Difference between revisions of "Contract"
(+image; +contracts add objects; +first contracts are templates;) |
(+image about spawning objects; +spawned objects can't be controlled immediately; +link to funds;) |
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Contracts can be managed through the [[Mission Control]] building which already exists but has no function without them.<ref>“[[article:250|The 0.24 Update Goals Post!]]” by HarvesteR released on February 4<sup>th</sup></ref> | Contracts can be managed through the [[Mission Control]] building which already exists but has no function without them.<ref>“[[article:250|The 0.24 Update Goals Post!]]” by HarvesteR released on February 4<sup>th</sup></ref> | ||
− | Contracts will reward [[science]], an in game currency and [[reputation]] if successful. If on the other hand one should fail in game currency is lost. Multiple contracts can be activated at the same time but some have a deadline. Multiple contracts can be completed by the same craft.<ref name="miguel" /> | + | Contracts will reward [[science]], an [[Funds|in game currency]] and [[reputation]] if successful. If on the other hand one should fail in game currency is lost. Multiple contracts can be activated at the same time but some have a deadline. Multiple contracts can be completed by the same craft.<ref name="miguel" /> |
− | Some contracts generate a specific situation, like a stranded [[kerbonaut]], which will be generated as soon as the contract is accepted.<ref>“[https://www.youtube.com/watch?v=SRUEOdliFns Kerbal Space Program - Early Access Look At Update v0.24]” by Scott Manley released on July 14, 2014</ref> | + | [[File:Rescue contract.png|thumb|A kerbonaut spawned stranded in orbit by a contract]] |
+ | Some contracts generate a specific situation, like a stranded [[kerbonaut]], which will be generated as soon as the contract is accepted. Objects spawned by contracts can't be controlled until a craft is within 2.5 km of the object.<ref>“[https://www.youtube.com/watch?v=SRUEOdliFns Kerbal Space Program - Early Access Look At Update v0.24]” by Scott Manley released on July 14, 2014</ref> | ||
== References == | == References == |
Revision as of 01:45, 15 July 2014
A contract is a request by a manufacturer to test their hardware under specific conditions which will be added in version 0.24[outdated]. The first contracts are predefined[1] but they transition to randomly created contracts. They are then based on templates where only the specific properties need to be set. Accepting a contract is optional but there will be rewards if the contract was successfully finished and penalties on failures. How the rewards or penalties work is not known yet.[2]
Contracts can be managed through the Mission Control building which already exists but has no function without them.[3]
Contracts will reward science, an in game currency and reputation if successful. If on the other hand one should fail in game currency is lost. Multiple contracts can be activated at the same time but some have a deadline. Multiple contracts can be completed by the same craft.[1]
Some contracts generate a specific situation, like a stranded kerbonaut, which will be generated as soon as the contract is accepted. Objects spawned by contracts can't be controlled until a craft is within 2.5 km of the object.[4]
References
- ↑ 1.0 1.1 “First Contract Playthrough” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.
- ↑ “KSP-TV: Squadcast, back and later than ever!” interview of HarvesteR by Maxmaps (3:45)
- ↑ “The 0.24 Update Goals Post!” by HarvesteR released on February 4th
- ↑ “Kerbal Space Program - Early Access Look At Update v0.24” by Scott Manley released on July 14, 2014