Farix Posted October 30, 2016 Share Posted October 30, 2016 6 hours ago, doudou said: Hello, I found a conflict between the mod "contact configurator V1.20.3" and Infernal Robotics v2.0.6. Indeed, contract configurator prevents infernal robotics of customized template icon in the VAB and SPH and in game. Field a bug report to Infernal Robotics: https://github.com/MagicSmokeIndustries/InfernalRobotics/issues/128 Quote Link to comment Share on other sites More sharing options...
gerishnakov Posted October 30, 2016 Share Posted October 30, 2016 I miss the ability to change which contracts are offered mid-game. Is that menu being gone the mod WAD, or should it still be there? Quote Link to comment Share on other sites More sharing options...
Vorg Posted October 30, 2016 Share Posted October 30, 2016 Is making Tourist blackout a new stock requirement or a mod? The one that came up is for Tokamak Industries, but there seems to be no contract configs in that mod tree and I don't see mention of it in the CC Tourism.cfg. Quote Link to comment Share on other sites More sharing options...
RealGecko Posted October 30, 2016 Share Posted October 30, 2016 (edited) Can you, please, make CC take contracts of types WorldFirstContract and ExploreBody and change their type to ExplorationContract? This will allow painless career transition from 1.1.3 to 1.2. Edited October 30, 2016 by RealGecko Quote Link to comment Share on other sites More sharing options...
kormer Posted October 31, 2016 Share Posted October 31, 2016 Just in case anyone else in the future comes along and can't figure out why a contract that requires your vessel to have an antenna isn't completing, you probably need a relay antenna. I can't speak for all combinations of contract packs and other mods, namely remotetech, but after some testing the relay antennas seem to be the only ones to complete the job for me. For mod authors out there, the "partModuleType = Antenna" line appears to be the offending line, but I'm not skilled enough to figure out how to change this to apply to all antennas. Quote Link to comment Share on other sites More sharing options...
Waxing_Kibbous Posted October 31, 2016 Share Posted October 31, 2016 12 hours ago, gerishnakov said: I miss the ability to change which contracts are offered mid-game. Is that menu being gone the mod WAD, or should it still be there? you have to access it via the KSP settings menu in this version. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 31, 2016 Author Share Posted October 31, 2016 6 hours ago, Vorg said: Is making Tourist blackout a new stock requirement or a mod? The one that came up is for Tokamak Industries, but there seems to be no contract configs in that mod tree and I don't see mention of it in the CC Tourism.cfg. I don't understand the question. 6 hours ago, RealGecko said: Can you, please, make CC take contracts of types WorldFirstContract and ExploreBody and change their type to ExplorationContract? This will allow painless career transition from 1.1.3 to 1.2. Nope, that's a 100% stock thing that I can't change in Contract Configurator. 5 hours ago, kormer said: Just in case anyone else in the future comes along and can't figure out why a contract that requires your vessel to have an antenna isn't completing, you probably need a relay antenna. I can't speak for all combinations of contract packs and other mods, namely remotetech, but after some testing the relay antennas seem to be the only ones to complete the job for me. For mod authors out there, the "partModuleType = Antenna" line appears to be the offending line, but I'm not skilled enough to figure out how to change this to apply to all antennas. Might be worth raising a bug request on github and I can look to fix/change that in future releases. Quote Link to comment Share on other sites More sharing options...
Vorg Posted October 31, 2016 Share Posted October 31, 2016 There is a tourism contract offered to take 3 kerbals on a sub orbital flight and make them black out from G forces. The contract is listed as from Tokamak Industries which is the corp name used in one of the mods. But that mod doesn't seem to have any contract cfg's. Since the game will pick names from the list of corps and put it to a contract, I don't know if this was added by a mod or is now stock since kerbals blacking out is new with 1.2. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 31, 2016 Author Share Posted October 31, 2016 @Vorg - that's a stock contract Quote Link to comment Share on other sites More sharing options...
Gilph Posted October 31, 2016 Share Posted October 31, 2016 Hi, Noticed an issue with scanning contracts (not using the Scansat contract pack mod). Usually, if the contracts ask for a percentage scanned, the current value is also displayed (like: Low res altimetry: 12/85%). Now, the current percentage is almost never displayed in any of the different views (contract icons in toolbar from VAB, KSC, etc.). The only way to see it is to go to Mission Control and view the Active tab. It seems like I would see it when the scanner starts, and the contract first recognizes that it is in progress, but goes away after scene changes. Does that sound like an issue? Thanks Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 31, 2016 Author Share Posted October 31, 2016 1 minute ago, Gilph said: Noticed an issue with scanning contracts (not using the Scansat contract pack mod). Usually, if the contracts ask for a percentage scanned, the current value is also displayed (like: Low res altimetry: 12/85%). Now, the current percentage is almost never displayed in any of the different views (contract icons in toolbar from VAB, KSC, etc.). The only way to see it is to go to Mission Control and view the Active tab. It seems like I would see it when the scanner starts, and the contract first recognizes that it is in progress, but goes away after scene changes. Does that sound like an issue? Can you show me a screenshot of what you mean? Quote Link to comment Share on other sites More sharing options...
Gilph Posted October 31, 2016 Share Posted October 31, 2016 Just now, nightingale said: Can you show me a screenshot of what you mean? Sure...I have to get new contracts, all the old ones are done. Will post shortly. Thanks Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 1, 2016 Share Posted November 1, 2016 I seem to be having some problems with Contract Configurator. 1) Select contracts in Mission Control 2) Leave to KSC. Check tab...have contracts. 3) Enter VAB, Check contracts tab...no contracts. Log:https://www.dropbox.com/s/hczrngqciaa4znz/output_log 1NOV2016.txt?dl=0 Also: the mission control page has a few graphical issues. Thanks, and I hope this helps. Quote Link to comment Share on other sites More sharing options...
Malich Posted November 1, 2016 Share Posted November 1, 2016 22 minutes ago, Sudragon said: I seem to be having some problems with Contract Configurator. 1) Select contracts in Mission Control 2) Leave to KSC. Check tab...have contracts. 3) Enter VAB, Check contracts tab...no contracts. Log:https://www.dropbox.com/s/hczrngqciaa4znz/output_log 1NOV2016.txt?dl=0 Also: the mission control page has a few graphical issues. Thanks, and I hope this helps. Are you using Kerbal Atomics or Cryogenic Engines? And if so are you using the most up to date version? There was a bug in these mods that was causing this. If you are, get the latest version of the mods. If not... then there's another issue out there somewhere! Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 1, 2016 Share Posted November 1, 2016 12 minutes ago, Malich said: Are you using Kerbal Atomics or Cryogenic Engines? And if so are you using the most up to date version? There was a bug in these mods that was causing this. If you are, get the latest version of the mods. If not... then there's another issue out there somewhere! Yup. Latest versions of both of those. Quote Link to comment Share on other sites More sharing options...
nightingale Posted November 1, 2016 Author Share Posted November 1, 2016 @Sudragon - There's tons and tons of errors in that log, so it's safe to say you have problems with mods that don't work in 1.2. For Contract Configurator, you have at least two copies installed, which is causing it to fail to load. I'd suggest starting with a clean install here, and adding 1.2 supported mods back in from there. Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 1, 2016 Share Posted November 1, 2016 (edited) 2 hours ago, nightingale said: @Sudragon - There's tons and tons of errors in that log, so it's safe to say you have problems with mods that don't work in 1.2. For Contract Configurator, you have at least two copies installed, which is causing it to fail to load. I'd suggest starting with a clean install here, and adding 1.2 supported mods back in from there. You may be right...I'm getting something interesting where i delete the contract configurator directory, start the game and a new ConConfig directory appears out of nowhere, but only has log files in it. Edited November 1, 2016 by Sudragon Quote Link to comment Share on other sites More sharing options...
nightingale Posted November 1, 2016 Author Share Posted November 1, 2016 49 minutes ago, Sudragon said: You may be right...I'm getting something interesting where i delete the contract configurator directory, start the game and a new ConConfig directory appears out of nowhere, but only has log files in it. Probably this one that will be the one you want to get rid of. AssemblyLoader: Loading assembly at F:\Kerbal Space Program 1.2\GameData\RealPlume-Stock\ContractConfigurator\ContractConfigurator.dll Quote Link to comment Share on other sites More sharing options...
Gilph Posted November 1, 2016 Share Posted November 1, 2016 On 10/31/2016 at 10:17 AM, nightingale said: Can you show me a screenshot of what you mean? Hi, 1. Received scan contracts. Started the scan mun for resources with the m700 2. Sent scanner to mun, notice contract view on right. Topmost one shows no progress, which is correct 3. Started scan. Opened map to adjust proper orbit. You see that it has scanned a part, but the contract status shows no progress (topmost contract) 4. Immediately change to KSC. Contract shows no progress 5. Immediately change to Mission Control to look at contract status, shows it to be 28% completed Please let me know if you need anything else Thanks Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 2, 2016 Share Posted November 2, 2016 5 hours ago, nightingale said: Probably this one that will be the one you want to get rid of. AssemblyLoader: Loading assembly at F:\Kerbal Space Program 1.2\GameData\RealPlume-Stock\ContractConfigurator\ContractConfigurator.dll Yup. found that 10 minutes after I read your reply. Works fine now. Quote Link to comment Share on other sites More sharing options...
nightingale Posted November 2, 2016 Author Share Posted November 2, 2016 @Gilph - This looks to be the same issue as the duration timer in the Tourism contract. Working on a fix for the next release. Quote Link to comment Share on other sites More sharing options...
nightingale Posted November 4, 2016 Author Share Posted November 4, 2016 New release here with lots of good stuff! Got a new workaround for the "toolbar" issue in place - other mods no longer need to change their code for compatibility (although it's still a good idea). Kerbal Konstructs support is also back in this release. Contract Configurator 1.21.0 Found new workaround for GetExportedTypes reflection issue (the "toolbar" issue). Added NextUnreachedBody() and NextUnreachedBodies() methods. Added Part.MassDry() and Part.MassWet() methods. Added CelestialBody.CanHaveSynchronousOrbit() method. Recompile Kerbal Konstructs integration. Fixed contract window text not updating for dynamic text (duration timers, etc.). Quote Link to comment Share on other sites More sharing options...
FizzerUK Posted November 4, 2016 Share Posted November 4, 2016 Just wondering if Contract packs need v1.2 updates or are they OK used anyway. Some on CKAN are marked v1.99 while same and others are v1.1.3 on spacedock. I could try them out but I am in a hotel room for a few days so while I am bored of cable TV I am getting all my downloads ready for when I get back and hopefully the ultimate v1.2.1 career. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 4, 2016 Share Posted November 4, 2016 i know try as i may to do a career without using cc and the contract packs its just not the same. Quote Link to comment Share on other sites More sharing options...
RealGecko Posted November 4, 2016 Share Posted November 4, 2016 24 minutes ago, FizzerUK said: Just wondering if Contract packs need v1.2 updates or are they OK used anyway. Most of them are OK Quote Link to comment Share on other sites More sharing options...
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