Difference between revisions of "Contract"
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Randomly generated contracts might be impossible, for example because they require the [[TT18-A Launch Stability Enhancer]] to be transported somewhere else.<ref>“[[thread:86553|Stability Enhancer... On the Mun]]” forum thread by Daddy Cecil</ref> This is most likely due to the fact that the contract generator doesn't factor in that some parts have special properties. Challenges of which require to accept all contracts are thus impossible without cheating. | Randomly generated contracts might be impossible, for example because they require the [[TT18-A Launch Stability Enhancer]] to be transported somewhere else.<ref>“[[thread:86553|Stability Enhancer... On the Mun]]” forum thread by Daddy Cecil</ref> This is most likely due to the fact that the contract generator doesn't factor in that some parts have special properties. Challenges of which require to accept all contracts are thus impossible without cheating. | ||
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+ | ==Cancelling Contracts== | ||
+ | Cancelling a contract does not cause you to fail the contract, nor incur the penalties associated with failing said contract. Instead, when you cancel a contract, the advance is deducted from your in game currency total, and your reputation is left unchanged. | ||
+ | |||
+ | This can be useful if you have a contract whose deadline will come before it is possible to complete the contract, or if you are given a contract which is far more to your liking that will take much longer than the contracts you have already accepted, such as a contract to explore Jool, which will take multiple in game years. | ||
+ | |||
+ | Rather than potentially launching multiple missions to finish up your active contracts first, before launching your long-term exploration vessel (which might take multiple real life hours to days), you can cancel any contracts which will expire before your vessel is due back, free of penalty. You will lose the in game currency given to you as an advance, but this is a small price to pay compared to contract failure, and results in having the same in game currency as before you accepted the contract. | ||
==Types of contracts== | ==Types of contracts== |
Revision as of 18:52, 6 August 2014
A contract is a request by a manufacturer to test their hardware under specific conditions. Contracts were added in version 0.24 for career mode. 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 for failures. Contracts will reward science, in game currency and reputation if successful. Failing a mission will cause loss of in game currency. Multiple contracts can be activated at the same time but some have deadlines. Multiple contracts can be completed by the same craft.[1] Their difficulty ranges from trivial tasks to exceptionally difficult missions.[2]
Randomly generated contracts might be impossible, for example because they require the TT18-A Launch Stability Enhancer to be transported somewhere else.[3] This is most likely due to the fact that the contract generator doesn't factor in that some parts have special properties. Challenges of which require to accept all contracts are thus impossible without cheating.
Contents
Cancelling Contracts
Cancelling a contract does not cause you to fail the contract, nor incur the penalties associated with failing said contract. Instead, when you cancel a contract, the advance is deducted from your in game currency total, and your reputation is left unchanged.
This can be useful if you have a contract whose deadline will come before it is possible to complete the contract, or if you are given a contract which is far more to your liking that will take much longer than the contracts you have already accepted, such as a contract to explore Jool, which will take multiple in game years.
Rather than potentially launching multiple missions to finish up your active contracts first, before launching your long-term exploration vessel (which might take multiple real life hours to days), you can cancel any contracts which will expire before your vessel is due back, free of penalty. You will lose the in game currency given to you as an advance, but this is a small price to pay compared to contract failure, and results in having the same in game currency as before you accepted the contract.
Types of contracts
As of version 0.24.2[outdated], there are five types of contracts.
Part testing
Part testing involves building a craft with a certain part and testing under a set of test conditions. Different contracts may specify different conditions under which the part must be tested, for example, it may need to be tested when the craft has landed, or is in the water, or when the craft is at a certain altitude and speed. If the player has not unlocked the required part, it will be available in the VAB/SPH until the contract is completed or has been failed. The item will marked with **EXPERIMENTAL** during this period.
For most part tests, the stage with the part has to be activated when the exact conditions are met. However, in some cases the test has to be run by right-clicking on the part and choosing "run test".
Rescue
Rescue contracts generate a specific situation, like a stranded kerbonaut, which will be generated as soon as the contract is accepted. Objects spawned by rescue contracts can't be controlled until a craft is within 2.5 km of the object by pressing the key (default [) to switch between nearby craft.[4]
Data collection
Data collection contracts require that the player gain some data from a specific location. For example, the player may need to transmit or return data from Kerbin orbit. It doesn't matter if the data no longer has scientific value. These contracts usually reward quite a large sum of cash, but a negligible science reward. Stationing a satellite equipped with a repeatable experiment like a 2HOT Thermometer and an antenna in orbit is a great way to fulfill these contracts several times making them a quick and easy source of cash.
Exploration
Exploration contracts require that the player go to the SOI of a planet or moon, then land on its surface and transmit or return the data from the mission.
Flag planting
Flag planting contracts require a kerbonaut to plant a flag on a moon or planet. Although the flavor text of these contracts mentions that the client would like to see their flag on the surface, it doesn't matter which insignia the player picks for the mission.
Changes
- Initial release
References
- ↑ 1.0 1.1 “First Contract Playthrough” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.
- ↑ “Version 0.24 - Overview (Kerbal Space Program)” by HOCgaming released on July 14, 2014
- ↑ “Stability Enhancer... On the Mun” forum thread by Daddy Cecil
- ↑ “Kerbal Space Program - Early Access Look At Update v0.24” by Scott Manley released on July 14, 2014