaps an unknown one? Can you give me the KSP.log file (or the NullReference exception with the stack trace from that file)? That will help me confirm that ContractConfigurator is indeed the issue, and what part of your contract is causing it.I unloaded all mods, loaded KSP stock, launched a generic rocket, re-installed my mods, launched KSP, and everything seems fine now .... *shrug* I'll keep an eye out for this, and post logs if it happens again. Quote Link to comment Share on other sites More sharing options...
Exitalterego Posted January 6, 2015 Share Posted January 6, 2015 So I've got a bit of a versioning question.I've currently got 0.4.4 installed and KSP-AVC has informed me a newer version. Great! So I've come along the forums and sure enough, there is 0.4.5 ready and waiting However, CKAN isn't showing this version yet (I don't know if this is something that needs updating by yourself nightingale or the CKAN devs. I thought it was automagic!) and am even more confused when I head the GitHub page and the release notes are up to 0.5.0 So what is the actual version and the best way to go about grabbing it? OP? CKAN? GitGub?Thanks! Quote Link to comment Share on other sites More sharing options...
hakan Posted January 6, 2015 Share Posted January 6, 2015 (edited) CKAN would be your best bet. There seems to be an error in the netkan file for this tough. I'll have a look at it.Executing: mono --debug netkan.exe NetKAN/NetKAN/ContractConfigurator.netkan yadda yadda yaddaUnhandled Exception:Newtonsoft.Json.JsonReaderException: Invalid property identifier character: #. Path 'identifier', line 4, position 5. at Newtonsoft.Json.JsonTextReader.ParseProperty () [0x00000] in <filename unknown>:0 at Newtonsoft.Json.JsonTextReader.ParseObject () [0x00000] in <filename unknown>:0 at Newtonsoft.Json.JsonTextReader.ReadInternal () [0x00000] in <filename unknown>:0 ------Issue found, while the release has been created on github, there is no actual zip file attached to it. I'll notify jrosssignal per PM as well. Edited January 6, 2015 by hakan issue found Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 6, 2015 Author Share Posted January 6, 2015 So I've got a bit of a versioning question.I've currently got 0.4.4 installed and KSP-AVC has informed me a newer version. Great! So I've come along the forums and sure enough, there is 0.4.5 ready and waiting However, CKAN isn't showing this version yet (I don't know if this is something that needs updating by yourself nightingale or the CKAN devs. I thought it was automagic!) and am even more confused when I head the GitHub page and the release notes are up to 0.5.0 So what is the actual version and the best way to go about grabbing it? OP? CKAN? GitGub?Thanks!CKAN would be your best bet. There seems to be an error in the netkan file for this tough. I'll have a look at it.Executing: mono --debug netkan.exe NetKAN/NetKAN/ContractConfigurator.netkan yadda yadda yaddaUnhandled Exception:Newtonsoft.Json.JsonReaderException: Invalid property identifier character: #. Path 'identifier', line 4, position 5. at Newtonsoft.Json.JsonTextReader.ParseProperty () [0x00000] in <filename unknown>:0 at Newtonsoft.Json.JsonTextReader.ParseObject () [0x00000] in <filename unknown>:0 at Newtonsoft.Json.JsonTextReader.ReadInternal () [0x00000] in <filename unknown>:0 ------Issue found, while the release has been created on github, there is no actual zip file attached to it. I'll notify jrosssignal per PM as well.Sorry about all that! I dragged and dropped the wrong file, silly mistake. If you grabbed 0.4.4 from CKAN, you would be up to date anyway - 0.4.5 was a repackage because I messed up the ksp-avc file (overall this wasn't my finest release).Oh and yeah, the CHANGES.txt on github gets updated as I go.... so you get a bit of a look ahead if you check there. 0.5.0 will be soon.... next couple days, most likely. Quote Link to comment Share on other sites More sharing options...
hakan Posted January 6, 2015 Share Posted January 6, 2015 Excellent, thank you. Now the netkan file gets inflated correctly on my local machine, which means that the robot should pick up 0.4.5 pretty soon(-ish) Quote Link to comment Share on other sites More sharing options...
nightingale Posted January 6, 2015 Author Share Posted January 6, 2015 Excellent, thank you. Now the netkan file gets inflated correctly on my local machine, which means that the robot should pick up 0.4.5 pretty soon(-ish)One of the best things about CKAN for me is a modder is that you guys will tell me when my release is broken. Thanks for all the hard work! Quote Link to comment Share on other sites More sharing options...
hakan Posted January 6, 2015 Share Posted January 6, 2015 See, advantages for everyone Quote Link to comment Share on other sites More sharing options...
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