Comments (6)
Other contracts did not seem to exhibit the same behavior, even if using the same craft file. Not sure what happened with this contract or it was something situational.
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The real problem is that "Stay in specified orbit for the duration" parameter is already ticked green while the vessel is sitting on the launch pad. Looks like somehow a previous vessel completed it and for whatever reason it doesn't get recalculated for the new vessel.
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Did some more digging and there's 2 separate issues here.
The "return home" parameter doesn't complete because "crew capacity" flipped to unmet status. In some cases the contract widget doesn't update it immediately even though internally the status has already changed.
The other issue is All
parameter getting stuck in completed status from other vessels/launches. This is due to it having disableOnStateChange = true
coupled with the fact that it doesn't derive from VesselParameter
and thus doesn't know how to track multiple vessels at the same time. Unfortunately there doesn't appear to be a VesselParameter
that would serve as an alternative for such wrappers.
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Please test with this: KSP-RO/ContractConfigurator#30
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"Stay in specified orbit for the duration" group needs to be rewritten in the old-style Duration wrapped inside Orbit since KSP-RO/ContractConfigurator#29 should properly support it now.
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Tested the above fix from my posted save, I am also nearing orbit in another one and will try there later
- Normal launch and recovery worked. The requirements were not fluctuating during the whole mission, like when staging.
- Normal launch, switching to another vessel, and coming back worked. The requirements were invalidated on the other vessel, but came back green when switched back. Recovery worked.
- Normal launch, changing back to space center and fiddling around, and coming back. Working perfectly.
- Launched with the Mercury control module which caused #2282 before. No issues with fluctuating requirements.
So both issues seem fixed now.
I will keep using the new CC in my current game and see if it's stable as well.
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Related Issues (20)
- Launchpad has nearly the same name as the LC, which can lead to confusion
- Configuring radially-attached avionics can cause things to break
- Missing Parts for APP HOT 3
- Absurd amount of confidence for GEO contract right after taking HOT 1
- Erroneously possible to roll out a rocket to a launchpad whilst it is reconditioning HOT 1
- [HarmonyPatch] HarmonyTranspiler Problem HOT 2
- Starting scenario has no effect until restart if non-preset options are used HOT 3
- Helium Magnetometer Boom hitbox does not match visual state of part. HOT 3
- Leaders retiring during Simulation don't revert HOT 1
- Edits to stored crafts complete instantly, but opening a second time and saving the edit properly puts it in the queue. HOT 1
- Game crashes when parts exploding HOT 2
- Cryogenics depleting when simulating on delay HOT 8
- Putting only a time (and not a date) in the simulation window leads to rapid timewarp
- Auto Hire Engineers not using selected LC HOT 1
- Unable to see delta V calculations HOT 1
- Idea:Add back fund-giving commercial contracts for late game. HOT 2
- Simulation Revert to Launch removes procedural part configs HOT 18
- Suggestion: Add max eccentricity to the Tundra Orbit Test Satellite contract
- Hiring staff buggy HOT 5
- Facility upgrades do not finish in TS or flight scene
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