Poodmund Posted September 12, 2017 Share Posted September 12, 2017 Is there a way to output a list of all the stock contact parameters for a specific contract group i.e exploreBody to a debug log? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 12, 2017 Share Posted September 12, 2017 On 9/2/2017 at 8:38 PM, Vjrcr said: Can someone tell me if this is a bug or a improper install? It causes bad lag during time warp with all the spam. Those bits in the log happen every second or so during warp. You may want to raise this in the Final Frontier topic since that appears to be the mod causing your problem. Be prepared to supply a game log. Quote Link to comment Share on other sites More sharing options...
Vjrcr Posted September 18, 2017 Share Posted September 18, 2017 On 12/09/2017 at 8:48 PM, Brigadier said: You may want to raise this in the Final Frontier topic since that appears to be the mod causing your problem. Be prepared to supply a game log. I removed Final Frontier, even started a new game after, it still happens. It has to do with active limit being reached and new contracts being blocked. Quote Link to comment Share on other sites More sharing options...
Varunz16 Posted September 28, 2017 Share Posted September 28, 2017 Hey guys, I just started on RP-0 and it gave me a message that it told me to put on the forums. Here it is... Exception occured while loading ScenarioModule 'BiomeTracker': System.MissingMethodException: Method not found: 'CelestialBody.GetDisplayName'. at ContractConfigurator.ConfigNodeUtil+<>c__DisplayClass31_0.<ParseCelestialBodyValue>b__0 (.CelestialBody cb) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[CelestialBody].MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.FirstOrDefault[CelestialBody] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.BiomeTracker.Load () [0x00000] in <filename unknown>:0 at ContractConfigurator.BiomeTracker.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 Anybody in the mood for helping? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 28, 2017 Share Posted September 28, 2017 @Varunz16, welcome to the forums. Additionally, you may want to include your log files (most likely called output_log.txt in your KSP directory). See the topic below for help with that. Upload your log to DropBox, Google Drive or similar service and post a link to the log here. This will help diagnose the problem your having. Quote Link to comment Share on other sites More sharing options...
Ernos Posted October 1, 2017 Share Posted October 1, 2017 Not sure if it is a mod incompatibility, but contract configurator crashes the game just as it finishes loading initially. I need it to be able to remove contracts :\ I am using v1.3.1 prerelease Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 1, 2017 Share Posted October 1, 2017 3 hours ago, Munar pilot said: Not sure if it is a mod incompatibility, but contract configurator crashes the game just as it finishes loading initially. I need it to be able to remove contracts :\ I am using v1.3.1 prerelease Read the post just above yours. Since you're using the KSP pre-release and Contract Configurator for 1.3.0, are you surprised? Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 6, 2017 Author Share Posted October 6, 2017 On 02/09/2017 at 7:47 AM, carmenara said: Just a quick query: does reputation affect the number of trivial, standard and exceptional contract limits? Or is that affected by building upgrades? Reputation has a massive effect on contract limits (and that's a stock feature). Starting at -1k will give only access to trivial contracts (with a few scripted exceptions). On 30/09/2017 at 8:45 PM, Munar pilot said: Not sure if it is a mod incompatibility, but contract configurator crashes the game just as it finishes loading initially. I need it to be able to remove contracts :\ I am using v1.3.1 prerelease Yup, that's known. It just needs a recompile, will be doing that and a bug fix or two for a release shortly. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 6, 2017 Author Share Posted October 6, 2017 New release compatible with KSP 1.3.1! Download here. Contract Configurator 1.23.3 Recompile for KSP 1.3.1 Improved display of HasAntenna parameter ratings (thanks Kerbas-ad-astra). Fixed logic for determining contract prestige (thanks sopindm). Fixed previously unlocked parts being re-locked if player tries to buy a science node they don't have sufficient funds for (thanks inigma). Fixed issue using DATA_EXPAND with values that had special characters in them. Fixes interop issues between CatEye and Other Worlds Planet pack (thanks Chemox). Quote Link to comment Share on other sites More sharing options...
Ernos Posted October 6, 2017 Share Posted October 6, 2017 16 hours ago, nightingale said: New release compatible with KSP 1.3.1! Download here. Contract Configurator 1.23.3 Recompile for KSP 1.3.1 Improved display of HasAntenna parameter ratings (thanks Kerbas-ad-astra). Fixed logic for determining contract prestige (thanks sopindm). Fixed previously unlocked parts being re-locked if player tries to buy a science node they don't have sufficient funds for (thanks inigma). Fixed issue using DATA_EXPAND with values that had special characters in them. Fixes interop issues between CatEye and Other Worlds Planet pack (thanks Chemox). Sweet, thank you, I wanted it quite a bit Quote Link to comment Share on other sites More sharing options...
MissMolly Posted October 8, 2017 Share Posted October 8, 2017 Not to sure where to put this. Exception occured while loading contract 'unknown': System.ArgumentException: 'Earth' is not a valid CelestialBody. at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, .CelestialBody defaultValue) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
Mordrehl Posted October 9, 2017 Share Posted October 9, 2017 I think I'm losing my mind ... I could have swore I once had a contract pack that made use of Dmagic's Orbital Science parts (little brother surveillance etc) ... but I can't seem to find it anywhere Quote Link to comment Share on other sites More sharing options...
severedsolo Posted October 9, 2017 Share Posted October 9, 2017 3 hours ago, Mordrehl said: I think I'm losing my mind ... I could have swore I once had a contract pack that made use of Dmagic's Orbital Science parts (little brother surveillance etc) ... but I can't seem to find it anywhere Dmagic Orbital Science uses it's own contracts which are nothing to do with CC Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted October 9, 2017 Share Posted October 9, 2017 On 10/8/2017 at 6:13 AM, MissMolly said: System.ArgumentException: 'Earth' is not a valid CelestialBody. The cause may not be CC - you might want to check the release thread of the planet/realism mod you use that adds a planet called 'Earth'. One of the changes made in 1.3.1 that affects such mods has to do with the body names, and they may not have updated/recompiled to deal with that change. Quote Link to comment Share on other sites More sharing options...
Mordrehl Posted October 9, 2017 Share Posted October 9, 2017 6 hours ago, severedsolo said: Dmagic Orbital Science uses it's own contracts which are nothing to do with CC Ahh ok ... strange haven't had one yet that uses any of his parts which is why I thought I was missing a contract pack Quote Link to comment Share on other sites More sharing options...
neder Posted October 9, 2017 Share Posted October 9, 2017 Could you please update to the latest version in CKAN? Had to disable the latest update of ResearchBodies because it requires this mod to be 1.23.3 and 1.23.2 is the latest available in CKAN, thx. Quote Link to comment Share on other sites More sharing options...
nightingale Posted October 10, 2017 Author Share Posted October 10, 2017 7 hours ago, neder said: Could you please update to the latest version in CKAN? Had to disable the latest update of ResearchBodies because it requires this mod to be 1.23.3 and 1.23.2 is the latest available in CKAN, thx. The update is automatic, and worked as far as I'm concerned - the .ckan file got loaded by the NetKAN system: https://github.com/KSP-CKAN/CKAN-meta/blob/master/ContractConfigurator/ContractConfigurator-1.23.3.ckan Versions all look correct, so if you're having an issue you'll need to report it to the CKAN folk. Quote Link to comment Share on other sites More sharing options...
karamazovnew Posted October 18, 2017 Share Posted October 18, 2017 @nightingale The buttons for toggling active/offered waypoints and orbits at the top of the Tracking station don't work for me. Clean install, only CC 1.23.3 installed. I can provide a log but there's no warnings or errors in it, the interface loads fine with: [LOG 19:22:58.316] [AddonLoader]: Instantiating addon 'TrackingStationUI' from assembly 'ContractConfigurator' [LOG 19:22:58.317] [AddonLoader]: Instantiating addon 'TitleTrackerHelper' from assembly 'ContractConfigurator' Quote Link to comment Share on other sites More sharing options...
Wyzard Posted October 28, 2017 Share Posted October 28, 2017 (edited) I have Contract Configurator installed with Strategia and the Field Research contract pack (no others), and I've noticed contracts popping in and out of existence in the Mission Control screen. Sometimes I'll open Mission Control and see one or two contracts disappear and a new one appear, and then nothing changes after that. But sometimes there'll be one one contract slot, at the end of the ones from Field Research, that keeps disappearing and reappearing as a different contract each time, for as long as I have Mission Control open. Someone in the Strategia thread mentioned SCANsat contracts "blinking in and out at a fast pace" — that sounds similar to what I'm seeing, except I don't have SCANsat installed and in my case it's Field Research contracts doing it. Edit: I've also seen a pair of contracts switching places in the list. Both stock tourism contracts, adjacent to each other in the list, and sporadically every few seconds they just trade places in the list. When any of these changes happen (the disappearing/appearing contract offerings, or swapping active contracts), it also un-selects whatever contract I currently have selected. Edited October 29, 2017 by Wyzard Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 29, 2017 Share Posted October 29, 2017 22 hours ago, Wyzard said: I have Contract Configurator installed with Strategia and the Field Research contract pack (no others), and I've noticed contracts popping in and out of existence in the Mission Control screen. Sometimes I'll open Mission Control and see one or two contracts disappear and a new one appear, and then nothing changes after that. But sometimes there'll be one one contract slot, at the end of the ones from Field Research, that keeps disappearing and reappearing as a different contract each time, for as long as I have Mission Control open. Someone in the Strategia thread mentioned SCANsat contracts "blinking in and out at a fast pace" — that sounds similar to what I'm seeing, except I don't have SCANsat installed and in my case it's Field Research contracts doing it. FYI, I see this occasionally as well but not at the frequency mentioned above. A contract might be available on first entering Mission Control, and then revert to unavailable in a couple of seconds (I've presumed as it reassesses the criteria) but then it's stable. I really have to look for the behaviour and, for me, it doesn't affect game play at all. Relevant mods: KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Contract Configurator - 1.23.2 Contract Pack: Field Research - 1.2.1 Crowd Sourced Science - 4.1 DMagic Orbital Science - 1.3.0.10 CapCom Mission Control On The Go - 1.0.2.7 Contract Parser - 1.0.7 Contracts Window Plus - 1.0.8.1 Progress Parser - 1.0.8 ResearchBodies - 1.9.5 SCANsat - 1.1.8 I'll have to note in which group these contracts reside the next time I see this. Quote Link to comment Share on other sites More sharing options...
captinjoehenry Posted October 30, 2017 Share Posted October 30, 2017 How do I set up a contract pack to work with Kopernicus? As it is I have the Bases and Station contract pack installed and it all works but I don't get any launch space station missions. It's odd as all the other contracts work so any help for getting it working would be great. Config in question: Spoiler CONTRACT_TYPE { name = StationCore group = BasesandStations title = Launch the @/targetBody1 Space Station! genericTitle = Launch a New Space Station description = In order to aid our efforts of exploring @/targetBody1 we'd like you to launch a space station. genericDescription = We'd like you to deploy a new space station. synopsis = Launch the @/targetBody1 Space Station! completedMessage = Station Complete! // Contract min/max expiry in days. minExpiry = 1 maxExpiry = 7 // Contract can be cancelled and declined. cancellable = true declinable = true targetBody = @/targetBody1 // Contract rewards - no science random other rewards. rewardScience = 0 rewardReputation = Random(1.0, 10.0) rewardFunds = Random(100000.0, 150000.0) failureReputation = Random(1.0, 100.0) failureFunds = 50000.0 advanceFunds = 50000.0 // Failsafe Data. DATA { type = List<Vessel> requiredValue = false stations = AllVessels().Where(v => v.VesselType() == Station) } DATA { type = CelestialBody requiredValue = true uniquenessCheck = GROUP_ACTIVE targetBody1 = OrbitedBodies().Where(body => @/stations.Where(v => v.CelestialBody() == body).Count() == 0).SelectUnique() //targetBody1 = Kerbin title = Must have orbited a Celestial Body, but not have any stations deployed. } //Checks all vessel parameters are correct PARAMETER { name = NewStation type = VesselParameterGroup title = Launch a new Station Core into the specified orbit around @/targetBody1. notes = The station must include 1 Docking Port and support 4 Kerbals. This can be done in one launch, or multiple launches. //Checks station is in orbit PARAMETER { name = LKO type = Orbit targetBody = @/targetBody1 situation = ORBITING maxAltitude = @/targetBody1.IsSun() ? 113549713200 : @/targetBody1 == Gilly ? 16000 : @/targetBody1.SpaceAltitudeThreshold() } //Check for a Docking Port PARAMETER { name = PartValidation type = PartValidation partModule = ModuleDockingNode minCount = 1 } //Check for crew capacity PARAMETER { name = HabModuleChild type = HasCrewCapacity title = Support 4 Kerbals minCapacity = 4 } //Checks that vessel can generate power, accepts solar panels or RTGs PARAMETER { name = RTGSolar type = Any title = Have one of the following power generators PARAMETER { name = PartValidationRTG type = PartValidation title = 1 or more solar panels hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = PartValidationSolar type = PartValidation title = 1 or more generators hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER:NEEDS[NearFutureSolar] { name = PartValidationNearFutureSolar type = PartValidation title = 1 or more curved solar panels hideChildren = true partModule = ModuleCurvedSolarPanel minCount = 1 } PARAMETER:NEEDS[NearFutureElectrical] { name = PartValidationNearFutureReactors type = PartValidation title = 1 or more fission reactors hideChildren = true partModule = FissionReactor minCount = 1 } PARAMETER:NEEDS[NearFutureElectrical] { name = PartValidationNearFutureRTGs type = PartValidation title = 1 or more radioisotope generators hideChildren = true partModule = ModuleRadioisotopeGenerator minCount = 1 } PARAMETER:NEEDS[Kopernicus] { name = PartValidationRTG type = PartValidation hideChildren = true title = 1 or more solar panels partModule = KopernicusSolarPanel minCount = 1 } } //OPTIONAL Checks for cupola PARAMETER { name = PartValidation type = PartValidation title = Include a cupola (optional) optional = true hideChildren = true part = cupola minCount = 1 } //Checks for Supplies (USI Life Support) PARAMETER:NEEDS[USILifeSupport] { name = Supplies type = HasResource title = Have Supplies on board your vessel resource = Supplies minQuantity = 1 } //OPTIONAL Checks for science labs from various mods PARAMETER { name = ScienceModuleValidation type = Any optional = true completeInSequence = true PARAMETER { name = ScienceLab type = PartValidation title = Include a Mobile Processing Lab MPL-LG-2 rewardFunds = 75000.0 hideChildren = true partModule = ModuleScienceLab } PARAMETER:NEEDS[StationScience] { name = PartValidation type = PartValidation title = Include a TH-NKR Research Lab rewardFunds = 85000.0 hideChildren = true part = StnSciLab } PARAMETER:NEEDS[Kerbalism] { name = PartValidation type = PartValidation title = Include a Science Laboratory rewardFunds = 75000.0 hideChildren = true partModule = Laboratory } } PARAMETER { name = VesselIsType type = VesselIsType vesselType = Station } } //Begins a 2-day countdown. Station must be in orbit for 2 days for contract to complete PARAMETER { name = Duration type = Duration duration = 2d preWaitText = Orbit time required: waitingText = Time to completion: completionText = You survived! startCriteria = PARAMETER_COMPLETION parameter = NewStation } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleDockingNode } REQUIREMENT { name = Any type = Any REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleDeployableSolarPanel } REQUIREMENT:NEEDS[Kopernicus] { name = PartModuleUnlocked type = PartModuleUnlocked partModule = KopernicusSolarPanel } REQUIREMENT:NEEDS[NearFutureSolar] { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleCurvedSolarPanel } } // REQUIREMENT // { // name = CompleteContract // type = CompleteContract // contractType = StationCore // minCount = 0 // checkOnActiveContract = false // cooldownDuration = 5d // title = Must not have completed this contract in the last 5 days. // } REQUIREMENT { name = PartUnlocked type = PartUnlocked part = crewCabin } REQUIREMENT { name = SunCheck type = Expression expression = !@/targetBody1.IsSun() title = Target body must not be the Sun } } Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 31, 2017 Share Posted October 31, 2017 @captinjoehenry The problem is the line: 20 hours ago, captinjoehenry said: maxAltitude = @/targetBody1.IsSun() ? 113549713200 : @/targetBody1 == Gilly ? 16000 : @/targetBody1.SpaceAltitudeThreshold() If you change it to: Quote maxAltitude = @/targetBody1.IsSun() ? 113549713200 : @/targetBody1.Name() == "Gilly" ? 16000 : @/targetBody1.SpaceAltitudeThreshold() then it should work with any planet pack although some of the offered contracts may have maxAltitudes that are too low to be completed if there are bodies similar to Gilly that have surface features that extend above the "in space low" threshold. Quote Link to comment Share on other sites More sharing options...
Twitchi Posted November 1, 2017 Share Posted November 1, 2017 (edited) Hey guys.. hows it going? for the past couple of days I have been working thorough the wiki to try and make a contract pack.. I have been failing miserably.. I have 3 config files in a folder in Gamedata/ContractPacks; one to make an agency, one to make a contract_group, and one for an actual mission. All taken from the massively expansive sample files given from the wiki Today has been a merry chase with the debug console, seeing what throws an exception, go and edit a cfg file, wait 5 mins for kerbal to load as I have to many mods and reload contracts button is broken.. check console find next exception, read wiki, edit.. etc Right now it is telling me I do not have the agency set up.. I do not know why, can some one please have a look and enlighten me? Edit: The agent problem was a name typo mismatch thing that I found making the pastebins.. but now the contract_group is not loading and not really telling me why? Edited November 1, 2017 by Twitchi Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted November 2, 2017 Share Posted November 2, 2017 (edited) @Twitchi I was able to get your example contract to work using the following changes (not sure if all are necessary but when in doubt remove spaces) Removed spaces from AGENT/name and added a title with the spaces included Removed spaces from CONTRACT_GROUP/name (displayName already had a spaced variant) Update CONTRACT_GROUP/agent with unspaced name Updated CONTRACT_TYPE/agent and CONTRACT_TYPE/group with unspaced names Commented out the empty CONTRACT_TYPE/DATA node. Edit: Oh and when debugging messages looking inside GameData/ContractConfigurator/logs can be helpful. Edited November 2, 2017 by Aelfhe1m Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted November 2, 2017 Share Posted November 2, 2017 I think this is a known issue - There are contracts "stock I believe" that when I accept them, I see them at the space center [after leaving mission control] but when I go to another scene, that contract disappears. I do have a couple of other contract mods. Is there something that I need to do, in order to retain that stock contract or? My apologies for not keeping up. Quote Link to comment Share on other sites More sharing options...
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