betony1 Posted June 5, 2015 Share Posted June 5, 2015 I usually have to cancel contracts, that I am mid way through when i update contract configurator! If i do not, it seems like the contracts were not always saying that they were finished, after I had completed them. So almost every update since 1.0 I have canceled the contracts through the f12 menu that I was currently doing. Which usually means a few contracts I have to restart fully (since they have the line that the ship cannot have already been built). Those are the things that annoy me. Since 1.0 until the last update (which i have been too busy to install) the problems kept on happening. I wish i had the screenshots, but unfortunately I keep on forgetting to do it. Strangely enough, updating various packs (including your anomaly surveyor) seem to have little to no problems and i do not need to re set at all, which seems extreamly strange to me. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 5, 2015 Author Share Posted June 5, 2015 I usually have to cancel contracts, that I am mid way through when i update contract configurator! If i do not, it seems like the contracts were not always saying that they were finished, after I had completed them. So almost every update since 1.0 I have canceled the contracts through the f12 menu that I was currently doing.Unfortunately, I can't speak to this too much without the details, but I haven't seen a huge amount of reports for issues like this - cancelling the contracts may be causing you more grief than if you attempted to complete them with the upgraded Contract Configurator!Which usually means a few contracts I have to restart fully (since they have the line that the ship cannot have already been built).Actually, specifying that a ship must not have been built is not a feature even available (currently, it's been requested) in Contract Configurator.Those are the things that annoy me. Since 1.0 until the last update (which i have been too busy to install) the problems kept on happening. I wish i had the screenshots, but unfortunately I keep on forgetting to do it.If you do hit anything like this again, please do post a screenshot/log and I'll look into it. Often when these types of issues are reported I can release a fix that will resolve the issue without the user having to restart their contract (which contributes to the frequent releases).Part of the problem is that I have two audiences for these releases - players like yourself who want stability and bug fixes and other modders who want new features and bug fixes (often for bugs that aren't exposed in contract packs that are "in the wild"). I've been considering moving to multiple streams of development (stable release for players, development release for modders), but have been somewhat reluctant to due to the additional overhead. Now that work may be keeping me busier I may reconsider this model.I'll may also look at switching up my change log format a little bit and explicitly calling out compatibility issues. Not sure if this will help much, as I try to make sure there are no compatibility issues - the only ones that crop up are the ones I don't know about. Strangely enough, updating various packs (including your anomaly surveyor) seem to have little to no problems and i do not need to re set at all, which seems extreamly strange to me.Most of the information of the "contract definition" gets copied into the save file for an instance of a contract. So what this generally means is that if you upgrade a contract pack and have an already accepted contract, you'll just get the "old" version of the contract. Which unless that contract was being changed because it was badly broken or something, will generally not be a problem. Quote Link to comment Share on other sites More sharing options...
betony1 Posted June 5, 2015 Share Posted June 5, 2015 Actually, specifying that a ship must not have been built is not a feature even available (currently, it's been requested) in Contract Configurator.It may be a problem with Malkuths Mission controller 2 or Dmagics stuff (Contract reward modifier, orbital science-though i took that out due to already having too much science), but it only happens when I update your product. I have updated the other 2 with no problems and no need to do an f12 re-set. I kind of figured it was your product since it only happened when updating contract configurator.but, having said that, one time I remember I had to get minerals(or ore, whatever it is called) and the last part, which was just getting it around kerbin. Before the update I had built it, sent it out, got the ore and updated the contract configuator, then sent it back to kerbin, everything was accepted other then getting the ore itself. But that was probably a non contract configurator contract (probably ksp stock)Most of the information of the "contract definition" gets copied into the save file for an instance of a contract. So what this generally means is that if you upgrade a contract pack and have an already accepted contract, you'll just get the "old" version of the contract. Which unless that contract was being changed because it was badly broken or something, will generally not be a problem.Good to know!Thanks again for all your help! Quote Link to comment Share on other sites More sharing options...
theonegalen Posted June 6, 2015 Share Posted June 6, 2015 Yeah, after updating some contract packs and Contract Configurator, I had to restart my space program. And I had just gotten into orbit, too! (I'm using the SETI-ctt techtree which slows things down) Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 6, 2015 Author Share Posted June 6, 2015 Yeah, after updating some contract packs and Contract Configurator, I had to restart my space program. And I had just gotten into orbit, too! (I'm using the SETI-ctt techtree which slows things down)Next time don't restart - post logs! Quote Link to comment Share on other sites More sharing options...
severedsolo Posted June 6, 2015 Share Posted June 6, 2015 Part of the problem is that I have two audiences for these releases - players like yourself who want stability and bug fixes and other modders who want new features and bug fixes (often for bugs that aren't exposed in contract packs that are "in the wild"). I've been considering moving to multiple streams of development (stable release for players, development release for modders), but have been somewhat reluctant to due to the additional overhead. Now that work may be keeping me busier I may reconsider this model.Don't forget as well, that those of us who need the development side of things, are often getting hassled by our own userbase to get things fixed, which are beyond our control. Personally I am very grateful for all nightingales hard work and support!You kinda already have a development/stable ring going. I would not like the idea of having my users run the "development" version of CC. I usually wait until you go stable before pushing my own updates. Those of us who need to, know where to grab the latest dev version on your github repo. I'd be wary of releasing that info in an easy to find format, as users could easily break their games without meaning to. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted June 6, 2015 Share Posted June 6, 2015 Soo guessing this isn't expected behaviour?FYI this problem is with the List<Kerbal> data node - I was trying to get it to print the Kerbals name it generated.//find me a Station! DATA { type = Vessel uniqueValue = true targetVessel1 = [LKOStationNEW, MunStationNEW, MinmusStationNEW].Where(v => v.CrewCount()>0).Random() } //find me a Sick Kerbal! DATA { type = List<Kerbal> targetKerbal1 = @targetVessel1.Crew().Random() } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbal1 title = Recover @/targetKerbal1 } Quote Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 6, 2015 Share Posted June 6, 2015 DATA { type = Kerbal targetKerbal1 = @targetVessel1.Crew().Random() }You shouldn't use a list in this case. Hence the error. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted June 6, 2015 Share Posted June 6, 2015 (edited) DATA { type = Kerbal targetKerbal1 = @targetVessel1.Crew().Random() }You shouldn't use a list in this case. Hence the error.Duh. Obviously. Thanks Ash - would rep you but need to spread.Edit: by the way. The description and completedMessage fields do not like it if you start with an expression. Example:" @/targetKerbal1 thanks you" - fails. If you start with a word, and then put your expression in it works fine. Edited June 6, 2015 by severedsolo Quote Link to comment Share on other sites More sharing options...
SirJodelstein Posted June 7, 2015 Share Posted June 7, 2015 nightingale: I have a feature request that would be very useful for a vessel-recovery type mission. Could you please add methods to the Vessel class to read out: - Vessel size in meters along the x,y,z axis - total vessel mass in tThanks a lot! Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 7, 2015 Author Share Posted June 7, 2015 nightingale: I have a feature request that would be very useful for a vessel-recovery type mission. Could you please add methods to the Vessel class to read out: - Vessel size in meters along the x,y,z axis - total vessel mass in tThanks a lot!Sure thing, do you mind raising a GitHub request for me? Quote Link to comment Share on other sites More sharing options...
severedsolo Posted June 8, 2015 Share Posted June 8, 2015 I finally released the "Lite" version of KSS - "Useful Space Stations"Nightingale - would you mind adding to the front post? At the moment it's the same forum thread as KSS - but I might change that later. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 8, 2015 Author Share Posted June 8, 2015 Very cool, first post is updated! Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 9, 2015 Author Share Posted June 9, 2015 New release out! Download now!Contract Configurator 1.2.6Added AvailableExperiments() expression to better filter experiments.Added Mass, XDimension, YDimension, ZDimension, SmallestDimension and LargetDimension to Vessel expressions.Fixed BioDrill experiments to only be offered where there's an atmosphere.Fixed rare NullReferenceException in contract generation logic (thanks OakTree42).Remove exploit that allows RecoverKerbal to be completed early in Tourism and other contracts (thanks veryinky). Quote Link to comment Share on other sites More sharing options...
Toyotawolf Posted June 9, 2015 Share Posted June 9, 2015 So interesting question Nightingale, i have a funny issue where it seems and i think CC is the issue, but whenever i get an update to CC it wipes out my contracts that i have accepted or offered but i get to keep the money.....lol interesting but frustrating, is this a known issue? Should i be backing something up before installing new versions fresh? Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 9, 2015 Author Share Posted June 9, 2015 So interesting question Nightingale, i have a funny issue where it seems and i think CC is the issue, but whenever i get an update to CC it wipes out my contracts that i have accepted or offered but i get to keep the money.....lol interesting but frustrating, is this a known issue? Should i be backing something up before installing new versions fresh?There was some reports about something like this a couple pages ago. So when you say wipes out, is the list empty, or just different than it previously was. Any chance you can provide a log? And you have active contracts that get cancelled too? What about the list of completed contracts, I assume that stays the same?- - - Updated - - -Also, very little changed in the 1.2.6 release, so there really shouldn't be a reason why it would break existing contracts like that. I assume you had these issues with the recent release? Quote Link to comment Share on other sites More sharing options...
Toyotawolf Posted June 9, 2015 Share Posted June 9, 2015 Ill grab any log you need once i get home, just tell me where. The Offered list is blank, the active list is blank, i did not check the completed list. And then the odd thing is i will go in and fly a mission and then ill start getting offered contracts again. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 9, 2015 Author Share Posted June 9, 2015 Ill grab any log you need once i get home, just tell me where. The Offered list is blank, the active list is blank, i did not check the completed list. And then the odd thing is i will go in and fly a mission and then ill start getting offered contracts again.Just grab the KSP.log file from the KSP directory, that should have everything I need. Ideally if you have an older save I'd like to see what happens when you're loading up a save and having the contracts disappear. Quote Link to comment Share on other sites More sharing options...
Toyotawolf Posted June 9, 2015 Share Posted June 9, 2015 Just grab the KSP.log file from the KSP directory, that should have everything I need. Ideally if you have an older save I'd like to see what happens when you're loading up a save and having the contracts disappear.I'll see what i can find, I am not sure it will show up in that log as it seems to only happen when i update/reinstall Contract Configurator. But yup i'll fire you the file. Quote Link to comment Share on other sites More sharing options...
cheech420now Posted June 9, 2015 Share Posted June 9, 2015 Is there a way to disable the stock contracts with this and have just the ones from packs show up? Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 9, 2015 Author Share Posted June 9, 2015 Sure is, see here (just put that in a .cfg file anywhere in your GameData directory and you're good to go). Quote Link to comment Share on other sites More sharing options...
magico13 Posted June 9, 2015 Share Posted June 9, 2015 Just because I'm lazy and don't want to read everything just for an idea I'm tossing around in my head, is it possible to create a plugin + contract pack that will do whatever you want when a contract completes? It looks like it is, but figured I'd ask. I've got an idea I've been thinking about for an alternative way to handle upgrade points in KCT where you get upgrades for completing contracts (as an optional extension to KCT when I get the API out) and thought this would be the best way to handle that.I don't know what the contracts will consist of yet, but just wanted to gauge how easy it would be to do. Quote Link to comment Share on other sites More sharing options...
cheech420now Posted June 9, 2015 Share Posted June 9, 2015 Sure is, see here (just put that in a .cfg file anywhere in your GameData directory and you're good to go).Thank you so much.- - - Updated - - -When i do that no contracts show up at all even the ones in the pack im using. Im using the historic pack found here. Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 9, 2015 Author Share Posted June 9, 2015 Just because I'm lazy and don't want to read everything just for an idea I'm tossing around in my head, is it possible to create a plugin + contract pack that will do whatever you want when a contract completes? It looks like it is, but figured I'd ask. I've got an idea I've been thinking about for an alternative way to handle upgrade points in KCT where you get upgrades for completing contracts (as an optional extension to KCT when I get the API out) and thought this would be the best way to handle that.I don't know what the contracts will consist of yet, but just wanted to gauge how easy it would be to do.Sure does, have a look at the wiki page on extending contract behaviours in that same page you linked to. You can create a new BEHAVIOUR, and add whatever code you want to fire in one of the provided hooks (probably OnCompleted()). Contract Configurator will automatically pick up anything that subclasses the Factory classes across any assembly.When i do that no contracts show up at all even the ones in the pack im using. Im using the historic pack found here.The KSP contract system can get upset when it doesn't have contracts to generate. Check the log for exceptions, and or see if adding the World-Firsts contract fixes it. Normally I'd just suggest cancelling contracts to get it to generate new ones, but obviously that doesn't apply here. Quote Link to comment Share on other sites More sharing options...
magico13 Posted June 9, 2015 Share Posted June 9, 2015 Sure does, have a look at the wiki page on extending contract behaviours in that same page you linked to. You can create a new BEHAVIOUR, and add whatever code you want to fire in one of the provided hooks (probably OnCompleted()). Contract Configurator will automatically pick up anything that subclasses the Factory classes across any assembly.Awesome! Good to know. It'll be a while before I get to the point that I can even consider doing that (other things waiting to be completed first), but I will definitely keep that as an option in the future. Quote Link to comment Share on other sites More sharing options...
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