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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]


nightingale

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[quote name='kunok']Tried the previous version 1.8.1 from github and now works again, I don't know how to help more
Edit: you ninja'd me, gimme a moment
EDIT2: You have a PM with it[/QUOTE]

Think I see the problem. Can you do me a favour and test the dev version (just copy the dll into GameData/ContractConfigurator from [URL="https://github.com/jrossignol/ContractConfigurator/blob/master/GameData/ContractConfigurator/ContractConfigurator.dll?raw=true"]here[/URL]). If that works for you I'll release an immediate hot-fix.
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1.8.2 introduced a nasty bug, 1.8.3 fixes it. [URL="https://github.com/jrossignol/ContractConfigurator/releases/tag/1.8.3"]Download now[/URL]!

[B]Contract Configurator 1.8.3[/B]
[LIST]
[*]Fixed NullReferenceException in code introduced in 1.8.2 (thanks kunok).
[/LIST]
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Hi. First of all, thanks for this great mod. Can't play new save without this mod and contract packs installed.

I'm currently making a contract pack which offers ship shipping commodities or resources from space. And I'd like to add a parameter that limits maximum g on the spaceship.

Already searched docs and coudn't find any suitable things, but docs can be slightly outdated(or maybe not). So my question is , does this version of CC supports that function?

And if not, do you have plan to implement something like that?

Thanks.
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Does anyone know a way to make the game STOP offering contracts to test launch-clamps in places that are NOT at the launch-site? I am constantly having to slog through offers of contracts to test launch clamps while splashed down, in flight, on sub-orbital trajectory, in orbit, or even on ESCAPE trajectories from not just Kerbin, but even the Mun and Minmus, and it is outright exasperating.
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[quote name='JWS']Hi. First of all, thanks for this great mod. Can't play new save without this mod and contract packs installed.

I'm currently making a contract pack which offers ship shipping commodities or resources from space. And I'd like to add a parameter that limits maximum g on the spaceship.

Already searched docs and coudn't find any suitable things, but docs can be slightly outdated(or maybe not). So my question is , does this version of CC supports that function?

And if not, do you have plan to implement something like that?

Thanks.[/QUOTE]

Docs are completely 100% up to date. I'm not sure what you're asking for when you say "maximum g" though. Do you mean maximum mass? Or perhaps maximum g force? For the first one, there is [URL="https://github.com/jrossignol/ContractConfigurator/wiki/VesselMass-Parameter"]VesselMass[/URL]. For the second, you'd need to raise an enhancement request.

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

[quote name='StevieC']Does anyone know a way to make the game STOP offering contracts to test launch-clamps in places that are NOT at the launch-site? I am constantly having to slog through offers of contracts to test launch clamps while splashed down, in flight, on sub-orbital trajectory, in orbit, or even on ESCAPE trajectories from not just Kerbin, but even the Mun and Minmus, and it is outright exasperating.[/QUOTE]

Is launch clamps on the Mun even a thing anymore? I thought that was fixed in like... 0.90. Really nothing to do with Contract Configurator, though it does give the ability to disable different types of stock contracts altogether.
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[QUOTE][COLOR=#333333] Do you mean maximum mass? Or perhaps maximum g force? For the first one, there is [/COLOR][URL="https://github.com/jrossignol/ContractConfigurator/wiki/VesselMass-Parameter"]VesselMass[/URL][COLOR=#333333]. For the second, you'd need to raise an enhancement request.[/COLOR][/QUOTE]

The second one. Maximum g force experienced on current ship. I'll raise enhancement request. Thanks.
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even if the launch-clamps on the Mun thing is fixed, there is still an annoyingly frequent occurrence of contracts to test launch clamps splashed down on, in flight over, on sub-orbital trajectory over, in orbit of, or even on escape trajectory out of Kerbin.
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Quick question regarding the persistent data store, just to make sure I'm doing it right:

Let's say I write a value to the data store. For the sake of argument, let's say
[code]
BEHAVIOUR
{
name = Expression
type = Expression
CONTRACT_ACCEPTED
{

MyValue = true
}
}
[/code]

Presumably, I could later overwrite the value in MyValue by using a new Behaviour node (in a different contract for instance) and the original store would be replaced?

So:
[code]
BEHAVIOUR
{
name = Expression
type = Expression
CONTRACT_ACCEPTED
{

MyValue = false
}
}
[/code]

Would override MyValue to false, and undo what i put in my first code box?
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[quote name='StevieC']even if the launch-clamps on the Mun thing is fixed, there is still an annoyingly frequent occurrence of contracts to test launch clamps splashed down on, in flight over, on sub-orbital trajectory over, in orbit of, or even on escape trajectory out of Kerbin.[/QUOTE]

I mean that I thought all those invalid launch clamp contracts were fixed in 0.90. I have not seen one in a [I]long [/I]time, so it's likely you've got some other issue and would be best off posting something in the support forums.

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

[quote name='severedsolo']Quick question regarding the persistent data store, just to make sure I'm doing it right:

Let's say I write a value to the data store. For the sake of argument, let's say
[code]
BEHAVIOUR
{
name = Expression
type = Expression
CONTRACT_ACCEPTED
{

MyValue = true
}
}
[/code]

Presumably, I could later overwrite the value in MyValue by using a new Behaviour node (in a different contract for instance) and the original store would be replaced?

So:
[code]
BEHAVIOUR
{
name = Expression
type = Expression
CONTRACT_ACCEPTED
{

MyValue = false
}
}
[/code]

Would override MyValue to false, and undo what i put in my first code box?[/QUOTE]

Correct, and don't forget to add type=bool or it'll default to double (for backwards compatibility).
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Been trying to get this dock to SpawnVessel

[IMG]http://i.imgur.com/725uOYd.png[/IMG]

[IMG]http://i.imgur.com/BVjmODB.png[/IMG]

no luck.

I can easily hyperedit there, but SpawnVessel is doing something really weird.

Can you help me figure out how to spawn this dock successfully near the shoreline at Valentina's Cay?

Agencies, Groups, Craft file, and CC config 3 Hour Tour:

[url]http://www./download/mstv1ccph26gatl/SSI-Test.zip[/url] Edited by inigma
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[quote name='inigma']I can easily hyperedit there, but SpawnVessel is doing something really weird.[/QUOTE]

Could you be more specific?

EDIT: Also, raise a GitHub issue - normally I don't mind doing support requests via the forum, but we're at T-10:21 to forum death, and I may or may not be able to look at this one tonight. :) Edited by nightingale
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[quote name='nightingale']Could you be more specific?

EDIT: Also, raise a GitHub issue - normally I don't mind doing support requests via the forum, but we're at T-10:21 to forum death, and I may or may not be able to look at this one tonight. :)[/QUOTE]

Posted #363.
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Noticed something today while playing KSP, in my debug info, I had a repeating error about: Missingfieldexception: 'Fieldfineprint,contracts,parameters,specificorbitparameter.targetbody' notfound. I realize this doesn't say anything about contract configurator, or contract packs, but this mod and its mission packs are the only mod I have installed {to my knowledge} that affect the contract system. Do you have any idea why it's throughing this exception? I haven't noticed any game play impact, everything is working as I expect, so it's not a major issue, I'm just curious. Image link below, because I still don't know how to make it show an image yet. took me forever with the old forum to figure it out, now I gotta learn all over again.

http://i.imgur.com/7zzScp4.jpg

Edited by vardicd
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  On 11/30/2015 at 3:03 PM, vardicd said:

Noticed something today while playing KSP, in my debug info, I had a repeating error about: Missingfieldexception: 'Fieldfineprint,contracts,parameters,specificorbitparameter.targetbody' notfound. I realize this doesn't say anything about contract configurator, or contract packs, but this mod and its mission packs are the only mod I have installed {to my knowledge} that affect the contract system. Do you have any idea why it's throughing this exception? I haven't noticed any game play impact, everything is working as I expect, so it's not a major issue, I'm just curious. Image link below, because I still don't know how to make it show an image yet. took me forever with the old forum to figure it out, now I gotta learn all over again.

http://i.imgur.com/7zzScp4.jpg

Expand  

Sounds like the error you'd get if you're running the 1.0.4-compatible version of Contract Configurator (1.7.x) with KSP 1.0.5.  Or the other way around - running Contract Configurator 1.8.x on KSP 1.0.4.

EDIT: Just checked, and this may not be from Contract Configurator.  The only way to know for sure is to see the full stack trace from that error (available in KSP.log).

Edited by nightingale
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  On 11/30/2015 at 3:31 PM, nightingale said:

Sounds like the error you'd get if you're running the 1.0.4-compatible version of Contract Configurator (1.7.x) with KSP 1.0.5.  Or the other way around - running Contract Configurator 1.8.x on KSP 1.0.4.

EDIT: Just checked, and this may not be from Contract Configurator.  The only way to know for sure is to see the full stack trace from that error (available in KSP.log).

Expand  

I make sure to upgrade contract configurator every time you drop an update, and my KSP updates automatically through steam. here's a link to the log though:

Edit again: https://www.dropbox.com/sh/qht61snw6efgwh6/AABBJlQMxtQOl5TfPlNLMDw8a?dl=0  No, just so big it takes a while to load, and I thought it was freezing my pc.

Edited by vardicd
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  On 11/30/2015 at 5:33 PM, vardicd said:

I make sure to upgrade contract configurator every time you drop an update, and my KSP updates automatically through steam. here's a link to the log though:

Edit again: https://www.dropbox.com/sh/qht61snw6efgwh6/AABBJlQMxtQOl5TfPlNLMDw8a?dl=0  No, just so big it takes a while to load, and I thought it was freezing my pc.

Expand  

Nope, the error you originally reported wasn't in the log at all.  Although you have a firespitter one that looks like it could be problematic:

NullReferenceException: Object reference not set to an instance of an object
  at Firespitter.engine.FSplanePropellerSpinner.OnUpdate () [0x00000] in <filename unknown>:0
  at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0
  at Part.Update () [0x00000] in <filename unknown>:0 

 

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  On 11/30/2015 at 6:30 PM, nightingale said:

Nope, the error you originally reported wasn't in the log at all.  Although you have a firespitter one that looks like it could be problematic:

NullReferenceException: Object reference not set to an instance of an object
  at Firespitter.engine.FSplanePropellerSpinner.OnUpdate () [0x00000] in <filename unknown>:0
  at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0
  at Part.Update () [0x00000] in <filename unknown>:0 

 

Expand  

No it was an old log from may, you already helped me with, I need to clean my drop box out to prevent me from being an idiot in the future. here's a link to the correct log: https://www.dropbox.com/s/1e8p6mzgxx34c4f/output_log.txt?dl=0  And I've tried to post this 6 times now, if I get that 502 bad gateway message one more time..... >_<

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Good evening nightingale,

I have a little problem and it looks like it is related to contract packs. I am using AnomalySurveyor, CC-CP-SCANSat, FieldResearch, RemoteTech and Tourism. If I start new game with these packs loaded, I cannot complete 'Launch our first vessel' stock contract. If I remove any of these packs, nothing improves. But if I remove all of them, stock 'Launch our first vessel' contract can be fullfilled. I haven't check this with other one-time-stock-contracts yet. It is not a blocker, but it took me some time to aim the issue. Of course the problem weren't there with KSP 1.0.4. It appeared with 1.0.5.

All mods are up to date (Configurator, Contract Packs, related mods such as RemoteTech and SCANSat).

qb.

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  On 11/30/2015 at 6:45 PM, vardicd said:

No it was an old log from may, you already helped me with, I need to clean my drop box out to prevent me from being an idiot in the future. here's a link to the correct log: https://www.dropbox.com/s/1e8p6mzgxx34c4f/output_log.txt?dl=0  And I've tried to post this 6 times now, if I get that 502 bad gateway message one more time..... >_<

Expand  

Did some googling - this comes from having an outdated version of Asteroid Day installed - go update that and you should be good.

  On 11/30/2015 at 6:56 PM, kjub said:

Good evening nightingale,

I have a little problem and it looks like it is related to contract packs. I am using AnomalySurveyor, CC-CP-SCANSat, FieldResearch, RemoteTech and Tourism. If I start new game with these packs loaded, I cannot complete 'Launch our first vessel' stock contract. If I remove any of these packs, nothing improves. But if I remove all of them, stock 'Launch our first vessel' contract can be fullfilled. I haven't check this with other one-time-stock-contracts yet. It is not a blocker, but it took me some time to aim the issue. Of course the problem weren't there with KSP 1.0.4. It appeared with 1.0.5.

All mods are up to date (Configurator, Contract Packs, related mods such as RemoteTech and SCANSat).

qb.

Expand  

Can you post a log?  I assume there's some of error happing that causes this, as I haven't seen it in any of my games yet.

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  On 11/30/2015 at 7:01 PM, nightingale said:

Did some googling - this comes from having an outdated version of Asteroid Day installed - go update that and you should be good.

Expand  

Dude. You are Good Samaritan here. :) It is so hard to find someone like you these days... Good for you!

  On 11/30/2015 at 7:01 PM, nightingale said:

Can you post a log?  I assume there's some of error happing that causes this, as I haven't seen it in any of my games yet.

Expand  

Of course I can.

Here it is:

  Reveal hidden contents

Funny thing is that in this game first launch actually fulfilled this contract which made me very happy. Sadly next launches (after revert) weren't so successful. In fact, most times first launch fails to fulfill this contract too.

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  On 11/30/2015 at 7:22 PM, kjub said:

Dude. You are Good Samaritan here. :) It is so hard to find someone like you these days... Good for you!

Of course I can.

Here it is:

Funny thing is that in this game first launch actually fulfilled this contract which made me very happy. Sadly next launches (after revert) weren't so successful. In fact, most times first launch fails to fulfill this contract too.

Expand  

Well, since you mention rever, I assume that this is relevant:

[LOG 20:10:43.301] QuickRevert(2.12): Reset data
[LOG 20:10:43.302] QuickRevert(2.12): Store data
[WRN 20:10:43.308] QuickRevert(2.12): Can't hard save flight state: System.IO.IsolatedStorage.IsolatedStorageException: Could not find a part of the path "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\QuickRevert\PluginData\default-flightstate.txt".
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
  at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 
  at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 
  at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 
  at QuickRevert.QFlightData.Save () [0x00000] in <filename unknown>:0 
[LOG 20:10:43.314] QuickRevert(2.12): Revert stored

@Malah will have to say if that's what's causing your issue, although it looks like the error is handled, and I don't see any exceptions following it that would seem to cause the kind of problem you're describing.

Edited by nightingale
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  On 11/30/2015 at 7:35 PM, nightingale said:

Well, since you mention rever, I assume that this is relevant:

[LOG 20:10:43.301] QuickRevert(2.12): Reset data
[LOG 20:10:43.302] QuickRevert(2.12): Store data
[WRN 20:10:43.308] QuickRevert(2.12): Can't hard save flight state: System.IO.IsolatedStorage.IsolatedStorageException: Could not find a part of the path "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\QuickRevert\PluginData\default-flightstate.txt".
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
  at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 
  at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 
  at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 
  at QuickRevert.QFlightData.Save () [0x00000] in <filename unknown>:0 
[LOG 20:10:43.314] QuickRevert(2.12): Revert stored

@Malah will have to say if that's what's causing your issue, although it looks like the error is handled, and I don't see any exceptions following it that would seem to cause the kind of problem you're describing.

Expand  

Should I notify him in his thread? Or do you have some contact with him? Or this fresh new smart forum will somehow notify Malah, by itself? :P

Edit:

Also, as I am looking at the log right now I see for first launch:

[LOG 20:10:50.827] [00:00:00]: Liftoff!!
[LOG 20:10:51.362] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:10:51.963] [Progress Node Reached]: FirstLaunch
[LOG 20:10:51.965] [Progress Node Complete]: FirstLaunch
[LOG 20:10:51.967] Awarding 3816.51369094849 funds to player for contract completion
[LOG 20:10:51.968] Awarding 1 science to player for contract completion
[LOG 20:10:51.969] Awarding 1.09 reputation to player for contract completion
[LOG 20:10:51.970] Added 1.089935 (1.09) reputation: 'ContractReward'.
[LOG 20:10:51.975] [INFO] ContractConfigurator.ConfiguredContract: Generated contract: CONTRACT_TYPE [AS_Kerbin_IslandAirfield]
[LOG 20:10:52.314] Contract (Launch our first vessel!): A very nominal launch! We couldn't have asked for more! Well, we could've, and we will at some point.

<b><#8BED8B>Completion Rewards:</></> 
<#B4D455>£3,817   </>
<#6DCFF6>©1   </>
<#E0D503>¡1   </>


[LOG 20:10:52.843] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:10:55.458] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:10:55.573] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:10:57.010] [SCANsat] Height Map Of [Kerbin] Completed...
[LOG 20:10:57.052] [SCANsat] All Height Maps Generated

It looks as I mentioned: contract fullfilled (progres node complete). Strange thing which I do not understand is this part about SCANsat (Height Map of [Kerbin] Completed). But I don't need to understand everything..

Second launch though looks like this:

[LOG 20:12:23.341] [00:00:04]: Liftoff!!
[LOG 20:12:23.882] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:12:24.734] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:12:27.100] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:12:27.225] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:12:31.438] Added 1.999999 (2) reputation: 'Progression'.
[LOG 20:12:33.326] [INFO] ContractConfigurator.BiomeTracker: Completed background load of Eve biome data.
[LOG 20:12:33.327] [INFO] ContractConfigurator.BiomeTracker: Starting background load of Laythe biome data.

And it seems like it omitted contract all together. Achievements are match in both cases (progressions). Also in this case I don't understand why BiomeTracker is looking at Eve or Laythe though. ;]

Edited by kjub
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