Closed inigmatus closed 8 years ago
suggest using waypoint to begin mission (and thus mark craft definitions from there)
credit to GhostMonkeyNKHI for the idea: http://forum.kerbalspaceprogram.com/index.php?/topic/129208-contract-pack-giving-aircraft-a-purpose-gap-112-air-flights-tours-coast-guard-sts-jan-31-2016/&do=findComment&comment=2406661
Whether people revert or not, a crash on the way over to the island doesn't seem relevant to the contract. Crashes during/after the barnstorm are interesting, because safe landing both signals the end of the contract, and is an objective measure of successful barnstorming - you didn't hit the mountains behind the hanger.
What about this idea? You could play "ATC" and have staging area / holding pattern waypoints to signal when a plane is intended for some of the contracts. To take barnstorming again, "ATC" might allow your stunt, but first you have to proceed to Waypoint X and receive clearance. Hitting that waypoint would identify the contract vessel. If you pick the waypoints well enough, there shouldn't be many people hitting them by accident. If they did hit it by accident, or didn't want to go through with the stunt, they could still always safely land and recover to free the tag (right)?
an ATC makes sense for later missions, but not early ones. Thus inconsistency and not a recommended method. What might work better is just a simple countdown timer pre-flight check. A little annoying for sure, but not too long as to make it unbearable. I need VPGs to define landing zones.
I think I will instead just use a Reach State and Duration timer to verify a player is stationary on the runway, and have them wait 20 seconds to request clearance for takeoff. Should be long enough.
I tested this with Wright-2500m
updated main comment above with solutions and progress. It's slow going all month because I was testing out various solutions. now's the time to pick and choose on a per contract basis now that I've got my head wrapped around fixing this.
Some user contracts appear to not complete after definition check passed. I suspect unintended crafts usurping a contract's vessel definition preventing later intended craft from completing. Fix? I need to add stricter vessel definition checks to all contracts so only the player's intended craft is defined and thus registered for the contract.
Solutions (Pick One Per Contract):
Not Doable: Removing VPG checks from GAP essentially makes specifying and checking landing zones impossible since toggling to other sitting craft could inadvertently complete contracts.
Completion:
Milestones - Wright-Glider: (Specific) Milestones - Wright-FirstFlight: (Specific) Milestones - SSI-Seaplane (Specific) Milestones - all other (Preflight)
BDArmory Missions - KSP-IslandLandingBD (Specific)
Charters & Airlines - KSP-IslandSurvey (Preflight) Charters & Airlines - KSP-IslandCargoPrep (Specific) Charters & Airlines - KAB (all contracts) (Specific) Charters & Airlines - all others (Passenger)
Coast Guard - CoastGuard-Certification (Preflight) Coast Guard - CoastGuard-CarrierLanding (Preflight) Coast Guard - CoastGuard-CarrierTakeoff (Preflight) Coast Guard - all others (Passenger)
Mining - SSI-Mining (Specific)
Road Trips - KSP-TourBus (Passenger)
Seacraft - IslandTours-Shoreline (Passenger) Seacraft - SSI-Submarine (Preflight) Seacraft - IslandTours-Submarine (Passenger)
Skydiving - all contracts (Preflight)
Space Shuttle Missions - STS-30 (Preflight)
Stunts - all contracts (Preflight)
Done!