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Found 15 results

  1. I really like the satellite contracts in KSP, but I get fed up of KSP asking me to move my Remote Tech or SCANsat probes. So, I decided to try and fix it. I present to you: Clever Sats. A replacement for stock Satellite Contracts. How is this different to the stock Satellite contracts? Intelligent target selection. Instead of just picking anything that "might" be a satellite at random, you will only be asked to move satellites deployed by this pack. Like your remote-tech comm relay where it is? That's fine, CleverSat will leave it alone. Moved your sats into a constellation? Don't worry about it. CleverSat knows that satellites in a constellation should stay in a constellation. (please see known issues). RemoteTech Integration - CleverSats will not ask you to deploy a satellite unless you have 50% RemoteTech coverage (assuming you use that mod of course). Highly recommended that you combine this pack with the RemoteTech pack by nightingale. What sort of contracts can I expect from this pack? Right now, I have these missions: The basic "launch a satellite into orbit" mission. This is pretty much like the stock missions. The harder the contract, the further out, and the wilder the orbit. You'll probably find that one star contracts will give you mainly equatorial, low orbits. Three stars, well all bets are off. Create a satellite constellation - this is a bit of a clever one. It will try and find two satellites which are close by. If it finds them, you'll be asked to synchronise their orbits. Any satellites that are part of a "constellation" should be ignored by other missions (but see Known Issues) Move a Satellite - this is basically like the stock enhanced contracts, you'll be asked to move your satellite to a new position. Move a Constellation - move a constellation of satellites to a new position. Repair a Faulty Satellite (Coming Soon) - Decommission a satellite (Coming at some point - maybe.) Deploy a GPS network Please feel free to suggest more. Known Issues: One satellite in a constellation may not be marked as protected, and you may be asked to move it. Probably some reward balancing issues at the moment. On the move a constellation mission - the orbital parameters will be displayed multiple times (one for each sat in the constellation). I know how to fix this, I just haven't got round to it yet. Special Thanks @nightingale as ever, for his tireless hard work on Contract Configurator. Installation: Highly recommended that you install from CKAN (when available). However, if you insist on installing manually you will need: Module Manager (available here) Contract Configurator (available here) The CleverSat contract pack (duh) (available here) License CC-BY-NC-SA 4.0 This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Source available at the release link above.
  2. Increase the variety of tourism contracts available! Have tourists visit your stations, and build new attractions for them! (image credit MalevolentNinja) Description This is a Contract Pack that gives contracts to take tourists into space. There are contracts for: Taking tourists all around the Kerbin system. Taking tourists to your existing stations and bases. Building space tourism attractions. Taking tourists to your newly built attractions. Unlike the stock tourism contracts, all tourists for a given contract want to go to the same place. You'll also start receiving tourist contracts for 20-50 Kerbals to visit your attractions at a time. There are 10 randomly regenerating tourism contracts and 4 one-time contracts that progress your space tourism program. Will you be able to build the space casino and start printing funds? Download CKAN: In CKAN, Select and download the mod "Contract Pack: Tourism" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Tourism contract pack can be downloaded from GitHub. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff It is recommended that you install Waypoint Manager, as there is one contract that involves touring the KSC, and it will be more difficult to hit the waypoints without it. The contract pack works for RSS and planet packs - there's a late-game contract to visit gas giants that will pick up any gas giant loaded in the game. Source The full source is available on GitHub. Change Log License The Tourism Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  3. Career Evolution Contract Pack The smart contract pack that fixes many of the issues in stock career mission progression. I only play Career mode in KSP because I need to have a direction, a mission, a plan. The contracts give me something to do so I can plan my missions around them. However, I have not played stock career mode since my first career. Thanks to @nightingale and his Contract Configurator mod, I haven't had to. There are amazing mod packs created by @nightingale, @severedsolo, @inigma, @Yemo and many many more. The issue I had with all of these modpacks is that they work together to some degree, but the do not necessarily progress logically because they are all from separate packs. WHAT IS THE CAREER EVOLUTION? It is a Contract Pack that takes the player from uncrewed launches like sounding rockets, to the first satellite into crewed launches that explore the solar system. There are contracts for uncrewed exploration of the solar system as well as crewed exploration that includes space stations, surface bases and more. It uses a logical progression so you will explore your nearest planetary neighbors before getting contracts for the rest of the solar system. You crawl before you can walk before you can run. WHAT ARE THE MISSIONS? Early Space Program (No Crew) Satellites (No Crew) Mun & Minmus Exploration (No Crew) Crewed Milestones Planetary Flybys, Orbits & Landings (No Crew) Space Stations (with MUCH influence and code from @severedsolo great pack) Crewed Flybys and Landings Surface Bases (with MUCH influence and code from @severedsolo great pack) WHAT ELSE DO I NEED TO KNOW? These contracts support all modpacks where the HomeWorld is the 3rd planet from the Sun. This means Stock, and stock resizes, RSS, all RSS resizes as well. This currently does NOT support Galileo's Planet Pack but I am looking at ways to remedy that. I HIGHLY recommend Stock with Outer Planets Mod by @CaptRobau or one of the RSS variants. The contracts are designed to take advantage of the extra planets. You MUST use a Unmanned first Tech Tree. These are the ones I recommend: Historical Progression Tech Tree by @pap1723 (me) Unmanned Before Manned by @Yemo REQUIRED MODS Contract Configurator from @nightingale Module Manager OTHER INFO This is still in beta. I am playtesting through it as we speak, but I ask for help with anyone willing to Beta test and give me feedback. Do the missions progress correctly? Are the payouts fair? Are there things I missed? Is anything broken? DOWNLOADS Beta available on Github
  4. Contract Pack: Bases and Stations Please note that support for B&S will end on 7 May 2017 Introduction A complete overhaul of the stock Space Station and Base missions. Featuring no fewer than 15(!) extra missions for your stations/bases when they are in orbit. Also stops continuous "build a new space station" or "build a new base" missions. You'll only be asked to build one if there isn't one already on that celestial body. The Pack This pack will completely disable the stock space station (and build a base) missions, and replace them with my own flavour of missions: The Missions Additional Mods that are required or supported by Bases and Stations. (that isn't to say other mods won't work, but these are the ones that B&S is specifically aware of). Contract Configurator by nightingale - available here - REQUIRED DEPENDENCY Module Manager by sarbian (included in download, but also available here) - REQUIRED DEPENDENCY StationScience by ethernet is highly recommended because it's one of my favourite mods and the pack is specifically written with it in mind. It is available here NearFutureElectric available here TAC Life Support available here USI Life Support available here IFI Life Support available here Contract Pack: Tourism Plus by nightingale is also recommended The Legal Bit This pack is licensed under CC BY-SA-NC 4.0 It also contains elements of CosmoBro's Base Construction pack (with permission) which is licensed under MIT License (see below). I have sublicensed this under CC-BY-SA-NC 4.0. Contract Configurator is licensed under MIT License. Mini-AVC is licensed under GNU General Public License v3 Thanks/Credits Massive thanks to Nightingale for all your help, and Contract Configurator - without which this would not be possible. Thanks to metl for your time, patience and massive amounts of code contributed to this project. Thanks to CosmoBro for allowing me to take over Base Construction Agent Flag by Dale Humphries on and is licensed under CC-BY 3.0 Known Issues Possible problem with vessel definitions. More Data needed. Please see this post if you can help. ScienceExperimentModule may require a scene change before it will complete once you recover the science at KSC. This is a minor enough issue that I let it through the net. I think it's a CC bug and nightingale is investigating. Life Support checking is... sloppy to say the least. Don't rely on the pack telling you to send up a crew only when you have LS on board. Check first (working on this) Planned Features .Changelog Installation I highly recommend you download from CKAN - however, if you really insist on installing manually, see the link below, and grab Contract Configurator and Module Manager from the Dependencies section. Download: Source:
  5. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enrol your Kerbonauts in the Kerbal Academy today! What does this do? Simply put, it's a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. So, to give you an example, the Pilot training scheme will make your Pilots learn to change orbital inclination, how to do flyby's of various bodies. Scientists will have to go out and, you know, actually collect science. Only after they have demonstrated their skills in their field will experience be awarded. One thing to note: This is not a contract pack in the conventional sense of "do this and get paid". This will cost you funds. To be precise, you will have to pay (approximately) 100k (on normal - scales with difficulty level) for each level advanced using this pack. Why you ask? Well, most of these contracts can be completed without leaving the Kerbin system, and I felt there needed to be a trade-off. Besides, it's not like Funds are a problem in Career anyway. Available Missions: Known Issues/Workarounds Other Stuff This contract pack will disable the stock rescue missions by default, as they are a horribly cheaty way to get new kerbals perfectly valid player choice, if you like that sort of thing, and this pack already provides a way to recruit new kerbals cheaply. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. In order for Engineers to advance through the program, vehicles must be marked properly. So a lander (with legs) should be marked as a lander (by clicking rename vessel in the flight scene), stuff with wheels should be a rover, and stations and bases should be marked as such. If you don't do this, you won't see any Engineering contracts offered. Licensing Versions of Kerbal Academy prior to 1.1.7 licensed under CC-BY-NC-SA 4.0 Kerbal Academy 1.1.7 licensed under MIT Download Highly recommended you grab through CKAN (where available) However, if you insist on installing manually you will need: Contract Configurator Kerbal Academy Pack Acknowlegments @nightingale as ever for his tireless work on Contract Configurator (you rock!) My wife for creating the Kerbal Academy flag for me.
  6. Contract Pack: Giving Aircraft a Purpose 1.2.9 Requires Contract Configurator 1.20.3 or higher from Giving Aircraft a Purpose (GAP) is an Aerospace Exploration (development and testing), Coast Guard Rescue (and retrieval), and general Operations (charters, flights, cargo drops) contract pack compatible with all stock and modded careers (except RSS). Purpose: To provide a useful purpose for the existence of aircraft in a Career game, and promote the use of stock runways and helipads. Spiel: Runways and helipads are meant to be used, not just sit there and look pretty. This pack provides a small set of repeatable contracts for early career aircraft, and thus provides the career player with a predictable source of income, science, or reputation return (depending on the type of contract) using a standard fleet of aircraft you design. It beats having to design a science car, or one-time use craft, or send a probe to nowhere, when all you need is just a little bit more cash, science, or reputation to advance your space program. Of course, you may have so much fun flying things around that you may forget you have a space program, but if so, then I've succeeded! All contracts and vessels included in this pack are completely playable in stock KSP (except the BDArmory expansion), but I highly recommend these mods to enhance your gameplay with GAP: Take Command Continued (Launch and Spawn into Command Seats) (Allows GAP to recognize Command Seat only aircraft...think Wright Flyer!) Kerbal Aircraft Expansion (KAX) (Minimalistic set of stock-alike propellers and helicopter parts) (GAP recognizes KAX parts) Kerbal Rotor Expansion (Additional rotors for contract completion) SM Chute (give your Kerbals parachutes for use with GAP bail and skydiving contracts). Waypoint Manager (For better waypoint management and navigation) (GAP uses a lot of waypoints) Wider Contracts App (Increases the width of the contract checklist for better readability) To complete helicopter or part retrieval missions, I also suggest these mods: Kerbal Attachment System (KAS) (For attaching winches, fuel ports, and parts to parts on EVA) Kerbal Inventory System (KIS) (For carrying the above parts while on EVA) I recommend that you consider taking the helmet off your Kerbals when flying in the open air in a command seat: TextureReplacer with Cetera's Suits (get both on CKAN!) (Non space suit Kerbals while on Kerbin, smell the fresh air from your Command Seat flying machine) To complete the BDArmory expansion, BDArmory and KAX are required (but not required to play the rest of GAP): BDArmory (Adds guns, canons, turrets, radar, missiles, bombs, AI, and more to the game. Think WWII massive dogfights, or modern air to air missile engagements) Kerbal Aircraft Expansion (KAX) (Minimalistic set of stock-alike propellers and helicopter parts) (GAP recognizes KAX parts) If You Stream or Record While Playing GAP: You sir/madam are amazing. Please post a note in this thread or PM to let me know if you use this mod in a recorded play through or mod review as I and others would love to watch! If your recording and play is fairly decent and will help players get familiar with GAP, I would love to reference it in this OP! Featured Reviews: LupiDragon - Twitch: million_mights - Twitch: Allohmon - YouTube: GAP Episode 1 Contract Pack Goals: Prepatory missions to test prototypes and setup locations. Regular repeatable stunt, tourist, charter, and scheduled passenger and cargo flights to those destinations. Rescue missions to retrieve adrift sea and undersea crews, downed test pilots, spent stages, crashed craft parts, the first splashed down space crews, and more. A small set of boat and submarine contracts to provide context for the above. STS Challenges and rescue missions Fully compatible with new and existing stock and modded careers. To Get Started: After installing, the Join SSI Aerospace! starter contract will be the first contract you will see. You must join SSI to gain access to the GAP contract tree. A membership fee of 10% of your starting funds is required since there a number of perks provided by SSI to its member organizations. SSI Membership gives players: 1. Access to the GAP contract tree 2. Access to purchasing basic aircraft starter prototype technologies 3. Access to the SSI Venture Capital Fund for bank loans The first immediate contracts are not contracts at all but rather GAP: Economy contracts that are originally intended to give starting players basic parts from which to fully enjoy playing GAP. Originally intended so that Wright Flyer type aircraft could be built, the part contracts were free in previous versions of GAP, but now require funds to purchase these prototype technologies. The economy contracts are designed to help bypass any need for GAP to recommend a tech tree for starter technologies. There are four contract trees each with starting contracts: The Kerbal Space Program: Drive a Tour Bus at KSC! contract will appear when you've acquired a Command Seat and any wheels. The KSC Island Tours: KSC Shorline Tour contract will appear when you've acquired wheels, and an air breathing engine. The Wright Aeronautical: Build and fly your first glider! contract will appear when you've acquired a Command Seat, and any flying control surfaces. The KSC Coast Guard: Coast Guard Rescue Certification contract will appear when you've acquired wheels, and an air breathing engine. All other contracts are part of these trees and some have inter-dependencies with other trees in order to appear. See the Current Contracts map below for details. Agencies: These are the agencies in the pack that will offer regular or semi-regular contracts, and special missions: SSI Aerospace - An engineering cooperative focused on developing and testing aerospace assets. (Used for initial flight tests and unlocking mission stories that lead to regular repeatable contracts) KSC Island Tours - Providing air, sea, and undersea tours of the beautiful KSC Islands and surrounding areas. Wright Aeronautical - Offering airplane rides to the public, and provides air show stunt contracts. Kerbal Space Program - Led by Gene Kerman, authorizes, launches, and commands the world famous space program at the Kerbal Space Center. KSC Coast Guard - Our motto is Always Ready - Kemper Keratus! Providing air, land, and sea rescue and stage recovery. (Used for occasional rescue and recovery opportunities, mostly near KSC ocean) KSC Airlines - The official airline of the Kerbal Space Center. Space Transportation System Space Shuttle Mission Control managed at KSC 2. Current Contracts: Download & Installation: Get it on CKAN! (Recommended) SpaceDock GitHub Changelog: DEVNOTES (Future Planned Features): Early craft testing, barnstorming, hang gliding, wingsuits, skydiving, bases, STS missions, and much much more to come! It's my first ever mod for anything, anywhere, so go easy. Let me know what you think! Look at the DEVNOTES and let me know if you have other ideas you'd like to see! Your feedback is appreciated! Let me know if you have any recommendations. You can see thecurrent reward and penalty balance chart here: KNOWN ISSUES: This pack is in active development. Please mind the GAP. Please raise any and all issues or enhancement requests on the GAP GitHub issue tracker. DO NOT recover any prop that is spawned by GAP (Jebediah's Barn, KSS Rixx, etc.) unless you want to break the contract and a ton of funds to your account. (KSS Rix alone can be recovered for several million funds). Props are automatically destroyed by GAP on contract completion to clean things up for you. Recovering a vessel via the Space Center View or Tracking Station will not complete a contract if it requires recovery of a vessel. Work around is to simply recover all vessels in flight mode view. Failing a contract may not always clean up any extra Kerbals used for the contract. If you can't revert, or don't wish to, then to clean up, simply recover the affected Kerbals, and then simply remove them from your roster. All failed contracts will reappear in Mission Control eventually. Use Alt F12 and access the Contract cheat menu to decline multiple contracts quickly and force regeneration of any contract that fails to appear, if necessary. StageRecovery users only will have a custom dialog box show up when they release Coast Guard buoys, reminding them to stick around the area (within physics range) to ensure buoy splashdown and use for science recovery later in the mission. CREDITS: Thanks goes to the following individuals for their contributions to this contract pack. Without them, none of this would have happened: @nightingale - creator of Contract Configurator. tirelessly responsive and an amazing coder and modder without whom this mod would not exist. @seanmcdougall - creator of Take Command mod @keptin - creator of Kerbal Aircraft eXpansion @maculator- creator of Kerbal Aircraft Builders, for inspiring me with his pioneering example into aircraft based contracts @severedsolo - always a great resource for contract development @pandoras kitten - designer of a number of craft seen in the series above @RixKillian - designer of the KSS Rix aircraft carrier @Speeding Mullet - designer of a number of props for GAP and dozens more who have contributed craft files for use in the pack (they have been honored by having crew members on the KSS Rix named after them). I'll post an updated list shortly. This Contract Pack is CCF Certified - guaranteed to work with any Community Career Framework based career games!
  7. Requires contract configurator: and BD armory: IF THE AIRCRAFT DON'T FLY: Go into advanced difficulty options, disable require signal for control. This can also be found in the cheat menu. May not be necessary, only happens to a few people. KAF is a small contract pack featuring various intercepting and dog-fighting missions, pitting your user made aircraft and air defense systems up against a variety of Russian aircraft. Enemies include: MIG 15, MIG 21, MIG 25P, MIG 25BM (SEAD), SU 25, SU 25T and the SU 27 Each successful mission will net you a small amount of science, reputation and funds. It is recommended that you extend your phys distance through the BD options to make the most of this mod. Download: Pack: Kerbin Air Force [KAF] I plan to slowly add more missions and aircraft, currently an AWACS plane is in the works. Please leave any feedback, suggestions or requests in the comments!
  8. Defense Combat Advisors [DCA] DCA is a BDArmory military contract pack for Contract Configurator DCA contains 18 missions of enemies from the Air, Land & Sea. Requirements: Contract Configurator: BDArmory: Download on SpaceDock & CKAN: Pack: Defense Combat Advisors Installation: Extract Zip File Drop GameData folder from either Legacy Aim Mode or Default Aim Mode folder into the KSP installation directory. May need to launch game and open contract configurator and select DCA contract, may need to turn off other contracts to make DCA contracts visible. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at Changelog: v1.2.2.1 Compatibility with KSP v1.2.2 v1.2.2.2 Ended legacy aim support. Removed craft files without missions. Invalidated possible dependencies with Mechjeb & Engineer for All. Adjusted mission rewards to minimize impact on player careers. Redesigned enemy crafts with probe cores more exposed, to increase likelihood of triggering completion conditions.
  9. Find Easter eggs and other anomalies! Description This is a Contract Pack that gives contracts to go search out the various Easter eggs that are included in KSP. There are 14 one-time contracts included in the pack of varying difficulty. There's some bonus new content that is only available as part of the mod. If you want to see it then you will need to finish both the Kerbin and Mun monolith contracts. Download CKAN: In CKAN, Select and download the mod "Contract Pack: Anomaly Surveyor" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Anomaly Surveyor Contract Pack can be downloaded from GitHub. SCANsat is an optional dependency and can be downloaded from the SCANsat release thread. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff It is highly recommended that you install In-Flight Waypoints, as most of the contracts involve visiting a specific place with a high degree of precision. In some cases the Easter egg is big and hard to miss - but some are very small. If you use SCANsat, then the contracts will have an extra requirement before they show up - you must have done a multi-spectral scan of the area in question. To offset this, if you have SCANsat, the contract rewards are slightly better. Source The full source is available on GitHub. Change Log Special Thanks 5thHorseman for the video featured on this page. He did an absolutely incredible job! Nicholander, who gave me permission to use his monolith part for the final Jool Monolith contract. License The Anomaly Surveyor Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  10. Field Research - Get paid to do science! Description This is a Contract Pack that gives contracts to perform various science experiments. There are contracts for: Biome studies - collecting results from a number of experiments in a single biome. Climate studies - performing various climate experiments on bodies with atmospheres. Geological studies - performing geological experiments on various biomes of a celestial body. Experimental studies - run one experiment under multiple conditions (including experiments from mods). KSC Science - contract to go around and collect all the various small science around the KSC. Scientist Ferry - bring a scientist to a specific location to perform a specific experiment. Rare Science - contract with suggested location for difficult biome/situation combinations (eg. Splashed down at Kerbin's Mountains). Re-run experiment - contracts for science completionists - re-run an already done experiment to get a little bit more science out of it. Notes: The contract pack works for RSS and planet packs - you will receive contracts for any celestial body that is loaded in the game. This mod disables the stock "Collect Science" contracts, as they become somewhat redundant when this is installed. Download CKAN: In CKAN, Select and download the mod "Contract Pack: Field Research". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Field Research Contract Pack can be downloaded from GitHub. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff Crowd Sourced Science - You're likely going to be getting a lot of science reports with this mod. Why not make the reports into some more interesting reading with hundreds of unique science reports. Science Alert - Never miss an opportunity to collect science. Also includes a super convenient UI for collecting multiple experiments. [x] Science! - Contains a great GUI for tracking how much science is remaining for various biomes/experiments/etc. No More Science Grinding - Get 100% science from running stock experiments (no more need to re-run experiments multiple times). Waypoint Manager - For viewing contract waypoints in-flight to much more easily hit your target (recommended for the scientist contracts in particular). Source The full source is available on GitHub. Change Log Special Thanks arkie87 - For giving me the idea and getting me started on making this. DMagic - For providing code and general KSP science systems support. xEvilReeperx - For providing a great block of code to get the list of science subjects out of KSP. amorymeltzer - More general science support! ObsessedWithKSP - For all the things you do. Everyone else who posted in this thread where the idea got started. Zeenobit - For his very cool mod Historian, which I used to put together the images for this post. License The Field Research Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the beer fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  11. CommNet Relays Ever wanted to get money for setting up CommNet network relays? Your dreams can come true with the CommNet Relays contract pack! Features CommNet Relays is a contract pack for Contract Configurator which gives you contracts for each body in the solar system (besides the homeworld, of course). The contract is to send a satellite with an appropriate dish or combination of dishes into an orbit low enough that surface missions can use the whip antenna instead of having to pack a big dish (so long as a relay is overhead, of course). Missions to your homeworld's moons are required to use an HG-5 or equivalent, missions to the inner planets (Duna/Mars and inward) are required to use an RA-15 or equivalent, while missions to outer planets or moons will need an RA-100 or equivalent. You also have to have your tracking station upgraded to the appropriate level. The contracts are generated based on the lists of planets and moons in your solar system, so you can install Outer Planets or Real Solar System or whatever you want, and the contracts will automatically adjust themselves accordingly. Additionally, the antenna requirement does not depend on specific parts, but on the combined antenna power of the relay, so it's compatible with all modded antennas automatically. If you really wanted to (and had a computer that could handle it), you could build a relay with 20,000 HG-5 antennas for Jool missions. (That said, be aware that the contract range requirements are based on stock CommNet ranges, which are in turn based on the stock solar system. I've got some patches that will modify ranges to adapt to Outer Planets and Real Solar System, but those patches assume particular balance choices for antennas and the solar system. At the end of the day, the contract requirement is just a lower bound -- check your link budgets before launch.) In addition to the basic "relay around body X" contracts, there are a few extra contracts to help improve uptime around the network. You may receive contracts to place relays in highly-inclined, highly-elliptical orbits around the gas giants, so that missions to their moons or in low orbits can stay in contact around them, as well as contracts to place relays in solar orbits to keep contact with probes going behind the Sun (and also the homeworld's parent body, if you're using an alternate solar system in which the homeworld is a moon). Dependencies CommNet Relays depends on Contract Configurator, version 1.22.0 or later. You will need Module Manager to patch the contracts for compatibility with other addons. Download and install GitHub CurseForge From there, just unzip the "ContractPacks/CommNetRelays" folder into your GameData directory. Known issues and limitations It might be cool if nightingale implemented a coverage-checking feature like there is for RemoteTech, but as things are, I use the number of relays or relay-like vessels in orbit as a proxy -- four is the minimum to get full coverage (though that could be as low as two depending on how forgiving you've set the line-of-sight "fudge factor" to be), so if you've got five ships with enough relay antennas in low-enough orbit around a body, I figure you have coverage that's good enough and the config won't generate contracts for that body. In general, I've left most of the details of your network unconstrained -- the minimum and/or maximum values in the requirements will keep your satellites within range of the ground, but it's up to you to put your satellites in orbits that are useful for your particular situation. If you find any other issues, please let me know in the KSP forum thread or on the GitHub repo's issue tracker! Version history and changelog 2015 07 24: Initial release. 2015 07 25 (1.0.1): Added NewVessel parameter to missions, so each relay will have to be a newly-launched satellite. Bumped up the maximum number of satellites from four to five (to give some redundancy). 2015 08 08 (1.1): RSS and New Horizons compatibility. Moved altitude constraints into DATA nodes so that Module Manager can affect them more easily (as opposed to having magic numbers in both the orbit parameter and the target planet selection logic). Fixed some initial "Escape"/"Orbit" requirements -- they were referring to "Kerbin" specifically, now referring to whatever the homeworld is. Also updated comments on target planet selection logic to match the actual logic used. Added a new "CoMoon" contract to be used when the homeworld is a moon. 2015 12 14 (1.2): Antenna pack compatibility New patches that allow antennas from some addons (Asteroid Day, Hangar, SSR Microsat, USI Kolonization Systems) to qualify for the contracts. Clarified contract wording. Added a dedicated agency to give the contracts. 2016 05 03 (1.3): Antenna rearrangement Moved High Gain Antenna from its own patch, now that the Asteroid Day probe parts are folded into stock. Because this will cause errors on pre-1.1 installs without Asteroid Day, this and later versions are no longer compatible with KSP 1.0.x. Removed the USI patch, since it was causing exceptions for MKS Lite users. Compatible through KSP 1.1.2. 2016 06 26 (1.3.1): Expression expansion Refactored targetbody expressions to reduce calculations-per-frame when contracts are generated. Compatible through KSP 1.1.3. 2016 07 23 (1.4): Mission Control Changes to support Contract Configurator's 1.15.3 update. Because this depends on variables introduced in CC 1.15.3, this and later versions are no longer compatible with KSP 1.1.0-2. Contracts are broken out into individual cfg files (I got tired of scrolling all over the place when editing...) The license is changed to the GPL v3 (or later). 02017 02 25 (2.0.0): Constructing New Relays Renamed to "CommNet Relays". Because it uses the new CommNet system, it is not backwards-compatible with pre-1.2 versions of KSP or 1.x versions of AntennaRange Relays. Backend logic overhauled to use new CC antenna parameter. Specific parts are no longer required to complete contracts. Adjusted some of the contract parameters to reduce duplication and increase available choices. Max/min apoapses adjusted to CommNet balance. Adjusted RSS patch. Added OPM patch. Added new "Super DSN" contract to build enormous DSN relays. Why? Because we can! Roadmap As my schedule permits, I'll get this mod released on CurseForge and CKAN in the near future. If you have other suggestions, please bring them up in the KSP forum thread or raise an issue on the GitHub repo! Credits Many thanks to nightingale for Contract Configurator (and for implementing the SemiMajorAxis() method at my request, and accepting my HasAntenna parameter), toadicus for AntennaRange (which inspired the initial revision of this contract pack), and Squad for implementing CommNet! License CommNet Relays is copyright 2015-2017 Kerbas_ad_astra. Contract configuration files are released under the GPL v3 license (or any later version). Any redistributions must use a different name and folder (per section 7c). All other rights (e.g. the CommNet Relays logo and agency definition files) reserved.
  12. Ladies and Gentlemen, presenting for your entertainment and delight, Exploration Plus - an overhaul of the stock Exploration Contracts. So, I really like the new Exploration contracts introduced in 1.2, but they aren't without their problems. Do I really need to prove that I can rendezvous or dock around every body before I can move on? Aren't the skills transferrable? I also feel like your progression can get bogged down, as you only have one of these contacts at a time. So here is an attempt to fix this: Features Multiple exploration contracts at a time. The moment you perform a flyby of a body, the mod will encourage you to push to the next one, while offering follow up contracts for the body you just reached. Works better with Monthly Budgets. The stock exploration contracts make heavy use of parameter level rewards, which my Monthly Budgets mod doesn't like, as it can't intercept the rewards. This pack only uses contract level rewards, so if you are using Monthly Budgets the budgeting system will work better. Better Progression. No more "must perform a rendezvous/docking around x body before you move on" - You will be asked to demonstrate your skills once around the homeworld and then we assume you know what you are doing. Even if you are dragging your heels on that mission, the other contracts will still generate. In addition, if you miss any of the "minor milestones" (returning, planting flags etc) you'll get a follow up mission to finish it off. Obviously this will disable the stock Exploration Contracts Fully Planet Pack compatible - The screenshot above is from Galileos Planet Pack, as that's what I'm playing at the moment. I can safely say, if it works on that one, it will probably work on almost any planet pack. If you do find any issues, let me know. Known Issues: Rewards have been generally balanced against what the stock contracts would pay you, but there may be some hiccups. For instance, "Mopping Up" assumes you have missed all the potential milestones and pays you accordingly. If you find any others, please report them. [Not really a bug] - You'll get a "perform a spacewalk" mission, even if you've already done it without the contract. Unfortunately I can't check for this. Licensing CC-BY-SA 4.0 Download First you'll need Contract Configurator Then grab the pack from here Acknowledgements As ever thanks to @nightingale for Contract Configurator.
  13. My first forray into the world of plugins is this pack of 15 contracts. Players will be rewarded for traveling to the most extreme elevations (both high and low) of the various bodies in the Kerbol system and planting flags. The contracts for celestial bodies with unique, non-sea-bed base elevations (Eve, Kerbin, Minmus, Laythe, and Tylo) only require the player to summit the body's highest mountain. *** Please note: As this is my first attempt at writing a plugin, I expect there to be hiccups here and there. I encourage reporting of those issues here, and will do my best to address them. Credit: Coordinates of maximum and minimum elevations obtained from (temporarily located here) Installation Changes/Updates Known Issues Pack distributed under the MIT License.
  14. Download: Download from Spacedock Licence: Mission Based R&D is licenced under the MIT licence Description: This is the successor to my old little mod. The objective is to reduce the grind on career mode. I do this by nullifying the science points and making tech nodes ulockable by completing missions. Each node of the tech tree has a mission that unlocks it when you complete it. The missions themselves are simple, go somewhere and perform a certain experiment, the recovery method is specified in the mission. To balance this, the missions are organized in tiers (8 tiers), with each tier making you go further away from KSC and Kerbin. Some missions might be very difficult if not impossible without certain technologies (having completed other missions first), however I made sure that needed tech should be available when a mission shows up. Also it is possible to complete multiple missions in a single flight. Since missions were designed based on tiers you should try to complete all or most of the missions of a tier before doing the next one, although missions can become available as soon as the requisite tech has been unlocked. All the missions can be cancelled with little concequence, they will appear again. They can only be done once for obvious reasons. Unlike MBR&D1 there is no custom tech tree, so mods that add parts should be fully compatible, however any new science parts will be pretty much useless, you can still use them and read their reports if you like. Any mods that modify the tech tree are incompatible. New tech nodes will have pretty much no way of being unlocked. I might add support for CTT in the future. Maybe. Also, due to the workings of this mod scientists are pretty much useless, as their function (boost SP output) won't work. They can still reset materials bays and such, but that is not very useful now. Also the laboratory part has lost its function of generating SP, so it's useless now as well. Finally, there are sources of SP I just couldn't remove, so you will earn SP over time, however, since all tech nodes cost 9999 SP it shouldn't be possible to unlock them. So, if you're planning to play carrer without a modded tech tree and don't feel like grinding SP to progress you should try this mod. Required mods: Contract Configurator Module Manager
  15. In another thread I mentioned how my game was plagued by stutters, and by removing all my mods, I removed the stutters from my gameplay. I did some testings, and found out it was the contract packs that caused them. Even just one is enough to cause stutters. Another player also had a similar problem, and by removing the contract pack, the stutter was gone as well. So what causes this stutter with contract packs? Is there a way to fix it?