nightingale Posted July 27, 2016 Author Share Posted July 27, 2016 Hmmm.... unintended consequence of having so many offered contracts: That being said, this is with many, many contract mods for testing, and all progression unlocked. So question for people - in your games, how does the amount of waypoints/orbits look in the tracking station? Which contract pack(s) are the ones generating lots? I may have to think about a UI to easily filter out stuff, depending on what the responses look like. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 27, 2016 Share Posted July 27, 2016 1 hour ago, nightingale said: Hmmm.... unintended consequence of having so many offered contracts: That being said, this is with many, many contract mods for testing, and all progression unlocked. So question for people - in your games, how does the amount of waypoints/orbits look in the tracking station? Which contract pack(s) are the ones generating lots? I may have to think about a UI to easily filter out stuff, depending on what the responses look like. I find it unfortunate not to be able to filter them or selectively hide them. Sometimes they appear so close together that I have a hard time differentiating them by location. Not sure this is within your mod's purview. Generally, I have few problems but I'm running only 2 contract packs atm (SCANSat and Unmanned). Quote Link to comment Share on other sites More sharing options...
ninjaisfast Posted July 27, 2016 Share Posted July 27, 2016 On 7/25/2016 at 11:41 PM, nightingale said: @ninjaisfast - Just curious, are you playing with contracts packs (or other contract mods), or are you comparing it to stock? As far as the stock contracts go, they remain unchanged (they will still get offered with the same frequency/rules). Using a few contract packs - anomaly surveyor, interplanetary mountaineer, and tourism. If stock contracts are unchanged then I misunderstood the new changes, so that's my mistake Quote Link to comment Share on other sites More sharing options...
ETM Posted July 27, 2016 Share Posted July 27, 2016 Hello, first time poster here. Don't know if I am posting this the correct way or not. I downloaded RP-0 today along with RO and RSS, and for some reason I can't accept contracts while I enable RP0 contracts from the Contract Configurator settings panel in-game. However, when I disable the RP0 contracts, I can accept the contract (before it eventually disappears altogether from my contracts list). I'm running only up-to date mods, with the most recent RO, RSS, RP-0 and Contract Configurator versions. Any clue what I'm doing wrong? (I'm posting here as I firmly believe the source of the problem is within the mod Contract Configurator) Quote Link to comment Share on other sites More sharing options...
Nightside Posted July 27, 2016 Share Posted July 27, 2016 2 hours ago, ETM said: Hello, first time poster here. Don't know if I am posting this the correct way or not. I downloaded RP-0 today along with RO and RSS, and for some reason I can't accept contracts while I enable RP0 contracts from the Contract Configurator settings panel in-game. However, when I disable the RP0 contracts, I can accept the contract (before it eventually disappears altogether from my contracts list). I'm running only up-to date mods, with the most recent RO, RSS, RP-0 and Contract Configurator versions. Any clue what I'm doing wrong? (I'm posting here as I firmly believe the source of the problem is within the mod Contract Configurator) I had this problem today too after starting a new career. There were two contracts available to me but I could not accept. After a flight where I collected a few of the starter records contracts I was able to accept no more than one contract from the list (even thought I should have been able to take up to three). Had to go to work so I didn't have time to look into it any further. I suppose it could be something that RP-0 needs to update to catch up with the new version of CC. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 27, 2016 Author Share Posted July 27, 2016 @Nightside & @ETM - I saw this reported on the RP-0 thread, and should have a fix for this tonight. Quote Link to comment Share on other sites More sharing options...
Nightside Posted July 27, 2016 Share Posted July 27, 2016 Thanks a lot for your work! I really like the new interface. When playing with so many interdependent mods it can be hard to figure out where to post a question! Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted July 27, 2016 Share Posted July 27, 2016 17 hours ago, nightingale said: Can you confirm you're having this issue with the latest release (1.15.5)? If so, please provide a KSP.log that covers the period where you lost contracts. Does it only happen when you exit KSP and come back, or does going to the main menu and back cause it too? I loaded the latest version last night and accepted a few contracts. (Asteroid tourism and space hotel). Closed application. Started up again today and the Hotel contract was now still in the Active section as it should be. The asteroid tourism contracts had returned to the Available section. I'll have to try moving back and forth to the main menu and see what I get. I'll try to make some save files. Oh. And I built my hotel. Still didn't know what they needed 20,000 battery for so I added a bunch of lights. So now a contract shows up to deliver tourists. Right now it will cost me three times what they are paying me to deliver them to orbit. I need to build more economical lifters. Quote Link to comment Share on other sites More sharing options...
Lambuck Posted July 27, 2016 Share Posted July 27, 2016 @nightingale I am losing active contracts. I see the following in the KSP.log [LOG 16:35:13.177] [INFO] ContractConfigurator.ContractType: Cancelling contract of type ScanKerbinLoRes (Altimetry Scan of Kerbin): Too many active contracts. [WRN 16:35:13.177] ContractConfigurator.ConfiguredContract: Removed contract 'Altimetry Scan of Kerbin', as it no longer meets the requirements. My Mission Control is level 3 so they should be unlimited. I had 6 active when this occurred. Please let me know if there is any more information I can provide to assist. Thank you for your work! Quote Link to comment Share on other sites More sharing options...
iammr_schuck Posted July 28, 2016 Share Posted July 28, 2016 (edited) Having an issue with the newest version. After I've upgraded I'm unable to accept any contracts. Sometimes they don't do anything at all when selected (don't show descriptions or anything like that) and if I do try to accept one I'm then unable to leave Mission Control. I've reverted to the version on CKAN, and it goes back to working fine. Any help anyone can offer? I really like the look of the new interface. I've found the following the my KSP.log ``` [EXC 10:45:17.997] TypeLoadException: Could not load type 'KSP.UI.UIListItem_spacer' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Reflection.FieldInfo].MoveNext () System.Linq.Enumerable.First[FieldInfo] (IEnumerable`1 source) ContractConfigurator.WiderContractsApp..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for ContractConfigurator.WiderContractsApp UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>c__Iterator32:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>c__Iterator31:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>c__Iterator45:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() ``` Along with a stack of the following for seemingly all of my contract packs ``` [WRN 10:48:54.723] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'Kerbal Aircraft Builders': Providing the agent field for all CONTRACT_GROUP nodes is highly recommended, as the agent is used to group contracts in Mission Control. [WRN 10:48:54.724] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'Kerbal Aircraft Builders': No minVersion or older minVersion provided. It is recommended that the minVersion is set to at least 1.15.0 to turn important warnings for deprecated functionality into errors. [WRN 10:48:54.726] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'Kerbal Aircraft Builders': No display name provided. A display name is recommended, as it is used in the Mission Control UI. [WRN 10:48:54.728] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'KSC Island Tours': Providing the agent field for all CONTRACT_GROUP nodes is highly recommended, as the agent is used to group contracts in Mission Control. [WRN 10:48:54.729] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'KSC Island Tours': No minVersion or older minVersion provided. It is recommended that the minVersion is set to at least 1.15.0 to turn important warnings for deprecated functionality into errors. [WRN 10:48:54.731] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'KSC Island Tours': No display name provided. A display name is recommended, as it is used in the Mission Control UI. [WRN 10:48:54.732] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'Wright Aeronautical': Providing the agent field for all CONTRACT_GROUP nodes is highly recommended, as the agent is used to group contracts in Mission Control. [WRN 10:48:54.734] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'Wright Aeronautical': No minVersion or older minVersion provided. It is recommended that the minVersion is set to at least 1.15.0 to turn important warnings for deprecated functionality into errors. [WRN 10:48:54.735] ContractConfigurator.ContractGroup: CONTRACT_GROUP 'Wright Aeronautical': No display name provided. A display name is recommended, as it is used in the Mission Control UI. ``` Edited July 28, 2016 by iammr_schuck Added log entries Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 28, 2016 Author Share Posted July 28, 2016 (edited) Okay, got the RP-0 issue with auto-accept contracts resolved for next release. I've got a bunch of saves, so should be good to track down the "Too many active contracts" bug, as hopefully that is the source of all the various contracts disappearing reports. @iammr_schuck - That's the error you'd get if using KSP 1.1.2 - please update to the latest KSP. EDIT: Although you may have other issues, so once you get that sorted, if you still have problems, please post a full KSP.log. Edited July 28, 2016 by nightingale Quote Link to comment Share on other sites More sharing options...
Sylvanium Posted July 28, 2016 Share Posted July 28, 2016 (edited) Hello! First off I'd like to thank-you for this add-on, it really does make contracts worth it in career mode. I'm having an annoying issue with the new version: 1.15.x I have had this issue with each version of the series that were released to date (1.15.3, 1.15.4 and 1.15.5). This was an upgrade that happened in the middle of an on-going save, not a new save. I started this particular game using 1.14. Maybe the update to 1.15.x isn't backwards compatible? The issue, right after the upgrade, all contracts that were not stock (so in my case, "Contract Pack: Remote Tech" and "Contract Pack: SCANsat" contracts) were cancelled and remove from my mission control. They were then offered to me again (even those that I had completed before). If I were to accept a contract from either of those contract packs. The game would accept them and soon after (usually after a few scene changes) re-delete the contract and put them back in the offered category. After reading the KSP log I found multiple instances of this: [LOG 22:33:27.206] [INFO] ContractConfigurator.ContractType: Cancelling contract of type RT_EverythingSat (Communication satellite for every planet): Too many completed/active/offered contracts. [WRN 22:33:27.207] ContractConfigurator.ConfiguredContract: Removed contract 'Communication satellite for every planet', as it no longer meets the requirements. I can provide a save file if needed. I am now going to revert to using 1.14 and revert back to a backup save prior to the release of 1.15.3 for this game, as currently, it is unplayable. (My first attempt at actually building a full RT network in career mode. This bug has created 2.5 million extra funds for me, which kind of defeats the point of properly managing your funds... Edited July 28, 2016 by Sylvanium Spelling Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 28, 2016 Author Share Posted July 28, 2016 I'm still unable to reproduce the issue with the contracts being withdrawn. I've got some theories, and have tested out a code change and it looks promising. So, @Lambuck, @CaptKordite, @Conventia or anyone else having issues with accepted contracts being removed. Please try the dev dll here. If you still have the issue, please provide a save file from before the issue occurred and a KSP.log. Quote Link to comment Share on other sites More sharing options...
iammr_schuck Posted July 28, 2016 Share Posted July 28, 2016 @nightingale Facepalm. My bad. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 28, 2016 Author Share Posted July 28, 2016 6 hours ago, CaptKordite said: So now a contract shows up to deliver tourists. Right now it will cost me three times what they are paying me to deliver them to orbit. I need to build more economical lifters. Forgot to mention - once you put them up there, you'll get a contract to bring them back too (and I think that one pays even more). That being said, the hotel/casino deliveries are meant to be easy funds - so either your lifters are really expensive, or I need to rebalance that contract. Quote Link to comment Share on other sites More sharing options...
vardicd Posted July 28, 2016 Share Posted July 28, 2016 (edited) I see lots of waypoints and markers on my tracking station view, and yes that's kind of clutter-y, but honestly I'm more annoyed by the ghost contracts still showing up in mission control. Edit: I'm tired, and I realize that sounded a bit more cranky and complaining than I was going for. I apologize. I just keep getting frustrated by taking contracts that instantly vanish because I've already done them, and I just don't remember, but I don't notice so I build a craft to do it, then realize I've wasted the money cause I didn't check to see if the contract was really "there" and I've got a satellite in orbit that I'm not going to get paid for. etc etc.... You do great work Nightingale, I've been playing with your contract configurator and constellation of mod packs for a long time, and I love them. I just shouldn't make these post when I'm tired. Sorry again. Edited July 28, 2016 by vardicd Quote Link to comment Share on other sites More sharing options...
Lambuck Posted July 28, 2016 Share Posted July 28, 2016 8 hours ago, nightingale said: I'm still unable to reproduce the issue with the contracts being withdrawn. I've got some theories, and have tested out a code change and it looks promising. So, @Lambuck, @CaptKordite, @Conventia or anyone else having issues with accepted contracts being removed. Please try the dev dll here. If you still have the issue, please provide a save file from before the issue occurred and a KSP.log. I still had the issue with the new DLL. I put everything here https://www.dropbox.com/sh/d39bkcyq67ya66z/AADTyAF8ubK_qY_WihrPK4W8a?dl=0 You should see a KSP.log from after, the quick save from before the issue and the persistent from after as well. Thank you again. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 28, 2016 Author Share Posted July 28, 2016 I think I fixed it!! WARNING - programmer mumbo jumbo ahead The stock contract system loads in a weird way. Instead of loading up immediately in the OnLoad routine, it starts up a co-routine and does its loading then. This gives a potential window of time where the contract system looks loaded, but none of the currently active contracts are there yet. The size of this window will vary based on processor speed and how many contracts there are to load (ie. how far you are in your career game). Now, in my code, there was the possibility of starting to generate contracts in that window. But whether that would happen, also depended on lots of factors, such as processor speed, what contract packs are installed and what other mods are installed. Funny thing is, this bug's been there for a long time, it's just that the new changes (not relying on the stock system to generate the contracts) is what exposed it. end programmer mumbo jumbo So in short, I just never had the magical "right" combination of factors to reproduce it (and still haven't). But the fix was relatively straightforward, so I've got a high degree of confidence. But I'd still like to get some help on testing it out if possible. So please, anyone who's been plagued by the issues of active contracts being cancelled or contracts falsely offered, please grab the dev dll and give it a go. 8 hours ago, vardicd said: Edit: I'm tired, and I realize that sounded a bit more cranky and complaining than I was going for. I apologize. I just keep getting frustrated by taking contracts that instantly vanish because I've already done them, and I just don't remember, but I don't notice so I build a craft to do it, then realize I've wasted the money cause I didn't check to see if the contract was really "there" and I've got a satellite in orbit that I'm not going to get paid for. etc etc... No worries at all, having a bug this bad that I can reproduce at all is frustrating on my end too. Given the volume of complaints on the thread I know that means there's probably 100 times that many players suffering in silence, so I have to apologize for dragging you guys through this one with me. Quote Link to comment Share on other sites More sharing options...
WalterB Posted July 28, 2016 Share Posted July 28, 2016 31 minutes ago, nightingale said: So in short, I just never had the magical "right" combination of factors to reproduce it (and still haven't). But the fix was relatively straightforward, so I've got a high degree of confidence. But I'd still like to get some help on testing it out if possible. So please, anyone who's been plagued by the issues of active contracts being cancelled or contracts falsely offered, please grab the dev dll and give it a go. Thanks nightingale... I was having problems with my Mun relay contract again and will try out 1.15.5 patched with the dev dll. Quote Link to comment Share on other sites More sharing options...
Lambuck Posted July 28, 2016 Share Posted July 28, 2016 (edited) Thanks @nightingale I tested the new DLL with the cases that seemed to trigger the bug and it looks like you got it. Thanks again! Your mod makes playing a lot more interesting. Really appreciate the work you and other modders do! Edited July 28, 2016 by Lambuck Quote Link to comment Share on other sites More sharing options...
Buisson Posted July 28, 2016 Share Posted July 28, 2016 (edited) On my side I had problem with new RP0/RO career, where I couldn't accept the contracts. I downloaded the latest master from github and now it's working thanks Edited July 28, 2016 by Buisson Quote Link to comment Share on other sites More sharing options...
vardicd Posted July 28, 2016 Share Posted July 28, 2016 7 hours ago, nightingale said: I think I fixed it!! WARNING - programmer mumbo jumbo ahead The stock contract system loads in a weird way. Instead of loading up immediately in the OnLoad routine, it starts up a co-routine and does its loading then. This gives a potential window of time where the contract system looks loaded, but none of the currently active contracts are there yet. The size of this window will vary based on processor speed and how many contracts there are to load (ie. how far you are in your career game). Now, in my code, there was the possibility of starting to generate contracts in that window. But whether that would happen, also depended on lots of factors, such as processor speed, what contract packs are installed and what other mods are installed. Funny thing is, this bug's been there for a long time, it's just that the new changes (not relying on the stock system to generate the contracts) is what exposed it. end programmer mumbo jumbo So in short, I just never had the magical "right" combination of factors to reproduce it (and still haven't). But the fix was relatively straightforward, so I've got a high degree of confidence. But I'd still like to get some help on testing it out if possible. So please, anyone who's been plagued by the issues of active contracts being cancelled or contracts falsely offered, please grab the dev dll and give it a go. No worries at all, having a bug this bad that I can reproduce at all is frustrating on my end too. Given the volume of complaints on the thread I know that means there's probably 100 times that many players suffering in silence, so I have to apologize for dragging you guys through this one with me. So far no ghost contracts with the new dll. though I had to fight with my computer to get it downloaded. My PC freaked out and tried like hell to convince me I was downloading a virus. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 29, 2016 Author Share Posted July 29, 2016 New release time! Download here. Special thanks to @AlphaAsh for letting me integrate KerKonConConExt directly into Contract Configurator. Contract Configurator 1.16.0 Support for ResearchBodies - contracts won't be offered until the appropriate body has been researched (thanks JPLRepo). Integrated support for Kerbal Konstructs directly into Contract Configurator (thanks AlphaAsh). New NoStaging parameter. Agent data for stock contracts is now defined in a cfg file, instead of hardcoded (see CONTRACT_DEFINITION in documentation). Properly factor in autoAccept contracts when deciding whether to enable the accept button in Mission Control (thanks ETM, Nightside & Aelfhe1m). Fixed issue with contract generation process starting up before the stock contract system was done loading. This would cause contracts to be offered that weren't supposed to be offered, which could cause other issues (like a contract that can be accepted but is then removed, or an active contract that gets removed unexpectedly). Thanks to everyone who's been very patient on this nasty & hard to track down bug. Fixed contracts that didn't properly expire once the expiry date hit. Increased default expiry dates (since long expiries no longer prevent other contracts from generating). Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 29, 2016 Share Posted July 29, 2016 2 hours ago, nightingale said: New release time! Download here. Special thanks to @AlphaAsh for letting me integrate KerKonConConExt directly into Contract Configurator. Contract Configurator 1.16.0 Support for ResearchBodies - contracts won't be offered until the appropriate body has been researched (thanks JPLRepo). FYI, I've been trying to resolve with @JPLRepo a "Flyby Duna" contract being offered without a discovery in RB. Since this CC update has occurred in mid game, I'm waiting to see if it resolves itself with a little more game time. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted July 29, 2016 Share Posted July 29, 2016 4 minutes ago, Brigadier said: FYI, I've been trying to resolve with @JPLRepo a "Flyby Duna" contract being offered without a discovery in RB. Since this CC update has occurred in mid game, I'm waiting to see if it resolves itself with a little more game time. I think it's an RB issue. The contract in question is a stock World First contract.https://github.com/JPLRepo/ResearchBodies/issues/14 Quote Link to comment Share on other sites More sharing options...
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