betony1 Posted March 30, 2019 Share Posted March 30, 2019 9 hours ago, altrue said: The problem seems to come from the value "maxSimultaneous" not being set in the "CONTRACT_TYPE" of StationCore.cfg Thanks! i was able to fix mine and post the fix to the other forum post! Quote Link to comment Share on other sites More sharing options...
Ahres Posted April 10, 2019 Share Posted April 10, 2019 (edited) Hey fellow configurators of contracts, I'm missing something simple it seems, but I can't find what it is. I've got an expression REQUIREMENT node that checks that a space station has no crew onboard but the REQUIREMENT or accompanying DATA node has an error in it somewhere. I used a DATA node to reference the station. Looking through the in-game log details, I see this: "Cannot find method 'CrewCount' for class 'Double'." My DATA node specifies that it's of type 'Vessel', but is it being treated as a Double? Anyone else have this problem and has found the probable one line of code that is missing when this error comes up? REQUIREMENT { name = StationHasNoCrew type = Expression title = No Crew On Board expression = targetVesselKSSCore.CrewCount() == 0 hideChildren = true } DATA { hidden = false type = Vessel title = Target KSS Core targetVesselKSSCore = AllVessels().Where(tvKSSCore => tvKSSCore.IsOrbiting() == true && tvKSSCore.VesselType() == Station && tvKSSCore.FreeDockingPorts() > 0 && tvKSSCore.ResourceCapacity(ElectricCharge) >= 1000 && tvKSSCore.ResourceCapacity(MonoPropellant) >= 10 && tvKSSCore.ResourceCapacity(Supplies) >= 100).SelectUnique() requiredValue = true } Edited April 10, 2019 by Ahres Added Code Quote Link to comment Share on other sites More sharing options...
CoriW Posted April 13, 2019 Share Posted April 13, 2019 On 7/11/2018 at 12:06 PM, linuxgurugamer said: @nightingale One of your contact packs, the FieldResearch, is generating errors (spamming the log), see this image: I took a look, and it appears the errors are coming from the HardScience.cfg. When I looked into that, I saw: scienceSubjectsTemp1 = DifficultScienceSubjects().Where(s => s.Biome() == @biome) scienceSubjectsTemp2 = @scienceSubjectsTemp1.Where(s => s.Situation() == @situation) scienceSubjects = @scienceSubjectsTemp2.Where(s => s.CollectedScience() == 0.0 && s.Experiment() != asteroidSample).Random(3) I'm wondering what the DifficultScienceSubjects() is, I can't find any documentation on it on the wiki. I suspect that it is returning null, which would generate the displayed error. Edit: Got more details from the log: ArgumentException: 'RA' is not a valid CelestialBody. at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 at ContractConfigurator.Util.Science.GetBiome (.ScienceSubject subject) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.Method`2[ScienceSubject,ContractConfigurator.Biome].Invoke (.ScienceSubject obj) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.Method`2[ScienceSubject,ContractConfigurator.Biome].Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[ScienceSubject].ParseMethod[ScienceSubject] (ContractConfigurator.ExpressionParser.Token token, .ScienceSubject obj, Boolean isFunction) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseVarOrIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[ScienceSubject].ParseMethod[ScienceSubject] (ContractConfigurator.ExpressionParser.Token token, .ScienceSubject obj, Boolean isFunction) [0x00000] in <filename unknown>:0 Rethrow as Exception: Error parsing statement. Error occurred near '*': DifficultScienceSubjects().Where(s => s.Biome() == @biome) ...............................................* <-- HERE at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ExecuteExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[ScienceSubject] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Func`2) ContractConfigurator.DeferredLoadUtil:ExecuteLoad(DeferredLoadObject`1) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) ContractConfigurator.<UpdateNonDeterministicValuesIterator>d__30:MoveNext() System.Linq.<CreateConcatIterator>c__Iterator1`1:MoveNext() ContractConfigurator.<GenerateContract>d__33:MoveNext() ContractConfigurator.<ContractEnumerator>d__32:MoveNext() ContractConfigurator.ContractPreLoader:Update() Hey just wondering, did you ever figure out any solution for this? I just started having this issue today. Which is odd because my current career I've been playing for like a week and just started getting this issue now. Quote Link to comment Share on other sites More sharing options...
gleedadswell Posted April 23, 2019 Share Posted April 23, 2019 (edited) I got this exception: [ERR 00:30:16.006] ContractConfigurator.ConfiguredContract: Error initializing contract CONTRACT_TYPE [mMunOrbit] [EXC 00:30:17.407] NullReferenceException: Object reference not set to an instance of an object ContractConfigurator.Extensions.CleanDisplayName (.CelestialBody body, Boolean lower) ContractConfigurator.Parameters.ReachState.BodyList () ContractConfigurator.Parameters.ReachState.CreateDelegates () ContractConfigurator.Parameters.ReachState..ctor (System.Collections.Generic.List`1 targetBodies, System.String biome, System.Collections.Generic.List`1 situation, Single minAltitude, Single maxAltitude, Single minTerrainAltitude, Single maxTerrainAltitude, Double minSpeed, Double maxSpeed, Double minRateOfClimb, Double maxRateOfClimb, Single minAcceleration, Single maxAcceleration, Double minDeltaVeeActual, Double maxDeltaVeeActual, Double minDeltaVeeVacuum, Double maxDeltaVeeVacuum, System.String title) ContractConfigurator.ReachStateFactory.Generate (Contracts.Contract contract) ContractConfigurator.ParameterFactory.Generate (ContractConfigurator.ConfiguredContract contract, IContractParameterHost contractParamHost) ContractConfigurator.ParameterFactory.GenerateParameters (ContractConfigurator.ConfiguredContract contract, IContractParameterHost contractParamHost, System.Collections.Generic.List`1 paramFactories) ContractConfigurator.ContractType.GenerateParameters (ContractConfigurator.ConfiguredContract contract) ContractConfigurator.ConfiguredContract.Initialize (ContractConfigurator.ContractType contractType) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfiguredContract:Initialize(ContractType) ContractConfigurator.<GenerateContract>d__33:MoveNext() ContractConfigurator.<ContractEnumerator>d__32:MoveNext() ContractConfigurator.ContractPreLoader:Update() The exception occurred just after completing the manned orbit for 72 hours contract. Now in Mission Control it shows that all of the requirements are met for Manned Mun Orbit, but it isn't offering the contract. I am running with the Galileo planet pack. Could that be the problem? Is there any way (an edit of the .cfg?) that I can make it offer the contract? Cheers! Later edit: hmmm... also the "Minmus and Kerbol" mission isn't even showing up in the list. Edited April 25, 2019 by gleedadswell Adding additional information Quote Link to comment Share on other sites More sharing options...
kurtu5 Posted May 5, 2019 Share Posted May 5, 2019 On 4/13/2019 at 1:44 AM, CoriW said: Hey just wondering, did you ever figure out any solution for this? I just started having this issue today. Which is odd because my current career I've been playing for like a week and just started getting this issue now. I have this issue as well. I have a ton of mods installed. GPP,/GEP KSIe, MKS/OKS and all the bells and whistles. I looked page by page after linuxgurugamer's initial post and didn't see much further discussion on it. Nor was I able to find anything on the forum page for Field Research or github. Quote Link to comment Share on other sites More sharing options...
danielboro Posted May 6, 2019 Share Posted May 6, 2019 got an error window in KSP KSP 1.7.0 Exception occured while saving ScenarioModule 'ContractPreLoader': System.InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.List`1+Enumerator[ContractConfigurator.ConfiguredContract].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1+Enumerator[ContractConfigurator.ConfiguredContract].MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[ContractConfigurator.ConfiguredContract].MoveNext () [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractPreLoader.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 log:https://yadi.sk/d/RhZgFN25KP5ZHw Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 7, 2019 Share Posted May 7, 2019 @danielboro from looking at your log it looks like you have a contract defined without an agent. You get an exception about this 5118 times in the log you posted. Finding that needs the ModuleManager.ConfigCache Quote Link to comment Share on other sites More sharing options...
danielboro Posted May 7, 2019 Share Posted May 7, 2019 10 hours ago, Tonka Crash said: @danielboro from looking at your log it looks like you have a contract defined without an agent. You get an exception about this 5118 times in the log you posted. Finding that needs the ModuleManager.ConfigCache thnaks its 5118 because i keep the games running for days ill look for the file wen i get home. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 7, 2019 Share Posted May 7, 2019 2 hours ago, danielboro said: thnaks its 5118 because i keep the games running for days ill look for the file wen i get home. In the future, when you have a reproducible error, please just start the game, capture the error, and quit. Upload a small file instead of one days long. I makes it much easier to figure out what's going wrong because in your file there are lots of repeated exceptions unrelated to this problem. kOS seems to be throwing a lot of exceptions, I don't use it, so can't help. Also if you do compress the file, not everyone can handle 7z. Please share it as a .zip file. Most compression applications can output .zip even if it isn't their default format. Quote Link to comment Share on other sites More sharing options...
danielboro Posted May 7, 2019 Share Posted May 7, 2019 6 hours ago, Tonka Crash said: In the future, when you have a reproducible error, please just start the game, capture the error, and quit. Upload a small file instead of one days long. I makes it much easier to figure out what's going wrong because in your file there are lots of repeated exceptions unrelated to this problem. kOS seems to be throwing a lot of exceptions, I don't use it, so can't help. Also if you do compress the file, not everyone can handle 7z. Please share it as a .zip file. Most compression applications can output .zip even if it isn't their default format. wily the errors in the log are (obviously) reproducible the window error was a (hopefully) 1 time event https://yadi.sk/d/eU7PPNPlqxi73Q the ModuleManager.ConfigCache as a.zip i edited my save to add agent to the contract that didnt have one most of then (all but 1) had "agentName = Field Research Team" i looked at the files but didnt see any thing obviously different from the rest of the contract packs i have thanks for all yuor help Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 7, 2019 Share Posted May 7, 2019 (edited) @danielboro Do you know what contract pack generated the problem contract? Updating just the save file fixes the immediate problem, but doesn't address why it happened in the first place. Edited May 7, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 14, 2019 Share Posted May 14, 2019 I got lot of following, hopefully useless spam in log: Spoiler [ERR 00:46:00.290] 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() Probably happening when game try to generate some new contract. Haven't yet pinpointed exact contract pack that cause this. But I also found this at beggining of log: Quote [WRN 00:02:46.114] Cannot create config from file 'D:\KSP_170\GameData\ContractConfigurator\Agencies\Agents.cfg'. So, my guess is that some of contract packs use legacy system for contract generation or something. Am I right ? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 14, 2019 Share Posted May 14, 2019 34 minutes ago, kcs123 said: Quote [WRN 00:02:46.114] Cannot create config from file 'D:\KSP_170\GameData\ContractConfigurator\Agencies\Agents.cfg'. That's an empty file that doesn't contain config data, so you get a warning. You can delete it or rename it Agents.txt to clear the warning. For the other problem see this post. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 15, 2019 Share Posted May 15, 2019 15 hours ago, Tonka Crash said: That's an empty file that doesn't contain config data, so you get a warning. You can delete it or rename it Agents.txt to clear the warning. For the other problem see this post. Thanks, I indeed have RealChutes mod, checking that first it seems to be fixed already since first report about it. Following your advice, I found in MM.ConfigCache this config that is suspisious to me: Spoiler UrlConfig { parentUrl = ContractPacks/AnomalySurveyor/AnomalySurveyor CONTRACT_GROUP { name = AnomalySurveyor displayName = Anomaly Surveyor agent = Anomaly Surveyor Group tip = Surveying Anomalies... minVersion = 1.15.0 } } UrlConfig { parentUrl = ContractPacks/AnomalySurveyor/Bop_DeadKraken CONTRACT_TYPE { name = AS_Bop_DeadKraken group = AnomalySurveyor sortKey = 04.02 genericTitle = Undiscovered anomaly on Joolean moons genericDescription = There's sure to be lots of interesting anomalies near Jool. We just need to figure out which moons to take a closer look at. title = Investigate something odd on Bop description = Something in one of the craters on Bop caught our attention. Go check it out. synopsis = Investigate the crater on Bop. completedMessage = Hmm.... any chance you're willing to get a sample? tag = SCANsat prestige = Exceptional targetBody = Bop agent = Anomaly Surveyor Group maxCompletions = 1 rewardFunds = 110500 rewardScience = 10.0 rewardReputation = 3.3 PARAMETER { name = WP0 type = All title = Investigate the Bop anomaly PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 25 } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Anomaly in a Crater icon = ContractPacks/AnomalySurveyor/Icons/unknown latitude = 68.4278362774429 longitude = -242.991724273924 altitude = 1.37536410811299 } } BEHAVIOUR { type = DialogBox DIALOG_BOX { title = Dead Kraken condition = PARAMETER_COMPLETED parameter = WP0 KERBAL { } TEXT { text = It looks like some sort of deep space kraken. I'm glad it's dead, since we left the Krakensbane back at mission control. } } } REQUIREMENT { name = Orbit type = Orbit title = Must have orbited the correct Joolean moon } REQUIREMENT { name = WP1 type = SCANsatLocationCoverage latitude = 68.4278362774429 longitude = -242.991724273924 title = Must have scanned the correct location on the target moon with the anomaly scanner } } } All other contract packs found in MM cache have in second pair of UrlConfig{... config definitions} properly defined agent title. In first group it is always agent name and in second one is again definition of agent with title defined. AnomalySurveyor seems to missing that. But might be wrong about it, I'm only capable to compare two similar pieces of code and with some educated guess find what might be issue. Are there any more convinient way to search trough MM cache with some keywords, beside "AGENT" to search all of possible places of wrong wriiten configs ? I will try to inspect folders of contract packs too, I will upload MM cache and logs if I fail to find culprit. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 15, 2019 Share Posted May 15, 2019 (edited) @kcs123 @Brigadier @scottadges The missing title problem is such a recurring topic in this thread I decided that instead of sending people off on a tedious hunt for bugs, it's simpler to just have a patch to catch and fix the problem on the fly. // Fix missing agent title string @AGENT[*]:HAS[~title] { title = #$name$ } This will just copy the name of the agent to the title field when an agent is missing it's title field. I've only seen a couple agents defined with different title and name fields, for most they're identical. Instructions: Create a patch file (anyname.cfg) somewhere under GameData and include the text from the code box in the file. Edited May 15, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 15, 2019 Share Posted May 15, 2019 16 minutes ago, Tonka Crash said: @kcs123 @Brigadier @scottadges The missing title problem is such a recurring topic in this thread I decided that instead of sending people off on a tedious hunt for bugs, it's simpler to just have a patch to catch and fix the problem on the fly. ..... Instructions: Create a patch file (anyname.cfg) somewhere under GameData and include the text from the code box in the file. Thanks a lot, that will indeed save a lot of time and will be foolproof whenever I try some ne contract pack that might have missing agent title in it. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted May 15, 2019 Share Posted May 15, 2019 3 hours ago, Tonka Crash said: Instructions: Create a patch file (anyname.cfg) somewhere under GameData and include the text from the code box in the file. Just out of curiosity, if I have a couple of these small config fixes (not just for CC), is it wise to place them all in one MM patch file? Or would individual named .cfgs in a my_mods folder, for example, under GameData be better? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 15, 2019 Share Posted May 15, 2019 1 minute ago, Brigadier said: Just out of curiosity, if I have a couple of these small config fixes (not just for CC), is it wise to place them all in one MM patch file? Or would individual named .cfgs in a my_mods folder, for example, under GameData be better? It doesn't matter. I have a whole directory tree. I started out with a patches.cfg for little things like this and once that got too big to easily find anything, I started creating individual files for each mod I was tweaking. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 15, 2019 Share Posted May 15, 2019 (edited) @Brigadier I thought of something else that can sometimes create problems. It is helpful to have all your person files in a directory that's alphabetically last in GameData. I use ZZZ_PersonalPatches. Alphabetic order in GameData can affect the order patches are applied to some degree. ModuleManager does several passes controlled by the directives :FIRST, :BEFORE, :AFTER, & :FINAL. If you don't specify one of these the patch is applied between the :FIRST and :BEFORE passes with everything else that doesn't specify an ordering directive. On each pass the patches are applied in the order they are found which is alphabetic by subdirectory in GameData. So, the patch I had above should work fine if it's alphabetically last in the GameData directory. No one should change an AGENT with one of the ordering directives, but that doesn't mean someone hasn't. It just hasn't been a problem for me yet. To be absolutely certain your patch is applied after everything else technically you also need :FINAL for the patches AND make sure it's in the alphabetically last directory, i.e: // Fix missing agent title string @AGENT[*]:HAS[~title]:FINAL { title = #$name$ } Edited May 15, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
scottadges Posted May 15, 2019 Share Posted May 15, 2019 3 hours ago, Tonka Crash said: the patch I had above should work fine if it's alphabetically last in the GameData directory. Awesome Tonka, thanks for putting together this code for us. I love CC and had resigned myself to getting all the Agent issues Muchas gracias! Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted May 17, 2019 Share Posted May 17, 2019 I've run into a strange problem and I'm wondering if anyone has encountered it before: In my 1.7 career, I am running into limits on the number of contract despite having a fully upgraded mission control. The limits are based on the significance of the contract & have varied over time. The last time I looked, 1-star contracts are only allowed 5 active, 2-star allowed 3 active & 3-star allowed only 2. I do have the newest version of Contract Configurator installed along with the following contract packs: GAP Anomaly Surveyor Additional Progression Contracts Sounding Rockets Field Research (newly added for 1.7, but no change when I deleted it) Tourism Plus (newly added for 1.7, but no change when deleted) Career Evolution Contract (newly added for 1.7, no change when deleted) When I deleted the 3 new contract packs, I also deleted & reinstalled Contract Configurator & deleted the MMConfigCache. There is a slider in Contract Configurator settings for "Active Contract Multiplier" that I set all the way up in both 1.7 & previous versions. I've even set up a new career, adding funds through the cheat menu to fully upgrade mission control & it is showing limits of 8, 6 & 4 for 1, 2 & 3-star contract. I also went back and used the "regenerate current contracts" tool from the cheat menu in my main career & got the limits back to 8, 6 & 4. I didn't remember ever running into this issue in previous versions, so I fired up my 1.6.1 copy of KSP & it does have limits also, but they are like ~50 1-star, ~40 2-star & ~30 3-star contracts allowed, which are well beyond what I would need at any time. It almost appears that the Active Contract Multiplier isn't having any effect on 1.7 Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 17, 2019 Share Posted May 17, 2019 (edited) 13 hours ago, Cavscout74 said: I've run into a strange problem and I'm wondering if anyone has encountered it before: In my 1.7 career, I am running into limits on the number of contract despite having a fully upgraded mission control. The limits are based on the significance of the contract & have varied over time. The last time I looked, 1-star contracts are only allowed 5 active, 2-star allowed 3 active & 3-star allowed only 2. ... It almost appears that the Active Contract Multiplier isn't having any effect on 1.7 The significance of contracts, bugs me. It's not really based on what the contract actually is. The better your reputation the more stars, but this leads being starved of new contracts, especially if you have several exceptional long duration missions going on., I've addressed the problem a couple ways: I've gone into the contract packs I have and manually set or decreased the significance of contracts. This helps populate the lower tier slots. Any satellites in Kerbin SOI are Trivial, satellites elsewhere are no more than Significant. I have Bases and Stations contract pack and in it building a new base or station is exceptional, expansion significant, everything else is trivial. I also set the maintenance contracts to automatically accept. I don't know what Active Contract Multiplier is supposed to do, but I've increased the overall number of offers by bumping up the contract system's average available from 10 to 25. You can easily get swamped with contracts with this setting. This is set in the Squad/Contracts/Contracts.cfg or with a patch: // Increase average number of contracts @Contracts { @AverageAvailableContracts = 25 } Edited May 17, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted May 17, 2019 Share Posted May 17, 2019 (edited) 20 hours ago, Tonka Crash said: I don't know what Active Contract Multiplier is supposed to do, but I've increased the overall number of offers by bumping up the contract system's average available from 10 to 25. You can easily get swamped with contracts with this setting. This is set in the Squad/Contracts/Contracts.cfg or with a patch: It's not the number of offers - I know about adjusting those already, I have mine at 20 I think - its the number of contracts I'm allowed to take that are ridiculously low in 1.7 vs previous versions. I might have found my issue though: In my 1.7 career, I accidentally smashed two loads of tourists into large objects (one into Kerbin due to a parachute staging error & the other into Mun due to not paying attention) which killed my total reputation. I just got back into positive reputation this morning, and I'm showing I'm allowed to take like 9 one-star, 7 two-star & 5 three-star contracts compared to 8, 6 & 4 yesterday. If the numbers continue going up, I'm going to guess that was the issue. I'm usually pretty good at not executing tourists, so my rep usually never goes negative like that. When I have a chance later on, I'm going to load the cheaty second career I was using to troubleshoot, add a bunch of rep & see what happens. Edit: Confirmed, my issue was due to low reputation not anything wrong with Contract Configurator or any of the contract packs. Edited May 18, 2019 by Cavscout74 Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 17, 2019 Share Posted May 17, 2019 Just now, Cavscout74 said: It's not the number of offers - I know about adjusting those already, I have mine at 20 I think - its the number of contracts I'm allowed to take that are ridiculously low in 1.7 vs previous versions. I might have found my issue though: In my 1.7 career, I accidentally smashed two loads of tourists into large objects (one into Kerbin due to a parachute staging error & the other into Mun due to not paying attention) which killed my total reputation. I just got back into positive reputation this morning, and I'm showing I'm allowed to take like 9 one-star, 7 two-star & 5 three-star contracts compared to 8, 6 & 4 yesterday. If the numbers continue going up, I'm going to guess that was the issue. I'm usually pretty good at not executing tourists, so my rep usually never goes negative like that. When I have a chance later on, I'm going to load the cheaty second career I was using to troubleshoot, add a bunch of rep & see what happens. That's it. I didn't think of reputation. Having a low or negative rep will definitely restrict the number of contracts you can take. Mine's tanked (-1000+) a couple times for reasons I still don't understand and I only noticed because of the severely reduced number of contracts. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted May 18, 2019 Share Posted May 18, 2019 I'm brewing up (yet another in a series of failed attempts at) a contract pack idea but (as usual) what I want does not seem available. I don't know how hard it would be (or if it would take more work once Breaking Ground came out) but I've been told my job is to ask if something can be done, and it's he programmers job to determine if it actually can. So here goes. I've not seen anywhere a way to determine the distance between 2 parts (or a part and - say - a position on the craft like the Root part, or the COM, or whatever). Mostly I'm thinking of science parts, like a Thermometer must be x meters away from any part with any modules on it that might generate heat. or a contract states that you need 2 gravioli detectors, y meters apart from each other, during a flyby of world z. I searched the wiki and this thread, and I didn't see anything even suggested along these lines. Quote Link to comment Share on other sites More sharing options...
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