Difference between revisions of "Contract"

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[[File:Contract window.png|thumb|Mission Control with the first contract opened]]
 
[[File:Contract window.png|thumb|Mission Control with the first contract opened]]
A '''contract''' is a request by a manufacturer to test their [[Parts|hardware]] under specific conditions. Contracts were added in {{version|0.24}} for [[career]] mode. The first contracts are predefined<ref name="miguel">“[https://www.youtube.com/watch?v=u5UiTqBCNQk First Contract Playthrough]” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.</ref> but they transition to randomly created contracts. They are then based on templates where only the specific properties need to be set.  
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A '''contract''' is a request by an [[agency]] to perform a task. Contracts were added in {{version|0.24}} for [[career]] mode. The first contracts are predefined<ref name="miguel">“[https://www.youtube.com/watch?v=u5UiTqBCNQk First Contract Playthrough]” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.</ref>, but afterward an infinite supply of random contracts will be generated  based on a set of templates.
  
Accepting a contract is optional but there will be rewards if the contract was successfully finished and penalties for failures. Contracts will reward [[science]], [[Funds|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.<ref name="miguel" /> Their difficulty ranges from trivial tasks to exceptionally difficult missions.<ref>“[https://www.youtube.com/watch?v=fL4Dyasg6d0 Version 0.24 - Overview (Kerbal Space Program)]” by HOCgaming released on July 14, 2014</ref>
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Accepting a contract is optional - any contract may be declined out-of-hand without penalty - but taking contracts can lead to lucrative rewards. Contracts can reward [[science]], [[funds]] and/or [[reputation]] if successful. Failing a contract will cause loss of funds, and possible a loss of reputation if the failure involved the loss of [[kerbonaut]]s. Multiple contracts can be active at the same time, and each can have its own deadline (or none at all). It's also possible for multiple contracts to be completed by the same craft.<ref name="miguel" /> Their difficulty ranges from trivial tasks to exceptionally difficult missions.<ref>“[https://www.youtube.com/watch?v=fL4Dyasg6d0 Version 0.24 - Overview (Kerbal Space Program)]” by HOCgaming released on July 14, 2014</ref>
  
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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As of {{Version|0.24.2}} the game can generate contracts which are impossible to fulfill, specifically because they require the [[TT18-A Launch Stability Enhancer]] to be transported away from the launchpad.<ref>“[[thread:86553|Stability Enhancer... On the Mun]]” forum thread by Daddy Cecil</ref>, creating problems for challenges which forbid declining contracts.
  
==Cancelling Contracts==
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==Canceling 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.  
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Canceling a contract does not count as failure and will not incur the failure penalty. Instead, when you cancel a contract, the advance is taken back, and 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.  
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This can be useful for contracts whose deadline will come before it is possible to complete the contract, or if a more appealing contract appears that will take much longer than the contracts 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.  
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Rather than potentially launching multiple missions to finish up active contracts first, before launching a long-term exploration vessel (which might take multiple real life hours to days), contracts which will expire before the vessel is due back may be canceled free of penalty. The [[funds]] given as an advance will be lost, but this is a small price to pay compared to contract failure, and results in having the same level of [[funds]] as before the contracts were accepted.  
  
 
==Types of contracts==
 
==Types of contracts==
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===Part testing===
 
===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.
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Part testing involves transporting a certain part to a certain situation and activating it. 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 on a certain body, or is in the water on [[Kerbin]], or 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 has been completed or 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".
 
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".
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===Rescue===
 
===Rescue===
 
[[File:Rescue contract.png|thumb|A kerbonaut spawned stranded in orbit by a contract]]
 
[[File:Rescue contract.png|thumb|A kerbonaut spawned stranded in orbit by a contract]]
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&nbsp;km of the object by pressing the key (default {{key press|[}}) to switch between nearby craft.<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>
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Rescue contracts ask that an unfortunate [[kerbonaut]] be retrieved, brought down to the surface, and safely recovered. Accepting a rescue contract will spawn a new [[kerbonaut]] in a low orbit around [[Kerbin]], who will be visible in the [[Tracking Station]] and [[map view]]. Kerbals spawned by rescue contracts can't be controlled until a craft is within 2.2&nbsp;km of the object; once a craft has maneuver close enough the {{key press|[}} or {{key press|]}} keys will switch control over to him. <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>
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Once the Kerbal has been rescued, he will be added to the crew roster in the [[Astronaut Complex]]. If the Kerbal is killed the contract is considered failed and the penalty will be assessed.
  
 
===Data collection===
 
===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.
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Data collection contracts require that [[science|scientific data]] be gathered in a specific location- for example, orbiting the [[Mun]]. This may be done by either transmitting the data with an [[antenna]] or returning the craft to [[Kerbin]] and recovering it. These contracts usually reward quite a large sum of cash, but a negligible amount of science. 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.
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It doesn't matter if no actual science is earned; running any experiment in the designated situation is enough to fulfill the contract.
  
 
===Exploration===
 
===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.
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Exploration contracts require that a craft be sent to the SOI of a planet or moon, land on its surface, and transmit or return the data from there.
  
 
===Flag planting===
 
===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.
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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 ==
 
== Changes ==

Revision as of 15:57, 8 August 2014

Mission Control with the first contract opened

A contract is a request by an agency to perform a task. Contracts were added in version 0.24 for career mode. The first contracts are predefined[1], but afterward an infinite supply of random contracts will be generated based on a set of templates.

Accepting a contract is optional - any contract may be declined out-of-hand without penalty - but taking contracts can lead to lucrative rewards. Contracts can reward science, funds and/or reputation if successful. Failing a contract will cause loss of funds, and possible a loss of reputation if the failure involved the loss of kerbonauts. Multiple contracts can be active at the same time, and each can have its own deadline (or none at all). It's also possible for multiple contracts to be completed by the same craft.[1] Their difficulty ranges from trivial tasks to exceptionally difficult missions.[2]

As of version 0.24.2 the game can generate contracts which are impossible to fulfill, specifically because they require the TT18-A Launch Stability Enhancer to be transported away from the launchpad.[3], creating problems for challenges which forbid declining contracts.

Canceling Contracts

Canceling a contract does not count as failure and will not incur the failure penalty. Instead, when you cancel a contract, the advance is taken back, and reputation is left unchanged.

This can be useful for contracts whose deadline will come before it is possible to complete the contract, or if a more appealing contract appears that will take much longer than the contracts 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 active contracts first, before launching a long-term exploration vessel (which might take multiple real life hours to days), contracts which will expire before the vessel is due back may be canceled free of penalty. The funds given as an advance will be lost, but this is a small price to pay compared to contract failure, and results in having the same level of funds as before the contracts were accepted.

Types of contracts

As of version 0.24.2[outdated], there are five types of contracts.

Part testing

Part testing involves transporting a certain part to a certain situation and activating it. 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 on a certain body, or is in the water on Kerbin, or 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 has been completed or 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

A kerbonaut spawned stranded in orbit by a contract

Rescue contracts ask that an unfortunate kerbonaut be retrieved, brought down to the surface, and safely recovered. Accepting a rescue contract will spawn a new kerbonaut in a low orbit around Kerbin, who will be visible in the Tracking Station and map view. Kerbals spawned by rescue contracts can't be controlled until a craft is within 2.2 km of the object; once a craft has maneuver close enough the [ or ] keys will switch control over to him. [4]

Once the Kerbal has been rescued, he will be added to the crew roster in the Astronaut Complex. If the Kerbal is killed the contract is considered failed and the penalty will be assessed.

Data collection

Data collection contracts require that scientific data be gathered in a specific location- for example, orbiting the Mun. This may be done by either transmitting the data with an antenna or returning the craft to Kerbin and recovering it. These contracts usually reward quite a large sum of cash, but a negligible amount of science. 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.

It doesn't matter if no actual science is earned; running any experiment in the designated situation is enough to fulfill the contract.

Exploration

Exploration contracts require that a craft be sent to the SOI of a planet or moon, land on its surface, and transmit or return the data from there.

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

0.24
  • Initial release

References

  1. 1.0 1.1 First Contract Playthrough” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.
  2. Version 0.24 - Overview (Kerbal Space Program)” by HOCgaming released on July 14, 2014
  3. Stability Enhancer... On the Mun” forum thread by Daddy Cecil
  4. Kerbal Space Program - Early Access Look At Update v0.24” by Scott Manley released on July 14, 2014