Tokamak Posted June 28, 2016 Share Posted June 28, 2016 1 hour ago, nightingale said: @MaverickNoob & @Tokamak - Something very odd going on. If you look in the WEIGHTS section for the ContractSystem you can see the stock contracts are all there twice (the excerpt is from MaverickNoob's save, but Tokamak has the same thing): Reveal hidden contents WEIGHTS { ConfiguredContract8 = 30 ConfiguredContract7 = 30 ConfiguredContract6 = 30 ConfiguredContract5 = 30 ConfiguredContract4 = 30 ConfiguredContract3 = 30 ConfiguredContract2 = 30 ConfiguredContract1 = 30 StnSciContract = 30 AsteroidSpectrumContract = 30 SpectrumContract = 30 SeismicContract = 30 ImpactContract = 30 DMAsteroidSurveyContract = 30 DMSurveyContract = 30 DMMagneticSurveyContract = 30 DMReconContract = 30 DMAnomalyContract = 30 WorldFirstContract = 30 TourismContract = 30 SatelliteContract = 30 ISRUContract = 30 ARMContract = 30 RecoverAsset = 30 PlantFlag = 30 PartTest = 70 GrandTour = 30 ExploreBody = 30 CollectScience = 30 ConfiguredContract = 30 WorldFirstContract = 30 TourismContract = 30 SatelliteContract = 30 ISRUContract = 30 ARMContract = 30 RecoverAsset = 30 PlantFlag = 30 PartTest = 70 GrandTour = 30 ExploreBody = 30 CollectScience = 30 } Deleting the duplicated stuff should make it work. Also, note that only the error in my previous post is relevant - the rest is side effects from the ContractSystem lying dead on the road after failing to load. I still have no idea what caused it - you both have Contract Configurator & DMOS in common, so it could be either of those (or a stock problem). I'll continue to investigate. I did the experiment of deleting the duplicated bit you pointed out. After doing that contracts seem to work properly, until I exit and reload. On loading the game again, I am in the same weird state in which CapCom shows all of the contracts that I accepted before reloading the game... but the vanilla kerbal mission system does not show them as active anymore. On checking the save file, I find that the contracts are again stuck in the ContractPreLoader scenario instead of ContractSystem. They are all there, just not being recognized by the game. Also, the repeated contract weights are back, even though I deleted them. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 28, 2016 Author Share Posted June 28, 2016 (edited) Well that's not right: [LOG 15:38:46.442] AssemblyLoader: Loading assembly at E:\Games\RemoteTech\Kerbal Space Program\GameData\CryoTanks\Plugins\Assembly-CSharp.dll @Tokamak, that's from your log, @MaverickNoob, checking yours for a similar issue. Basically, you have what looks like a full install of KSP's DLLs under CryoTanks - which is directly causing your problem. EDIT - yup, same thing for @MaverickNoob, CryoTanks has stuff it shouldn't have. Edited June 28, 2016 by nightingale Quote Link to comment Share on other sites More sharing options...
Tokamak Posted June 28, 2016 Share Posted June 28, 2016 1 hour ago, nightingale said: If you can reproduce on a new save that's good (in terms of me being able to find the problem). Can you open up the settings window for contract configurator (bottom right corner while in the space center scene) and tell me if you see any duplicates? You'll have to expand the stock contracts section. At least on mine, there are no duplicates in the settings window. Quote Link to comment Share on other sites More sharing options...
antilochus Posted June 28, 2016 Share Posted June 28, 2016 Same issue, this is with Kerbal Atomics 0.2.3. Delete everything other than SimpleBoiloff.dll. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 28, 2016 Author Share Posted June 28, 2016 6 minutes ago, antilochus said: Same issue, this is with Kerbal Atomics 0.2.3. Delete everything other than SimpleBoiloff.dll. Actually it's Cryonic Engines and Kerbal Atomics. I sent @Nertea a PM (although I saw you also posted on his thread). Quote Link to comment Share on other sites More sharing options...
Tokamak Posted June 28, 2016 Share Posted June 28, 2016 11 minutes ago, nightingale said: Well that's not right: [LOG 15:38:46.442] AssemblyLoader: Loading assembly at E:\Games\RemoteTech\Kerbal Space Program\GameData\CryoTanks\Plugins\Assembly-CSharp.dll @Tokamak, that's from your log, @MaverickNoob, checking yours for a similar issue. Basically, you have what looks like a full install of KSP's DLLs under CryoTanks - which is directly causing your problem. EDIT - yup, same thing for @MaverickNoob, CryoTanks has stuff it shouldn't have. Oh wow. That's not right. I'll delete that and see if it helps. If that was it, I'll report it to them Quote Link to comment Share on other sites More sharing options...
antilochus Posted June 28, 2016 Share Posted June 28, 2016 1 minute ago, nightingale said: Actually it's Cryonic Engines and Kerbal Atomics. I sent @Nertea a PM (although I saw you also posted on his thread). Confirmed it is the error on my end. Amazing find! Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 28, 2016 Author Share Posted June 28, 2016 Just now, Tokamak said: Oh wow. That's not right. I'll delete that and see if it helps. If that was it, I'll report it to them No need - between @antilochus and myself he's sufficiently aware of the issue now. Quote Link to comment Share on other sites More sharing options...
Tokamak Posted June 28, 2016 Share Posted June 28, 2016 1 minute ago, nightingale said: No need - between @antilochus and myself he's sufficiently aware of the issue now. Okay. Thank you so much for the help. It really did look like your mod was the cause, and no disrespect was meant. For that matter, saying "please fix your mod" as opposed to just uninstalling it does show how much it adds to gameplay. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 28, 2016 Author Share Posted June 28, 2016 1 minute ago, Tokamak said: Okay. Thank you so much for the help. It really did look like your mod was the cause, and no disrespect was meant. For that matter, saying "please fix your mod" as opposed to just uninstalling it does show how much it adds to gameplay. No worries, since it is an area that Contract Configurator touches you had me believing it too (or at least suspicious enough that I couldn't leave it alone until I found the root cause). Quote Link to comment Share on other sites More sharing options...
MaverickNoob Posted June 28, 2016 Share Posted June 28, 2016 6 minutes ago, nightingale said: Actually it's Cryonic Engines and Kerbal Atomics. I sent @Nertea a PM (although I saw you also posted on his thread). Glad to hear you found the problem. Thanks a Bunch @nightingale Quote Link to comment Share on other sites More sharing options...
MaverickNoob Posted June 28, 2016 Share Posted June 28, 2016 22 minutes ago, nightingale said: Actually it's Cryonic Engines and Kerbal Atomics. I sent @Nertea a PM (although I saw you also posted on his thread). Confirmed those are the only mods in that install causing the problem... Reinstalled all mods except those two mods and mods associated with them. Problem gone. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 28, 2016 Share Posted June 28, 2016 Apologies to have caused trouble. This should be fixed now. Quote Link to comment Share on other sites More sharing options...
Tokamak Posted June 28, 2016 Share Posted June 28, 2016 Something at the back of my mind is telling me that I once saw contracts that had a small chance of a tourist joining your crew. Am I imagining things? A bit of googling has not let me find it. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 28, 2016 Author Share Posted June 28, 2016 6 hours ago, Tokamak said: Something at the back of my mind is telling me that I once saw contracts that had a small chance of a tourist joining your crew. Am I imagining things? A bit of googling has not let me find it. Tourism Plus has a space camp contract. You bring up a pilot, engineer, scientist and some tourists; after leaving them in orbit for a while, some of the tourists turn into crew. Quote Link to comment Share on other sites More sharing options...
rndomguy Posted June 29, 2016 Share Posted June 29, 2016 (edited) @nightingale sorry to bring this up again but i seem to be having the same problem @Tokamak had even though i dont have cryoengines or kerbal atomics installed. I dont know what files to post here for you to check what's wrong so just tell me what files or logs you need. Again, sorry to bother you. (Edit) I remember reading something about some mods having game files. I think that's the case because when I make a new save all the default flags (and even some custom flags i put in) have been duplicated so there is 3 versions of them. Edited June 29, 2016 by rndomguy Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 29, 2016 Author Share Posted June 29, 2016 6 hours ago, rndomguy said: @nightingale sorry to bring this up again but i seem to be having the same problem @Tokamak had even though i dont have cryoengines or kerbal atomics installed. I dont know what files to post here for you to check what's wrong so just tell me what files or logs you need. Again, sorry to bother you. (Edit) I remember reading something about some mods having game files. I think that's the case because when I make a new save all the default flags (and even some custom flags i put in) have been duplicated so there is 3 versions of them. Let's start with your KSP.log file. Quote Link to comment Share on other sites More sharing options...
rndomguy Posted June 29, 2016 Share Posted June 29, 2016 7 hours ago, nightingale said: Let's start with your KSP.log file. I deleted the ksp.log then made a new one where I just made a new save and recreated the bug to (atleast i think) make the log smaller so it is easier to look through. https://1drv.ms/u/s!AoD2cIVdrkdBsELFlRkDohDrSklQ also here are the mods i have installed, atleast what avc says i have installed. Quote KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit MagiCore - 1.1.1USI Tools - 0.7.4 B9 Animation Modules - 1.0.2 B9 Aerospace - 6.1.1 Chatterer - 0.9.90.1289 Community Resource Pack - 0.5.4 Contract Configurator - 1.13 Contract Pack: Anomaly Surveyor - 1.5 CC-CP-SCANSat - 0.6.0.1 Contract Pack: Clever Sats - 1.1.0.1 Contract Pack: Field Research - 1.1.7 Contract Pack: Giving Aircraft a Purpose - 1.2.6 Contract Pack: Bases and Stations - 3.2.2.1 Contract Pack: RemoteTech - 2.0.2 Contract Pack: Sounding Rockets - 1.0.3 Rover Missions - 0.1.4 Contract Pack: Unmanned Contracts - 0.3.20 Contract Pack: Tourism Plus - 1.4.2 Custom Asteroids - 1.3.1 CustomBarnKit - 1.1.9 Deadly Reentry - 7.4.5 DMagic Orbital Science - 1.3.0.2 CapCom Mission Control On The Go - 1.0.2.3 Contract Parser - 1.0.4 Contracts Window Plus - 1.0.6.4 Progress Parser - 1.0.5 Easy Vessel Switch - 1.0.2 Ferram Aerospace Research - 0.15.7 Firespitter - 7.3 HeatControl - 0.3.2 RasterPropMonitor - 0.27 Kerbal Attachment System - 0.5.9 Kerbal Construction Time - 1.3.4 Kerbal Engineer Redux - 1.1.1 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 Modular Rocket Systems - 1.12.7 ModularFlightIntegrator - 1.1.6 Docking Port Alignment Indicator - 6.4 NearFutureConstruction - 0.6.4 NearFutureElectrical - 0.7.5 NearFuturePropulsion - 0.7.3 NearFutureSolar - 0.6.2 NearFutureSpacecraft - 0.5.1 Final Frontier - 1.0.10.2467 Outer Planets Mod - 2.0 Pilot Assistant - 1.12.5 PlanetShine - 0.2.5RCS Build Aid - 0.8 RemoteTech - 1.7 ResearchBodies - 1.7.2 SCANsat - 1.1.6.3 SETI-Contracts - 0.9.7 SmartStage - 2.9.4 Spacetux - 0.3.10.1 StageRecovery - 1.6.4 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.2.4 Trajectories - 1.6.2 Kerbal Alarm Clock - 3.7.1USI Core - 0.2.4USI Exploration Pack - 0.5.4 Freight Transport Tech - 0.5.4 Karbonite - 0.7.4 Karbonite Plus - 0.6.4 Karibou - 0.2.4 Kolonization Core - 0.2.4 Konstruction - 0.1USI-LS - 0.4.4USI Survivability Pack - 0.5.4 UKS - 0.40.4 Waypoint Manager - 2.5.3 Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 29, 2016 Author Share Posted June 29, 2016 1 hour ago, rndomguy said: I deleted the ksp.log then made a new one where I just made a new save and recreated the bug to (atleast i think) make the log smaller so it is easier to look through. https://1drv.ms/u/s!AoD2cIVdrkdBsELFlRkDohDrSklQ also here are the mods i have installed, atleast what avc says i have installed. Same thing, different directory: [LOG 22:09:22.994] Load(Assembly): Sources/CollisionFX-master/CollisionFX/bin/Debug/Assembly-CSharp So you'll have to remove the GameData/Sources/CollisionFX-master stuff that is including the extra DLL and then hack the save file to remove the duplicates. Quote Link to comment Share on other sites More sharing options...
rndomguy Posted June 29, 2016 Share Posted June 29, 2016 2 minutes ago, nightingale said: Same thing, different directory: [LOG 22:09:22.994] Load(Assembly): Sources/CollisionFX-master/CollisionFX/bin/Debug/Assembly-CSharp So you'll have to remove the GameData/Sources/CollisionFX-master stuff that is including the extra DLL and then hack the save file to remove the duplicates. Thanks alot, i have no need to hack the save since i noticed it early in the game and made havent made any progress, ill just make a new one. Thank you again. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted June 30, 2016 Share Posted June 30, 2016 OK, here is a new one for me... I have a ship that is manned and I want it to release 2 separate satellites. I want both satellites to be put into a specific orbit as an optional parameter for a bonus. PARAMETER { name = VesselGroup type = VesselParameterGroup title = STS-5 define = STS-5 PARAMETER { name = NewVessel type = NewVessel } PARAMETER { name = HasCrew type = HasCrew minCrew = 4 maxCrew = 4 title = Have 4 crewmembers on board hideChildren = true } PARAMETER { name = STS5Orbit type = Orbit minAltitude = @targetBody.AtmosphereAltitude() title = Reach Orbit and Deploy your Satellites disableOnStateChange = true hideChildren = true PARAMETER { name = CommSats type = PartValidation hideChildren = true partModule = ModuleCommand minCount = 3 title = Deploy Your 2 Satellites disableOnStateChange = true } } PARAMETER { name = LandOnRunway type = ReachState maxSpeed = 1 targetBody = HomeWorld() biome = Runway situation = LANDED disableOnStateChange = true hideChildren = true optional = true } PARAMETER { name = ReturnHome type = ReturnHome title = Return Home Safely hideChildren = true completeInSequence = true PARAMETER { name = CommSatsDeployed type = PartValidation hideChildren = true partModule = ModuleCommand maxCount = 1 title = Return without the Satellites disableOnStateChange = true } } } Curious where and how the best way to add those parameters would be without one single sat successfully completing both missions. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 30, 2016 Author Share Posted June 30, 2016 (edited) 1 hour ago, pap1723 said: OK, here is a new one for me... I have a ship that is manned and I want it to release 2 separate satellites. I want both satellites to be put into a specific orbit as an optional parameter for a bonus. PARAMETER { name = VesselGroup type = VesselParameterGroup title = STS-5 define = STS-5 PARAMETER { name = NewVessel type = NewVessel } PARAMETER { name = HasCrew type = HasCrew minCrew = 4 maxCrew = 4 title = Have 4 crewmembers on board hideChildren = true } PARAMETER { name = STS5Orbit type = Orbit minAltitude = @targetBody.AtmosphereAltitude() title = Reach Orbit and Deploy your Satellites disableOnStateChange = true hideChildren = true PARAMETER { name = CommSats type = PartValidation hideChildren = true partModule = ModuleCommand minCount = 3 title = Deploy Your 2 Satellites disableOnStateChange = true } } PARAMETER { name = LandOnRunway type = ReachState maxSpeed = 1 targetBody = HomeWorld() biome = Runway situation = LANDED disableOnStateChange = true hideChildren = true optional = true } PARAMETER { name = ReturnHome type = ReturnHome title = Return Home Safely hideChildren = true completeInSequence = true PARAMETER { name = CommSatsDeployed type = PartValidation hideChildren = true partModule = ModuleCommand maxCount = 1 title = Return without the Satellites disableOnStateChange = true } } } Curious where and how the best way to add those parameters would be without one single sat successfully completing both missions. Check out the RemoteTech contract pack for an example. Relevant bits: PARAMETER { name = CommSat1 type = VesselParameterGroup define = CommSat I PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat II } # ... stuff } PARAMETER { name = CommSat2 type = VesselParameterGroup define = CommSat II disableOnStateChange = false PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat I } # ... stuff } The other option, if it makes sense for your use case, is to just have the parameters naturally mutually exclusive for the two (eg. a polar and equatorial orbit). Edited June 30, 2016 by nightingale Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 1, 2016 Author Share Posted July 1, 2016 New release! Download here. Contract Configurator 1.14.0 Added suppport for partModuleType in PartValidation. Added AtMost and AtLeast set requirements. Fixed issue where HasCrew was counting tourists. Fixed issue where partModuleType = Wheel wasn't picking up the LY-01 fixed landing gear (or any wheel part without a motor). Fixed issue with VisitWaypoing and WaypointGenerator not correctly update waypoint names when expressions are used. Reduced LINQ and reflection calls in expression parser for performance/garbage collection improvements. Quote Link to comment Share on other sites More sharing options...
ultraviolet150 Posted July 1, 2016 Share Posted July 1, 2016 I'm having some strange error popups that I can't explain. Any assistance as to what it could be? Spoiler 245.3521: ArgumentException: No PartModule class for 'StationScienceModule'. at ContractConfigurator.Validation.ValidatePartModule (System.String name) at System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate) at ContractConfigurator.PartValidationFactory+<>c.<Load>b__3_6 (System.Collections.Generic.List`1 x) at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, System.Collections.Generic.List`1 defaultValue, System.Func`2 validation) at UnityEngine.Debug:LogException(Exception) at ContractConfigurator.LoggingUtil:LogException(Exception) at ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) at ContractConfigurator.PartValidationFactory:Load(ConfigNode) at ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) at ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) at ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) at ContractConfigurator.ContractType:Load(ConfigNode) at ContractConfigurator.<LoadContractConfig>d__26:MoveNext() at ContractConfigurator.ContractConfigurator:Update() 245.3727: ArgumentException: No PartModule class for 'StationScienceModule'. at ContractConfigurator.Validation.ValidatePartModule (System.String name) at System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate) at ContractConfigurator.PartModuleUnlockedRequirement+<>c.<LoadFromConfig>b__1_1 (System.Collections.Generic.List`1 x) at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, System.Collections.Generic.List`1 defaultValue, System.Func`2 validation) at UnityEngine.Debug:LogException(Exception) at ContractConfigurator.LoggingUtil:LogException(Exception) at ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) at ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Func`2) at ContractConfigurator.PartModuleUnlockedRequirement:LoadFromConfig(ConfigNode) at ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory) at ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory) at ContractConfigurator.ContractType:Load(ConfigNode) at ContractConfigurator.<LoadContractConfig>d__26:MoveNext() at ContractConfigurator.ContractConfigurator:Update() 245.7598: ArgumentException: No PartModule class for 'SampleAnalyzer'. at ContractConfigurator.Validation.ValidatePartModule (System.String name) at System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate) at ContractConfigurator.PartValidationFactory+<>c.<Load>b__3_6 (System.Collections.Generic.List`1 x) at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, System.Collections.Generic.List`1 defaultValue, System.Func`2 validation) at UnityEngine.Debug:LogException(Exception) at ContractConfigurator.LoggingUtil:LogException(Exception) at ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) at ContractConfigurator.PartValidationFactory:Load(ConfigNode) at ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) at ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) at ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) at ContractConfigurator.ContractType:Load(ConfigNode) at ContractConfigurator.<LoadContractConfig>d__26:MoveNext() at ContractConfigurator.ContractConfigurator:Update() 245.7719: ArgumentException: No PartModule class for 'SampleAnalyzer'. at ContractConfigurator.Validation.ValidatePartModule (System.String name) at System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate) at ContractConfigurator.PartModuleUnlockedRequirement+<>c.<LoadFromConfig>b__1_1 (System.Collections.Generic.List`1 x) at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, System.Collections.Generic.List`1 defaultValue, System.Func`2 validation) at UnityEngine.Debug:LogException(Exception) at ContractConfigurator.LoggingUtil:LogException(Exception) at ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) at ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Func`2) at ContractConfigurator.PartModuleUnlockedRequirement:LoadFromConfig(ConfigNode) at ContractConfigurator.ContractRequirement:GenerateRequirement(ConfigNode, ContractType, ContractRequirement&, IContractConfiguratorFactory) at ContractConfigurator.ContractType:Load(ConfigNode) at ContractConfigurator.<LoadContractConfig>d__26:MoveNext() at ContractConfigurator.ContractConfigurator:Update() Quote Link to comment Share on other sites More sharing options...
pap1723 Posted July 1, 2016 Share Posted July 1, 2016 @nightingale Thanks for the tip about the Remote Tech, it worked great. Is there any way to force a player to have to make an EVA in space and travel a certain distance away from the ship? I tried looking into IsVesselType = EVA which will work for part of it. If I create a Rendezvous Parameter with an invertRequirement = true and a distance of say 200, would that require the EVA vessel to be 200 meters away from the ship to accomplish the contract? Quote Link to comment Share on other sites More sharing options...
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