Darkstar One Posted February 27, 2016 Share Posted February 27, 2016 Trying to wrap around my head to a parameter combination to make the kerbal plant a flag at a specific biome. PARAMETER { name = PlantFlag type = PlantFlag targetBody = Kerbin completeInSequence = true biome = Shores } results in "PlantFlag unexpected attribute 'biome' found, ignored. PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = Shores completeInSequence = true PARAMETER { name = PlantFlag type = PlantFlag targetBody = Kerbin completeInSequence = true } } Is not working also because the contract is completed without even a flag set. Any idea how to get that working? Quote Link to comment Share on other sites More sharing options...
smjjames Posted February 27, 2016 Share Posted February 27, 2016 (edited) Oh! *facepalm* I think I know what I did, when I put in the update for Asteroid Day, for some reason, I put the folder inside it, which was called SQUAD for some reason and not asteroid day, into gamedata and it must have overwritten the main file by accident. Going to see if that's the case, and also do cache check. edit: Yep, the cause was a total screwup on my part. Sorry for sending you on a bit of a phantom wild goose chase. Edited February 27, 2016 by smjjames Quote Link to comment Share on other sites More sharing options...
DMagic Posted February 27, 2016 Share Posted February 27, 2016 That duplicate key exception has a way of popping up whenever you least expect it. I've always thought that if it was going to show up it would happen when experiments were first loading at the initial load screen. But there are times when it doesn't happen there but it still happens elsewhere. Basically I've found that you just have to wrap calls to ResearchAndDevelopment.GetExperiment in a Try/Catch or else you might end up with this error. What happens is that, for some unknown reason, you try to load an experiment using its ID, then the R&D method can't find it, then it tries to reload it, but it's already been loaded (!!! which means that it should have been able to find it in the first place !??!). The obvious reason is that you have duplicate science definitions somewhere, but it seems like it can happen sometimes even without them. Quote Link to comment Share on other sites More sharing options...
nightingale Posted February 27, 2016 Author Share Posted February 27, 2016 4 hours ago, Darkstar One said: Trying to wrap around my head to a parameter combination to make the kerbal plant a flag at a specific biome. <snip> Any idea how to get that working? You were on the right track with the completeInSequence: PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = Shores } PARAMETER { name = PlantFlag type = PlantFlag targetBody = Kerbin completeInSequence = true } Basically, the PlantFlag is not allowed to complete until the parameters above it (not parent parameters, but siblings above it in the ordering) are completed. --- 4 hours ago, smjjames said: Oh! *facepalm* I think I know what I did, when I put in the update for Asteroid Day, for some reason, I put the folder inside it, which was called SQUAD for some reason and not asteroid day, into gamedata and it must have overwritten the main file by accident. Going to see if that's the case, and also do cache check. edit: Yep, the cause was a total screwup on my part. Sorry for sending you on a bit of a phantom wild goose chase. Ah, that makes sense now. That's also why I make sure GameData is always the root folder in my zips - makes it harder to install wrong. Or there's CKAN, but I respect that it's not everyone's cup of tea. Anyway, glad it's sorted --- 3 hours ago, DMagic said: That duplicate key exception has a way of popping up whenever you least expect it. I've always thought that if it was going to show up it would happen when experiments were first loading at the initial load screen. But there are times when it doesn't happen there but it still happens elsewhere. Basically I've found that you just have to wrap calls to ResearchAndDevelopment.GetExperiment in a Try/Catch or else you might end up with this error. What happens is that, for some unknown reason, you try to load an experiment using its ID, then the R&D method can't find it, then it tries to reload it, but it's already been loaded (!!! which means that it should have been able to find it in the first place !??!). The obvious reason is that you have duplicate science definitions somewhere, but it seems like it can happen sometimes even without them. Hmmm.... going to have to add a few more guards to those in that case. Thanks! Quote Link to comment Share on other sites More sharing options...
nightingale Posted February 29, 2016 Author Share Posted February 29, 2016 On 27/02/2016 at 2:39 AM, severedsolo said: Is there any chance of moving this logging line that tells you why a contract didn't generate (for example): "[LOG 09:09:15.939] [VERBOSE] ContractConfigurator.ContractType: Didn't generate contract type SCAN_LoRes: 'ScanSatOfficial:p3Bodies' had zero count." To DEBUG rather than VERBOSE? It is REALLY useful, but VERBOSE takes so long to load, because of all the logging (duh) I had to revert this change. The amount of log spam that it creates is absolutely atrocious. If you want this on, you can change the log level to VERBOSE only for the ContractType class. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted February 29, 2016 Share Posted February 29, 2016 1 hour ago, nightingale said: I had to revert this change. The amount of log spam that it creates is absolutely atrocious. If you want this on, you can change the log level to VERBOSE only for the ContractType class. Fair enough. Quote Link to comment Share on other sites More sharing options...
Miravlix Posted February 29, 2016 Share Posted February 29, 2016 (edited) I've hit the memory ceiling rather hard, I can do a handful of scene changes before the game crashes with out of memory at the same time it seem contracts is disappearing on me. I went from 20+ active contracts to 7, all that survived was some create Mun/Sun/Minimus stations ones. Took me a while to notice unfortunately and I did get a 2 or 3 cancellation msgs. My Rep has tanked and cash isn't doing well, luckily the create a station contracts survived, those come with some hefty cancellation fees. I can't point the finger at one contract pack or another as the one that cancels, it's a general random problem across most of them. Lost two Dmagic Orbit Science watch out for asteroids, K-Files canceled on me, A rescue Kerbal mission vanished with no message. Had some cases of, Oh this contract is cool, lets get it, go build/launch a completely unrelated vehicle and as it loads on the pad, I get told XYZ mission was canceled. Now I'm paying attention, the first example of one, that actually gave a msg about it, but not at vehicle load. Rover Missions: Go there, Study some place with named vehicle. Requirements about staying below 1000 m and being on Kerbin was marked as completed (Loaded the Rover before realizing it was very far away from the waypoint), only the part about driving to a waypoint was left. Since that waypoint was 1000 km away, I was planning to move the rover by air, I load a cargo plane to fly to the rover, start off down the runway and take off, when I hit 200 m the contract cancels. Tried different vehicles and stuff, if I leave the ground it get canceled, but it doesn't seem related to 1000 m. Edit: Loaded my Probe Orbiting Moho. Bam Contract cancled. Spoiler [LOG 11:19:30.630] [DM] Could not find DMScience of title [Temperature Scan while in space near Moho] [LOG 11:19:30.632] [DM] Could not find DMScience of title [Atmospheric Pressure Scan while in space near Moho] [LOG 11:19:30.634] [DM] Could not find DMScience of title [Irradiance Scan while in space high over Moho] [LOG 11:19:30.635] [DM] Could not find DMScience of title [Temperature Scan while in space high over Moho] [LOG 11:19:30.637] [DM] Could not find DMScience of title [Atmospheric Pressure Scan while in space high over Moho] [LOG 11:19:30.665] 2/29/2016 11:19:30 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 11:19:30.667] 2/29/2016 11:19:30 AM,KerbalAlarmClock,Skipping version check [LOG 11:19:30.882] DragCubeSystem: Rendering procedural drag for US.1C10.Wedge.Quadcore [LOG 11:19:31.043] DragCubeSystem: Rendering procedural drag for US.1C10.Wedge.Quadcore [LOG 11:19:31.152] DragCubeSystem: Rendering procedural drag for mediumDishAntenna [LOG 11:19:31.239] DragCubeSystem: Rendering procedural drag for mediumDishAntenna [LOG 11:19:31.344] [FlightIntegrator]: Vessel Moho Exxplorer has been unloaded 1211513.00168094, applying analytic temperature 357.005678757088 [LOG 11:19:31.577] [DangIt]: DangItTank[-824632][Ship: Moho Exxplorer]: The part probeCoreOcto2 (Moho Exxplorer) does not contain any leakable resource. [LOG 11:19:31.580] [DangIt]: DangItTank[-824664][Ship: Moho Exxplorer]: The part batteryBankMini does not contain any leakable resource. [LOG 11:19:31.639] Contract Log: Outdated save file detected! All contracts in save file were updated! [WRN 11:19:32.242] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedDunaFlyby'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.402] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedMunFlyby'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.478] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstMunImpact'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.602] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstMunOrbitalSat'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.915] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstMinmusOrbitalSat'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.919] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedMinmusFlyby'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.923] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstMinmusImpact'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.926] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedMunLanding'. The contract type either failed to load or was uninstalled. [WRN 11:19:33.071] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'PolarMinmusOrbitalSat'. The contract type either failed to load or was uninstalled. [WRN 11:19:33.208] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedMinmusLanding'. The contract type either failed to load or was uninstalled. [LOG 11:19:34.711] 2/29/2016 11:19:34 AM,KerbalAlarmClock,Contracts System Ready [LOG 11:19:34.714] [DangIt][Runtime]: Refresh Finished [LOG 11:19:34.876] Penalizing 30000 funds from player for contract failure [LOG 11:19:34.878] Penalizing 8 reputation from player for contract failure [LOG 11:19:34.880] Added -13.1985 (-8) reputation: 'ContractPenalty'. [LOG 11:19:34.890] Contract (Rover Expedition): We have failed our contract for Space Penguins, Inc: Rover Expedition <b><#ED0B0B>Penalties for Failure:</></> <#ED0B0B>£ -30,000 </><#ED0B0B>¡ -8 </> [LOG 11:19:34.984] 2/29/2016 11:19:34 AM,KSPAlternateResourcePanel,AppLauncher: Swapping the ARP App for the Stock Resource App - after 22.6862976 secs [LOG 11:19:34.988] 2/29/2016 11:19:34 AM,KSPAlternateResourcePanel,AppLauncher: Unable to set the AppButton to true - tried for 6 secs [LOG 11:19:35.049] [INFO] ContractConfigurator.ConfiguredContract: Generated contract: CONTRACT_TYPE [KFilesMinmus] [LOG 11:19:35.052] [PlanetariumCamera]: Focus: Moho Exxplorer [LOG 11:19:35.135] 2/29/2016 11:19:35 AM,KerbalAlarmClock,Found a Completed/Failed Contract Alarm to Delete:Rover Expedition [ERR 11:19:36.523] Input is null [ERR 11:19:36.594] Input is null [ERR 11:19:36.602] Input is null [ERR 11:19:36.604] Input is null [ERR 11:19:36.606] Input is null [ERR 11:19:36.618] Input is null [LOG 11:19:36.630] Flight State Captured [LOG 11:19:36.783] Saving Achievements Tree... [LOG 11:19:36.786] Saving Achievements Tree... [LOG 11:19:36.788] Saving Achievements Tree... [LOG 11:19:36.790] Saving Achievements Tree... [LOG 11:19:36.791] Saving Achievements Tree... [LOG 11:19:36.793] Saving Achievements Tree... [LOG 11:19:37.982] [DangIt][Runtime]: Saving settings... [LOG 11:19:37.989] [TCA] TCAConfiguration.SaveConfigs: vessel 28d962d1-92fb-4b7b-8da5-1ed38c382fac is not present in the game. Removing orphan configuration. [LOG 11:19:38.002] [PR] Saving Data. [LOG 11:19:40.204] Game State Saved as persistent [LOG 11:19:43.555] Unpacking Moho Exxplorer Edited February 29, 2016 by Miravlix Quote Link to comment Share on other sites More sharing options...
nightingale Posted February 29, 2016 Author Share Posted February 29, 2016 4 hours ago, Miravlix said: I've hit the memory ceiling rather hard, I can do a handful of scene changes before the game crashes with out of memory at the same time it seem contracts is disappearing on me. I went from 20+ active contracts to 7, all that survived was some create Mun/Sun/Minimus stations ones. Took me a while to notice unfortunately and I did get a 2 or 3 cancellation msgs. My Rep has tanked and cash isn't doing well, luckily the create a station contracts survived, those come with some hefty cancellation fees. I can't point the finger at one contract pack or another as the one that cancels, it's a general random problem across most of them. Lost two Dmagic Orbit Science watch out for asteroids, K-Files canceled on me, A rescue Kerbal mission vanished with no message. Had some cases of, Oh this contract is cool, lets get it, go build/launch a completely unrelated vehicle and as it loads on the pad, I get told XYZ mission was canceled. Now I'm paying attention, the first example of one, that actually gave a msg about it, but not at vehicle load. Rover Missions: Go there, Study some place with named vehicle. Requirements about staying below 1000 m and being on Kerbin was marked as completed (Loaded the Rover before realizing it was very far away from the waypoint), only the part about driving to a waypoint was left. Since that waypoint was 1000 km away, I was planning to move the rover by air, I load a cargo plane to fly to the rover, start off down the runway and take off, when I hit 200 m the contract cancels. Tried different vehicles and stuff, if I leave the ground it get canceled, but it doesn't seem related to 1000 m. Edit: Loaded my Probe Orbiting Moho. Bam Contract cancled. Reveal hidden contents [LOG 11:19:30.630] [DM] Could not find DMScience of title [Temperature Scan while in space near Moho] [LOG 11:19:30.632] [DM] Could not find DMScience of title [Atmospheric Pressure Scan while in space near Moho] [LOG 11:19:30.634] [DM] Could not find DMScience of title [Irradiance Scan while in space high over Moho] [LOG 11:19:30.635] [DM] Could not find DMScience of title [Temperature Scan while in space high over Moho] [LOG 11:19:30.637] [DM] Could not find DMScience of title [Atmospheric Pressure Scan while in space high over Moho] [LOG 11:19:30.665] 2/29/2016 11:19:30 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 11:19:30.667] 2/29/2016 11:19:30 AM,KerbalAlarmClock,Skipping version check [LOG 11:19:30.882] DragCubeSystem: Rendering procedural drag for US.1C10.Wedge.Quadcore [LOG 11:19:31.043] DragCubeSystem: Rendering procedural drag for US.1C10.Wedge.Quadcore [LOG 11:19:31.152] DragCubeSystem: Rendering procedural drag for mediumDishAntenna [LOG 11:19:31.239] DragCubeSystem: Rendering procedural drag for mediumDishAntenna [LOG 11:19:31.344] [FlightIntegrator]: Vessel Moho Exxplorer has been unloaded 1211513.00168094, applying analytic temperature 357.005678757088 [LOG 11:19:31.577] [DangIt]: DangItTank[-824632][Ship: Moho Exxplorer]: The part probeCoreOcto2 (Moho Exxplorer) does not contain any leakable resource. [LOG 11:19:31.580] [DangIt]: DangItTank[-824664][Ship: Moho Exxplorer]: The part batteryBankMini does not contain any leakable resource. [LOG 11:19:31.639] Contract Log: Outdated save file detected! All contracts in save file were updated! [WRN 11:19:32.242] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedDunaFlyby'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.402] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedMunFlyby'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.478] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstMunImpact'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.602] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstMunOrbitalSat'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.915] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstMinmusOrbitalSat'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.919] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedMinmusFlyby'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.923] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstMinmusImpact'. The contract type either failed to load or was uninstalled. [WRN 11:19:32.926] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedMunLanding'. The contract type either failed to load or was uninstalled. [WRN 11:19:33.071] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'PolarMinmusOrbitalSat'. The contract type either failed to load or was uninstalled. [WRN 11:19:33.208] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'FirstUnmannedMinmusLanding'. The contract type either failed to load or was uninstalled. [LOG 11:19:34.711] 2/29/2016 11:19:34 AM,KerbalAlarmClock,Contracts System Ready [LOG 11:19:34.714] [DangIt][Runtime]: Refresh Finished [LOG 11:19:34.876] Penalizing 30000 funds from player for contract failure [LOG 11:19:34.878] Penalizing 8 reputation from player for contract failure [LOG 11:19:34.880] Added -13.1985 (-8) reputation: 'ContractPenalty'. [LOG 11:19:34.890] Contract (Rover Expedition): We have failed our contract for Space Penguins, Inc: Rover Expedition <b><#ED0B0B>Penalties for Failure:</></> <#ED0B0B>£ -30,000 </><#ED0B0B>¡ -8 </> [LOG 11:19:34.984] 2/29/2016 11:19:34 AM,KSPAlternateResourcePanel,AppLauncher: Swapping the ARP App for the Stock Resource App - after 22.6862976 secs [LOG 11:19:34.988] 2/29/2016 11:19:34 AM,KSPAlternateResourcePanel,AppLauncher: Unable to set the AppButton to true - tried for 6 secs [LOG 11:19:35.049] [INFO] ContractConfigurator.ConfiguredContract: Generated contract: CONTRACT_TYPE [KFilesMinmus] [LOG 11:19:35.052] [PlanetariumCamera]: Focus: Moho Exxplorer [LOG 11:19:35.135] 2/29/2016 11:19:35 AM,KerbalAlarmClock,Found a Completed/Failed Contract Alarm to Delete:Rover Expedition [ERR 11:19:36.523] Input is null [ERR 11:19:36.594] Input is null [ERR 11:19:36.602] Input is null [ERR 11:19:36.604] Input is null [ERR 11:19:36.606] Input is null [ERR 11:19:36.618] Input is null [LOG 11:19:36.630] Flight State Captured [LOG 11:19:36.783] Saving Achievements Tree... [LOG 11:19:36.786] Saving Achievements Tree... [LOG 11:19:36.788] Saving Achievements Tree... [LOG 11:19:36.790] Saving Achievements Tree... [LOG 11:19:36.791] Saving Achievements Tree... [LOG 11:19:36.793] Saving Achievements Tree... [LOG 11:19:37.982] [DangIt][Runtime]: Saving settings... [LOG 11:19:37.989] [TCA] TCAConfiguration.SaveConfigs: vessel 28d962d1-92fb-4b7b-8da5-1ed38c382fac is not present in the game. Removing orphan configuration. [LOG 11:19:38.002] [PR] Saving Data. [LOG 11:19:40.204] Game State Saved as persistent [LOG 11:19:43.555] Unpacking Moho Exxplorer The load failures are due to to changes in @linuxgurugamer's Unmanned contract pack (some of the contracts got renamed) and is normal. I can't say much about the failure you hit, as I don't know the specifics of the Rover contract pack. You may want to try in the thread for the contract pack itself. Quote Link to comment Share on other sites More sharing options...
Death Engineering Posted March 2, 2016 Share Posted March 2, 2016 Hiya... Is there a way to check if a mod-added science part ("Plant Growth" from 'Station Science' add-on) is eligible to get contracts? The TH-NKR lab part seemed to satisfy the 'Launch the xxx Space Station' contract, but having some experience with the Station Science mod I would have expected to see a contract come up to perform some science on the station. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 2, 2016 Author Share Posted March 2, 2016 1 hour ago, Death Engineering said: Hiya... Is there a way to check if a mod-added science part ("Plant Growth" from 'Station Science' add-on) is eligible to get contracts? The TH-NKR lab part seemed to satisfy the 'Launch the xxx Space Station' contract, but having some experience with the Station Science mod I would have expected to see a contract come up to perform some science on the station. There's some special stuff in Contract Configurator used by Field Research that eliminates some invalid combinations (in the case of Station Science, doing Plant Growth on Kerbin's surface). Otherwise they should all be eligible, but it'll depend on the implementation of the contract pack. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted March 2, 2016 Share Posted March 2, 2016 1 hour ago, Death Engineering said: Hiya... Is there a way to check if a mod-added science part ("Plant Growth" from 'Station Science' add-on) is eligible to get contracts? The TH-NKR lab part seemed to satisfy the 'Launch the xxx Space Station' contract, but having some experience with the Station Science mod I would have expected to see a contract come up to perform some science on the station. You are talking about two separate contract systems. Bases and Stations will accept the Station Science lab as an alternative to the stock MPL, but the experiment contracts are handled by Station Science itself. Quote Link to comment Share on other sites More sharing options...
Death Engineering Posted March 2, 2016 Share Posted March 2, 2016 15 minutes ago, nightingale said: There's some special stuff in Contract Configurator used by Field Research that eliminates some invalid combinations (in the case of Station Science, doing Plant Growth on Kerbin's surface). Otherwise they should all be eligible, but it'll depend on the implementation of the contract pack. 5 minutes ago, severedsolo said: You are talking about two separate contract systems. Bases and Stations will accept the Station Science lab as an alternative to the stock MPL, but the experiment contracts are handled by Station Science itself. Ahh... so that I don't see 'Station Science' in contract configurator (only Field Research, Bases and Stations, Tourism and Strategia) is the problem? Quote Link to comment Share on other sites More sharing options...
severedsolo Posted March 2, 2016 Share Posted March 2, 2016 4 minutes ago, Death Engineering said: Ahh... so that I don't see 'Station Science' in contract configurator (only Field Research, Bases and Stations, Tourism and Strategia) is the problem? You won't see it listed as a contract pack, because it isn't one, it hooks into the stock system instead. If you want to be sure it's loaded (and I don't see why it wouldn't, as it does for me) - you can check by going to the contract configurator menu on the Space Centre scene and it should be listed under "Standard Contracts" Quote Link to comment Share on other sites More sharing options...
Death Engineering Posted March 2, 2016 Share Posted March 2, 2016 52 minutes ago, severedsolo said: You won't see it listed as a contract pack, because it isn't one, it hooks into the stock system instead. If you want to be sure it's loaded (and I don't see why it wouldn't, as it does for me) - you can check by going to the contract configurator menu on the Space Centre scene and it should be listed under "Standard Contracts" Yep it's there alright. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
apocriva Posted March 3, 2016 Share Posted March 3, 2016 I just got the following exception and was asked by Contract Configurator to post here! "The ScenarioModule data was not correctly saved - reloading the save may result in further errors." Quote Exception occured while saving ScenarioModule 'ContractVesselTracker': System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[ProtoPartSnapshot,System.Int32].get_Item (.ProtoPartSnapshot key) [0x00000] in <filename unknown>:0 at ContractConfigurator.Extensions+<GetHashes>d__18.MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Contains[UInt32] (IEnumerable`1 source, UInt32 value, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Contains[UInt32] (IEnumerable`1 source, UInt32 value) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker+<>c__DisplayClass6.<OnSave>b__4 (.Vessel v) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].Find (System.Predicate`1 match) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 3, 2016 Author Share Posted March 3, 2016 1 hour ago, apocriva said: I just got the following exception and was asked by Contract Configurator to post here! "The ScenarioModule data was not correctly saved - reloading the save may result in further errors." Can you post a save file for me to take a look at? Quote Link to comment Share on other sites More sharing options...
AdamMil Posted March 3, 2016 Share Posted March 3, 2016 I've enjoyed the expanded contracts available with Contract Configurator, but one thing has always bugged me about contracts in KSP. They're nearly impossible to fail. For almost every contract type, the only way to fail is for the deadline to run out, but the deadlines are ridiculously long - decades in many cases. I feel like it'd be much more interesting if you had to assign contracts to ships, and the contract could only be completed by that ship. Then if the ship is destroyed, you fail any assigned contracts. I assume this isn't the kind of thing you'd like to add to Contract Configurator, but do you think it's possible for a third-party mod to do this generically, and how hard do you think it'd be? Quote Link to comment Share on other sites More sharing options...
severedsolo Posted March 3, 2016 Share Posted March 3, 2016 (edited) 9 minutes ago, AdamMil said: I've enjoyed the expanded contracts available with Contract Configurator, but one thing has always bugged me about contracts in KSP. They're nearly impossible to fail. For almost every contract type, the only way to fail is for the deadline to run out, but the deadlines are ridiculously long - decades in many cases. I feel like it'd be much more interesting if you had to assign contracts to ships, and the contract could only be completed by that ship. Then if the ship is destroyed, you fail any assigned contracts. I assume this isn't the kind of thing you'd like to add to Contract Configurator, but do you think it's possible for a third-party mod to do this generically, and how hard do you think it'd be? Alot of contracts can only be completed by specific vessels (mine are a good example of that). I'm not a big fan of failing contracts though (even though it is possible using the CC framework), I'd rather the player "fail themselves" if they find they can't do the missions. Read the Fine Print as it were (see what I did there?) Edited March 3, 2016 by severedsolo Quote Link to comment Share on other sites More sharing options...
AdamMil Posted March 3, 2016 Share Posted March 3, 2016 14 minutes ago, severedsolo said: Alot of contracts can only be completed by specific vessels (mine are a good example of that). I'm not sure what you mean unless you're referring to contracts like the auto-generated "move probe X into a new orbit" ones, which I never do because it almost always selects communication satellites and whatnot that I need to stay where they are. 15 minutes ago, severedsolo said: I'd rather the player "fail themselves" if they find they can't do the missions. Is that even possible? You can cancel the contract, but AFAIK that's not the same as failing it. Anyway I'll repeat my original question. :-) Do you think it's possible for a third-party mod (i.e. not Contract Configurator) to do this generically, and how hard do you think it'd be? I ask because you presumably know a lot about how contracts work internally. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted March 3, 2016 Share Posted March 3, 2016 (edited) 33 minutes ago, AdamMil said: I'm not sure what you mean unless you're referring to contracts like the auto-generated "move probe X into a new orbit" ones, which I never do because it almost always selects communication satellites and whatnot that I need to stay where they are. Should have been clearer - alot of Contract Configurator contracts have specific vessels that must complete contracts. So as an example, in my Bases and Stations pack, if a contract calls for you to do a crew rotation on the Kerbin Space Station - and you do a crew rotation on Mun Station - the contract won't complete. Quote Is that even possible? You can cancel the contract, but AFAIK that's not the same as failing it. It's basically the same thing, as far as rewards and stuff goes. Whether you fail or cancel it, the consequences are the same. Quote Anyway I'll repeat my original question. :-) Do you think it's possible for a third-party mod (i.e. not Contract Configurator) to do this generically, and how hard do you think it'd be? I ask because you presumably know a lot about how contracts work internally. Probably. I'm not the guy to ask though (which is why I didn't answer that bit). I'm familiar with Contract Configurator (and therefore probably have some insight into the contract system), - but as for my C# knowledge, well let's put it this way. It took me 3 days to write a Space Engineers script that turned batteries on when I needed them. nightingale is the guy for that. Although as I said, CC has contract failures and such coded into it, so that's a starting point. Edited March 3, 2016 by severedsolo Quote Link to comment Share on other sites More sharing options...
AdamMil Posted March 3, 2016 Share Posted March 3, 2016 5 minutes ago, severedsolo said: Whether you fail or cancel it, the consequences are the same. I see. Well I guess that allows me to do the same thing via an honor system. 5 minutes ago, severedsolo said: I'm not the guy to ask though (which is why I didn't answer that bit). Oh, I see. Sorry. :-) Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 3, 2016 Author Share Posted March 3, 2016 @AdamMil - it's actually more difficult than you'd expect, which is one reason that type of functionality is not widely implemented. As severedsolo said, Contract Configurator gives all the contract modders the tools to implement contract failures. Associating a contract to a vessel is not trivial, but I know it's something that @inigma has been implementing in his GAP contract pack in the last couple releases (and there's at least one enhancement that is expected to make it into the next CC release that will help make that more vessel-specific). There's some things you could do that are fairly brute force with module manager: @CONTRACT_TYPE { PARAMETER { type = KerbalDeaths } } That will fail any/all CC contracts if you let a Kerbal die. Problem is that it doesn't distinguish in any way. The other problem is that KSP has no iron-man mode, and I believe that most players are pretty quick to revert/reload when things go wrong. So having contract failures becomes fairly meaningless to a big chunk of the player-base. Quote Link to comment Share on other sites More sharing options...
smjjames Posted March 7, 2016 Share Posted March 7, 2016 Is it normal for the contract listing to reshuffle it's order when declining some other contracts? For example, in this new career game I've started, I'm trying to get another Field Science contract similar to one that I have (I have contract slot machine 1 active), I'm seeing three other contracts which are stock 'focused observational surveys of Kerbin' get reshuffled while declining those FS contracts. I checked without CSM1 and it does it there, so it's not Strategia. The contracts themselves aren't changing, I'm just wondering if the reshuffling is normal. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 7, 2016 Author Share Posted March 7, 2016 19 minutes ago, smjjames said: Is it normal for the contract listing to reshuffle it's order when declining some other contracts? For example, in this new career game I've started, I'm trying to get another Field Science contract similar to one that I have (I have contract slot machine 1 active), I'm seeing three other contracts which are stock 'focused observational surveys of Kerbin' get reshuffled while declining those FS contracts. I checked without CSM1 and it does it there, so it's not Strategia. The contracts themselves aren't changing, I'm just wondering if the reshuffling is normal. An unfortunate side effect of the way the stock UI displays the contracts. Normal, and not something I am able to change. Quote Link to comment Share on other sites More sharing options...
inigma Posted March 8, 2016 Share Posted March 8, 2016 thanks @nightingale for working hard on CC. it is much appreciated. i'll be jumping back into GAP development shortly as soon as I find time. I love how 1.9.7 is shaping up. Quote Link to comment Share on other sites More sharing options...
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