nightingale Posted October 15, 2019 Author Share Posted October 15, 2019 On 10/9/2019 at 4:37 AM, Erazil said: Hello, I would like to know if it is planned in the future updates of this mod to make it translatable. There are a lot of texts that are hard coded and therefore inaccessible to a possible translation while many "Contract Pack" are, which gives a not very pleasant result for people who do not play in English, which is really regrettable for a mod like this one. in any case thank you for the work done (and sorry for my poor English) I don't spend much time with KSP modding these days, and there's a fair bit of work to be done. It's high on the list of things that I'd like to do if I'm am spending time modding. That being said, I'll be doing a full recompile/bug-fix pass with KSP 1.8 - so maybe after that's done I'll see where I'm at. Quote Link to comment Share on other sites More sharing options...
Balrog Posted October 17, 2019 Share Posted October 17, 2019 Playing with KSP 1.8, with Contract Configuratgor being the only mod installed, I am unable to click on KSP's start-menu items... they highlight, but are un-clickable. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 17, 2019 Author Share Posted October 17, 2019 3 hours ago, Balrog said: Playing with KSP 1.8, with Contract Configuratgor being the only mod installed, I am unable to click on KSP's start-menu items... they highlight, but are un-clickable. Please see this post: Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 18, 2019 Author Share Posted October 18, 2019 New release available here! Just want to give a huge shout out to the KSP devs (especially @JPLRepo and @TriggerAu) - I pretty much only had to make changes related to the Unity upgrade. It used to be that there'd be a whole host of broken things in CC on KSP updates, but there's clearly been a lot of effort in maintaining backwards compatibility (as much as is possible when you have mods that rely on every single little behaviour of KSP). Contract Configurator 1.28.0 Support for KSP 1.8 Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted October 18, 2019 Share Posted October 18, 2019 Thanks for the quick update, glad it wasn't a ton of work. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted October 18, 2019 Share Posted October 18, 2019 Golden! Much appreciated Quote Link to comment Share on other sites More sharing options...
Void_Pointer Posted October 20, 2019 Share Posted October 20, 2019 Any plans to update CKAN? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 20, 2019 Share Posted October 20, 2019 57 minutes ago, Void_Pointer said: Any plans to update CKAN? Have you checked? It's there already. Quote Link to comment Share on other sites More sharing options...
flart Posted October 29, 2019 Share Posted October 29, 2019 Does it just mean that some contract packs was removed but the game still try to load them? I have something like 30 of those Errors. Can I fix it? Quote [ERR 01:38:21.874] Input is null for field 'agent' in config node 'CONTRACT_FINISHED' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at Contracts.Contract.Save(.ConfigNode node) at Contracts.ContractSystem.OnSave(.ConfigNode gameNode) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.UpdateModules() at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated(GameScenes startSceneOverride) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode) at KSCPauseMenu.<draw>m__9() at DialogGUIButton.OptionSelected() at DialogGUIButton.<Create>m__7() at UnityEngine.Events.InvokableCall.Invoke() at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() [ERR 01:38:21.917] Input is null for field 'agent' in config node 'CONTRACT' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at Contracts.Contract.Save(.ConfigNode node) at ContractConfigurator.ContractPreLoader.OnSave(.ConfigNode node) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.UpdateModules() at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated(GameScenes startSceneOverride) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode) at KSCPauseMenu.<draw>m__9() at DialogGUIButton.OptionSelected() at DialogGUIButton.<Create>m__7() at UnityEngine.Events.InvokableCall.Invoke() at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 31, 2019 Share Posted October 31, 2019 (edited) On 10/28/2019 at 8:44 PM, flart said: Does it just mean that some contract packs was removed but the game still try to load them? I have something like 30 of those Errors. Can I fix it? If I'm not mistaken, some contract packs did not enforce a contract's agent field. Look back in this thread and someone posted a small MM patch that ensured the agent field was present. This might solve the problem. This is what I use: @AGENT[*]:HAS[~title]:FINAL { title = #$name$ } Edited October 31, 2019 by Brigadier Quote Link to comment Share on other sites More sharing options...
Jognt Posted October 31, 2019 Share Posted October 31, 2019 1 hour ago, Brigadier said: If I'm not mistaken, some contract packs did not enforce a contract's agent field. Look back in this thread and someone posted a small MM patch that ensured the agent field was present. This might solve the problem. This is what I use: @AGENT[*]:HAS[~title]:FINAL { title = #$name$ } Yup, can confirm. Just setting the agent should do the trick. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted November 4, 2019 Share Posted November 4, 2019 Is there a version, which works best with KSP 1.7.3? Quote Link to comment Share on other sites More sharing options...
pippo_jedi Posted November 4, 2019 Share Posted November 4, 2019 (edited) HELP it told me to post it here, i did :-D Exception occured while loading contract parameter 'HasCrew' in contract 'BasesandStations.Evacuate': System.NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.Kerbal.SetCrew (ProtoCrewMember pcm) [0x0001f] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 at ContractConfigurator.Kerbal..ctor (ProtoCrewMember pcm) [0x00006] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 at ContractConfigurator.Kerbal.Load (ConfigNode node) [0x00041] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 at ContractConfigurator.Parameters.HasCrew.OnParameterLoad (ConfigNode node) [0x00085] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (ConfigNode node) [0x000be] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 And now the game is broken... I cant control vessels, no rcs or sas is clickable, pressing the keyboard works... except for the wasd and shift ctrl to use the craft... I managed to reload an older game save... Edited November 4, 2019 by pippo_jedi adding information Quote Link to comment Share on other sites More sharing options...
Jacke Posted November 4, 2019 Share Posted November 4, 2019 1 hour ago, New Horizons said: Is there a version, which works best with KSP 1.7.3? On the GitHub page in the initial post, click on "Releases" and you'll see all the releases. Pick the last one in the range of dates that jives with KSP 1.7.3, as you can see on this page. https://wiki.kerbalspaceprogram.com/wiki/Version_history Quote Link to comment Share on other sites More sharing options...
nightingale Posted November 5, 2019 Author Share Posted November 5, 2019 10 hours ago, pippo_jedi said: HELP it told me to post it here, i did :-D Exception occured while loading contract parameter 'HasCrew' in contract 'BasesandStations.Evacuate': System.NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.Kerbal.SetCrew (ProtoCrewMember pcm) [0x0001f] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 at ContractConfigurator.Kerbal..ctor (ProtoCrewMember pcm) [0x00006] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 at ContractConfigurator.Kerbal.Load (ConfigNode node) [0x00041] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 at ContractConfigurator.Parameters.HasCrew.OnParameterLoad (ConfigNode node) [0x00085] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (ConfigNode node) [0x000be] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 And now the game is broken... I cant control vessels, no rcs or sas is clickable, pressing the keyboard works... except for the wasd and shift ctrl to use the craft... I managed to reload an older game save... Can you provide a save? From looking at the code, this could only be an experience trait that is not set up correctly. Which either means something changed in stock, or you had a mod that added experience traits and then removed it. Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 6, 2019 Share Posted November 6, 2019 23 hours ago, nightingale said: Can you provide a save? From looking at the code, this could only be an experience trait that is not set up correctly. Which either means something changed in stock, or you had a mod that added experience traits and then removed it. There were changes made to the stock trait system around the time Breaking Ground was released. I remember MM throwing warnings about it when I played. Whether it’s related to the error in question: no idea. Quote Link to comment Share on other sites More sharing options...
WhitestWizard Posted November 13, 2019 Share Posted November 13, 2019 Fellas, What would I need to change, so that this generates contracts to destroy debris on the surface or in orbit anywhere in the universe? Taken from cleversats for destroying satellites. CONTRACT_TYPE { name = CleverSatRogueAI title = Destroy a rogue satellite group = CleverSat description = It seems that @/Sat has gone rogue. We need to terminate it. genericDescription = One of our satellites has gone rogue. We need to terminate it. targetBody = @/Sat.CelestialBody() synopsis = Destroy the rogue satellite. completedMessage = Crisis averted. Good job. rewardFunds = Random(20000,40000) rewardReputation = Random(1.0, 2.0) maxSimultaneous = 1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE Sat = $badSat title = One of your satellites must have gone rogue. } PARAMETER { name = DestroySat type = VesselParameterGroup vessel = @/Sat PARAMETER { name = VesselDestroyed type = VesselDestroyed title = Destroy @/Sat. With extreme prejudice. } } } Quote Link to comment Share on other sites More sharing options...
Havan_IronOak56 Posted December 11, 2019 Share Posted December 11, 2019 I've loaded a number of KSP Contract mods In fact my KSP Modlist is appended below I recently was offered a contract to do an experiment called "Visual Observation" on various spots around the KSC. It's unclear to me which instrument I'd use to do those experiments. Any Help please? "name": "Chatterer" "name": "FlagPack" "name": "Historian-expanded" "name": "IDFlagsandDecals" "name": "KerbalAlarmClock" "name": "KerbalEngineerRedux" "name": "TriggerAu-Flags" "name": "Toolbar" "name": "AutomatedScreenshots" "name": "ModuleManager" "name": "ClickThroughBlocker" "name": "ToolbarController" "name": "ABCORS" "name": "AdvancedTextures" "name": "Astrogator" "name": "AviationLights" "name": "BasicDeltaV" "name": "BasicOrbit" "name": "BetterScienceLabsContinued" "name": "LoadingTipsPlus" "name": "CommunityPartsTitlesExtrasNoCCKDup" "name": "KSP-AVC" "name": "BetterBurnTime" "name": "KaptainsLog" "name": "NavballDockAlignIndCE" "name": "ManeuverQueue" "name": "SpacetuxSA" "name": "UKS" "name": "USI-ART" "name": "USI-Core" "name": "USI-EXP" "name": "USI-FTT" "name": "USI-LS" "name": "USI-NuclearRockets" "name": "USITools" "name": "FirespitterCore" "name": "CommunityResourcePack" "name": "CommunityCategoryKit" "name": "Konstruction" "name": "GroundConstruction-Core" "name": "AT-Utils" "name": "ConfigurableContainers-Core" "name": "KAS" "name": "KIS" "name": "ScienceSituationInfo" "name": "EasyVesselSwitch" "name": "EnvironmentalVisualEnhancements" "name": "StationPartsExpansionRedux" "name": "CommunityTechTree" "name": "B9PartSwitch" "name": "NearFutureProps" "name": "BetterTimeWarpCont" "name": "CapCom" "name": "ContractConfigurator" "name": "ContractConfigurator-CleverSats" "name": "ContractConfigurator-CommNetRelays" "name": "ContractConfigurator-FieldResearch" "name": "ContractConfigurator-KerbalAcademy" "name": "ContractConfigurator-Tourism" "name": "WaypointManager" "name": "ContractRewardModifier" "name": "ContractsWindowPlus" "name": "ScienceAlert" "name": "ProgressParser" "name": "ContractParser" "name": "RemoteTechRedevAntennas" "name": "xScienceContinued" "name": "FlexibleDocking" "name": "Mk1CabinHatch" "name": "MSP3000" "name": "NearFutureElectrical" "name": "NearFuturePropulsion" "name": "NearFutureSolar" "name": "OctosatContinued" "name": "NearFutureConstruction" "name": "NearFutureElectrical-DecayingRTGs" "name": "NearFutureSpacecraft" "name": "NearFutureElectrical-Core" "name": "DynamicBatteryStorage" "name": "NearFutureSolar-Core" "name": "BDAnimationModules" "name": "InterstellarFuelSwitch-Core" "name": "OrbitalSurveyPlus" "name": "PilotAssistant" "name": "PreciseManeuver" "name": "CommunityPartsTitlesExtrasCategory" "name": "CommNetAntennasExtension" "name": "CommNetAntennasInfo" "name": "CommNetConstellation" "name": "SCANsat" "name": "CommunityPartsTitles" "name": "SpeedUnitAnnex" "name": "KramaxAutopilotContinued" "name": "AtmosphereAutopilot" "name": "MechJeb2" "name": "FilterExtensionsDefaultConfig" "name": "EnvironmentalVisualEnhancements-HR" "name": "TweakScale" "name": "NearFutureLaunchVehicles" "name": "kOS" "name": "FilterExtensions" "name": "CryoEngines" "name": "KerbalAtomics" "name": "CryoTanks" "name": "CryoTanks-Core" "name": "DeployableEngines" "name": "MoarFEConfigs" "name": "KerbalAtomics-NTRModSupport" "name": "KerbalPlanetaryBaseSystems" "name": "Mk2Expansion" "name": "TarsierSpaceTechnologyWithGalaxies" "name": "DMagicOrbitalScience" "name": "TooManyOrbits" "name": "EditorExtensionsRedux" "name": "DockingPortAlignmentIndicator" "name": "ChampagneBottleRedux" "name": "CommunityTerrainTexturePack" "name": "KerbalGPSRevived" Quote Link to comment Share on other sites More sharing options...
flart Posted December 11, 2019 Share Posted December 11, 2019 @Havan_IronOak56 It's the Orbital Telescope from the DMagicOrbitalScience Quote Link to comment Share on other sites More sharing options...
Brigadier Posted December 11, 2019 Share Posted December 11, 2019 (edited) 2 hours ago, Havan_IronOak56 said: I've loaded a number of KSP Contract mods In fact my KSP Modlist is appended below I recently was offered a contract to do an experiment called "Visual Observation" on various spots around the KSC. It's unclear to me which instrument I'd use to do those experiments. Any Help please? Ninja'd :-) by @flart Welcome to the forums. For future reference, many mod authors and people who can help will want to see some basic information in your post and a link to your log file. Please read and follow the post at the link in the sig block below. I'm sure there are those who might be able to answer your question right away, but for me I would need to see a screenshot of the contract to be sure. It could be as simple as a crew report or an EVA report. Edited December 11, 2019 by Brigadier Quote Link to comment Share on other sites More sharing options...
Havan_IronOak56 Posted December 12, 2019 Share Posted December 12, 2019 21 hours ago, flart said: @Havan_IronOak56 It's the Orbital Telescope from the DMagicOrbitalScience Thanks for that! I did read the specs about submitting questions and I knew about including a log but felt that it wouldn't be much help in clearing up what is essentially a problem of disambiguating a contract wording from a mod. The mods all load successfully and nothing technical is wrong. It's more a question of what the wording meant and my not knowing specifically which mod added the possibility of such contracts. Quote Link to comment Share on other sites More sharing options...
Havan_IronOak56 Posted December 13, 2019 Share Posted December 13, 2019 On 12/11/2019 at 1:59 PM, flart said: @Havan_IronOak56 It's the Orbital Telescope from the DMagicOrbitalScience Actually, the Orbital Telescope isn't the right answer I'm afraid (unless I'm misunderstanding something else) Here is the contract https://steamcommunity.com/sharedfiles/filedetails/?id=1935250136 It's asking for "Visual Observations" on various spots around the KSC. The Orbital Telescope says that it won't work when landed or in atmospheric flight Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted December 13, 2019 Share Posted December 13, 2019 @Havan_IronOak56 Do you have Stockalike Station Parts Expansion Redux installed? It has a "Visual Observation" experiment on some of its cupola parts. Quote Link to comment Share on other sites More sharing options...
Idleness Posted December 13, 2019 Share Posted December 13, 2019 8 hours ago, Aelfhe1m said: @Havan_IronOak56 Do you have Stockalike Station Parts Expansion Redux installed? It has a "Visual Observation" experiment on some of its cupola parts. This is the correct answer. There are cupola parts from SSPX that have Visual Observation. Quote Link to comment Share on other sites More sharing options...
Havan_IronOak56 Posted December 13, 2019 Share Posted December 13, 2019 1 hour ago, Idleness said: This is the correct answer. There are cupola parts from SSPX that have Visual Observation. Thanks! I'll give that a try soon. Quote Link to comment Share on other sites More sharing options...
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