Search the Community

Showing results for tags 'contracts'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker


  • Developer Articles

Found 40 results

  1. Contract Pack: Historical Progression This contract pack is designed to take you through the history of the human space program. This entire contract pack was inspired by Whitecat106's Historic Missions contracts. He has created an incredible selection of close to 700 missions! For me, that is too much, and I wanted to go through the history of human spaceflight and progress how we have done in real life. I did not want to have to launch a mission that was almost the smae thing over and over again. This contract pack takes you from the first sounding rockets to New Horizons and into the future. You will be tasked with recreating some of the most ambitious missions like the Apollo Program, Voyager and the International Space Station. It is up to you to guide the Kerbals into the cosmos through a historical progression. Some of these contracts are very involved and require you to use gravity assists to accomplish the contract parameters. Others give you the option to complete certain goals in order to gain bonuses. For example, in your Space Shuttle contracts, you get bonus funds if you land your shuttle on the Runway back at KSC. One of the best examples of this is the MESSENGER contract. It requires you to enter a polar orbit of the first planet in the solar system. We will use the stock system with the Real Solar System planets as an example. MESSENGER Contract Parameters General Goal: Design an unmanned craft to Orbit Moho (Mercury) with a minimum Inclination of 70 degrees Design an unmanned craft with an antenna (also with 3 SCANsat scanners if you have the mod installed) Launch MESSENGER Enter Orbit of the Sun OPTIONAL BONUS: Flyby Kerbin (Earth) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for the third time for a gravity assist Enter Orbit of Moho (Mercury) with a minimum Inclination of 70 degrees Transmit Science Data from Space around Moho (Mercury) If you have SCANsat installed, have 80% mapping of Low Quality, Biome and High Quality Most of the missions are not that difficult or that involved, but MESSENGER was launched in 2004 after more than 50 years of spaceflight and we knew some new tricks to help us achieve an orbit. HISTORICAL PROGRESSION CONTRACTS REQUIRED MODS Contract Configurator - Module Manager - HIGHLY, HIGHLY, HIGHLY RECOMMENDED MODS These are not nessecary to use the contract pack, but it makes the pack much better Historical Progression Tech Tree @Yemo Unmanned Before Manned - This lets you start with the proper probe cores instead of manned missions, the contract pack might not be possible to complete without this or something similar Outer Planets Mod - If you are playing with stock KSP, this will give you the extra planets that simulate the outer solar system and will allow you to explore these places with contracts like New Horizons and Voyager 1 and 2 Real Solar System If you are up for it, you can recreate some of the most famous missions in different scaled Real Solar Systems Real Solar System - Half Size Real Solar System - Stock Size Real Solar System - DMagic Orbital Science - This gives you more science experiments to use on your various missions around the solar system SCANsat - This provides you with parts to map the planets in the solar system. The contracts have support for Scanning missions if SCANsat is installed. Life Support Mods There are many to choose from, but I reccomend picking at least one of them. Some of these contracts are setting new duration records in space and there is no real challenge to them without having Life Support of some kind. OTHER MODS TO CONSIDER There are many part mods to consider that will give you the ability to construct realistic looking, or in some cases replicas of the spacecraft that are simulated in this contract pack. Bluedog Design Bureau (NASA / ESA) FASA (NASA) @raidernick Awesome Collection of Mods Skylab US & Soviet Solar Panels Pack Salyut Stations Soviet Spacecraft Soviet Probes US Probes Pack US Rockets Pack Antares & Cygnus Tantares NOTES The contract pack removes the World Firsts and Explore Body stock missions as we are already covering this with the pack This contract pack works with all planet packs, but you will experience some weird contracts if your Home planet is not the 3rd rock from the sun Full support for Stock, Stock x2, Stock x6.4, Outer Planets Mod Full support for Real Solar System, Half Size Real Solar System, Stock Size Real Solar System I do not know how this will play with other Contract Packs unless listed below, as it is designed to go through all major "firsts" of our space history so will duplicate similar contracts from other packs Most missions cannot be cancelled nor will they expire. There are a set of optional missions and more will be coming down the line. These optional missions can be cancelled and do not need to be completed. COMPATIBLE CONTRACT PACKS Anomoly Surveyor AntennaRange Relays Clever Sats Field Research Giving Aircraft a Purpose (GAP) Kerbal Academy Maritime Mission Pack RemoteTech Contract Pack SPECIAL THANKS @nightingale for creating Contract Configurator as well as helping me with many questions along the way @severedsolo for answering some questions I had about some contracts @Whitecat106 for inspiring me with your Historic Missions pack @TheReadPanda is streaming a career with the Contract Pack active DOWNLOAD Github Spacedock INSTALLATION Make sure you have Contract Configurator and Module Manager Installed as they are NOT included with the download Download the Contract Pack Copy to GameData folder Enjoy! FUTURE PLANS Add Remaining Missions Falcon Flight 20 - First Powered Landing of First Stage of Rocket Moon / Mun contracts will require specific biomes to be reached (want to stop players from landing on the far side) Add a requirement to deorbit and destroy Space Stations after Add additional SCANsat mission support Add additional DMagic Orbital Science Mission Support Add OPTIONAL MISSIONS Additional Mars / Duna Missions Landers Phoenix Insight Orbiters Mars Global Surveyor MAVEN Rovers Spirit Opportunity Curiosity ISS Construction Apollo Applications Program Manned Venus Flyby (this was a proposed mission using Apollo hardware) Future Missions OSIRIS Rex Asteroid Redirect Mission Mars Sample Return Mission Europa Mission Red Dragon Mars 2020 LICENSE CC-BY-NC-SA ( CHANGELOG
  2. In my career game my mission control stopped offering contracts. Fortunately, i have fixed that thanks to this reddit post However, now i am being bombarded by ~50 contract offers. Is this because my reputation is ~50? Or is it because I raised the contract limit to 30? If I am being offered so many contracts because of my raised limit, how can I bring the number of contracts being offered in mission control down a few notches to feel less cheaty? Thanks in advance!
  3. I will not provide support if you don't follow these simple instructions. To many mods out for KSP for me to be chasing things that might not be related to Mission Controller 2. Version Of Mission Controller for KSP 1.2 Released. Contract Types Single Delivery Satellite Contracts Using MCE Ground Stations. 6 Satellite Network Contract Using MCE Ground Stations. Science Contracts Ionazation and Mass Spectomety. Repair Contracts. Historical Contracts. Early Career Mode Contract Help Get off feet. The New Satellite Contracts. The new satellite contracts introduced in version 1.2 of MCE has added a completely new type of contract for KSP. With many different flavors of Missions. Types Of Satellite Contracts Communications Core: With Frequency Adjustment And Module Selection Naviagtional Core: With Frequency Adjustment And Module Selection Weather Core: With Frequency Adjustment and Module selection Reasearch Core: With Frequency Adjustment and Module Selection Each contract type has its own associated part that goes with it. These parts are my first custom made parts that I have ever created. Single Delivery Contracts These new contract types also bring many flavors of objectives. One of the main objectives is to deliver a single satellite to either Polar Orbit Or more common KeoStationary orbit. Core Adjustments in VAB This is where the new parts come in. One of the objective of these contracts is to add a Certain Satellite core to your vessel. The satellite cores are split into the 4 types above. You also need to set up a Module type that the Customer wants installed into the core. You can adjust these inside the VAB with Tweakables via right clicking on the already placed part. You also need to set a Frequency that the contract requires. You can do this the same way with a tweakable while inside the VAB and right clicking the part. Start Data Linkup This is an objective of these types of contracts. Once you get the vessel into the Objective orbit and you have the correct Module installed and Frequency you can right click on the part while in flight and complete this object by pressing the "Start Data Linkup" Keep A Line Of Sight Of Ground Station This is an objective that works very similar to the Default KSP Keostationary contract the only difference is that the ground station is connected via Frequency you set previously while building your satellite. this is important only a satellite with the right frequency can establish a link with the target ground station and finish this objective. Get to KeoStationary Orbit This is an easy objective you must get to the designated APA and PEA orbital heights the contract requires. For most contracts this is a keostationary orbit. Some Satellite types do have different types of orbits though so pay attention. Attention You can only set the frequency and module type while in the VAB. You cannot change these while in flight. If you get the wrong settings you will have to launch a new vessel. Also be aware that a Satellite core can only do 1 Data Link download. They cannot be reused for other missions. So make sure the settings are correct. Network Contracts The big daddy of satellite contracts. The network contract requires you to launch 6 Satellites and build a network around kerbin. All 6 satellites work the same way as the above Single Contract Missions. They all require Satellite cores (all the same) Satellite Modules (again all the same) and finally Frequencies. Every satellite has a different frequency set to a different Ground Station. You must set each satellite to the correct frequency while in the VAB. You can also launch Multiple satellites at the same time. But make sure your not setting the Frequencies while in Symmetry mode! Do not place Satellite cores down in Symmetry mode either or every time you change a frequency the others will change also! Ground Stations There are 6 ground stations added by mission controller. They split kerbin up into 4 quadrants on the equator and 2 quadrants on the poles. While a contract is active or available these GroundStations will show up in the map view via KSP FinePrint Icons. All ground stations are located in the same place and are named. While in flight you can see ground stations that are assigned to your contract in flightMode. Science Contracts The science Contracts offered by Mission Controller consist of: Ionization Scan of Orbit You must load you vessel with the Mission Controller Part Ionization Chamber and launch a vessel to the Target Celestial body the contract requires. When you arrive in orbit you can conduct the Ionization Scan to complete the contract and get some Science! The scanner takes a little while to conduct its studies so just wait for the timer to run down and the contract will complete. Land And Conduct Mass Spectrometry Analysis You must build an Unmanned lander and place the mission controller Part Mass Spectrometry Tube and launch your vessel to the target celestial body and land. Once landed you can conduct a Mass Spectrometry Scan to finish the mission. the scanner takes a little while to conduct it's studies so just wait for the timer to run down and the contract will complete. Repair Contracts One of the last parts that Mission Controller adds is what is called the Repair Panel. This panel is a required part for most Satellite type missions. Once enough satellites are in space satellites have a random chance of breaking. If this is the case a repair contract will pop up giving you an option to launch to the satellite and conduct repairs. All you need for these missions is an Engineer kerbal. Once you reach the satellite EVA your Engineer and head to the Repair panel that is attached to your Satellite or Station. Open it up and select the option to Test the system. After this is complete conduct repairs to finish the contract. Custom Contracts! There a 3 different types of custom contracts you can build yourself while Playing Kerbal Space Program and Mission Controller. Custom ComSat Contract: Made for your RemoteTech Needs. Just select the Orbital Periods you launch and turn on the contract and they will show up in your Mission control Center. Custom Supply Contract: Have a Life Support Mod? Or other type of resource mod? Use this contract to make custom missions to supply your stations with the supplies they need. Mission controller can support any supply added by any mod. If its not part of mission controller now, you can add it yourself by editing the Mission Controller Config file. Custom Crew Expedition: Need to have a crew on the station or base. Mission Controllers Custom Crew Expedition allows you to set up crew rotations to your bases and space stations! Historic Contracts. (Can Be Turned Off) Mission Controller has a wide range of Historical missions. If these types of missions are not what you want to do you can shut these off in the settings menu available from the Space Center overview screen. Just click the MCE Icon to open up the settings tab. Vostok 1 Vostok 2 Voskhod 2 Tiros 1 Tiros 7 Tiros NOAA - N Mariner 2 Mariner 4 Mariner 10 Voyager 1 Apollo Missions + Extended Duna Missions Luna 2 Luna 16 Agena Target Vehicle Agena Docking Launch Of SkyLab Expedition 1 To SkyLab Expedition 2 To SkyLab Expedition 3 To SkyLab 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. Curse Download KSP 1.4.3 GitHub Download KSP 1.4.3 Source Code License Mission Controller Update. 1. Fixed Research Core Science Not working. 2. Fixed Weather Core Science Not working. Mission Controller Update. 1. updated for KSP 1.2. 2. Changed out a good portion of the Satellite contracts to use the default KSP Orbit Goal, instead of the old MC2 AP and PE goals. Now you get KSP orbit in game Representation of orbits, just like the default Satellite contracts. 3. The Communication Core has a 2nd role as Direct Communications link. Equal to the Communotron-16. 4. The navigation Core has a 2nd role as a Relay Communications Link. Equal to the HG-5 Relay System. 5. The Communication Core and Navigation core are now located in the Communications Tab. 6. The Weather Core, Research Core, Mass Spectrometry Tube, Ionization Chamber are located in the Science Tab. 7. The Repair Panel is still located in the Utility Tab. 8. The weather Core can now do science, and give you science points. Version 1.3.7 For KSP 1.12 1.Recompiled for KSP 1.12 with AVC Updated. 2.Fixed an Apollo-Duna fail load on TargetBody4. 3.Fixed KEOSync Orbits for Satellite network contract. Should have the right values now. 4.Fixed Rover Waypoint Drive Contract showing up multiple times in contract list. version 1.3.6 For KSP 1.11 1. Fixed issue with some more errors in Contract Save and Load configs. 2. Fixed issue with lower res games having issues with GUI Screens. (hopefully). [b]Version 1.3.4 (KSP 1.1 Update)[/b] 1.Fixed the issues with APA and PEA in most contracts I hope. 2.Only the Satellite Network Contracts have a set value for KEOSync orbits now.. All other contracts can have random values to help spice it up a little. 3.Messed a little with the randomness of Repair Contracts. 4.Worded some of the missions a little different. 5.MCE should work with RS and other Solar System modification mods that change the size of kerbin and other bodies. 6.Adjusted some prices to make Contract Payouts a little less 7. Increased Repair Contracts again. 8. Fixed a few mission Description problems 9. fixed a lot of possible NRE issues, especially at part load and MCE modules. 11. .fixed an issue with Repair contracts and a possible NRE when the Check for Repair Part doesn't pass. 12. .fixed issues Up to and including all Apollo Historic missions I could find. I still have more work to do on finding any issues with the later historic missions. 13. .Searched for in code errors that have been around and trying to squash them. These don't cause many problems in game but might help reduce More NRE issues. 14. Added new contract Land Rover, and Drive Rover. This is a WIP project and might not work totally correctly yet. But the mission has two parts, Land your rover on (Duna is only planet this release) specific waypoint. The waypoint is represented in the Map view during the game. You do have a small margin or error for the LZ. But you have to be pretty close when landing the rover. The next part is a 2nd contract that adds a new waypoint for you to drive your rover to. This one is pretty self explanatory. Again this contract is a WIP. I have not had much time to test it out and any possible issues. I will continue to work on it as I get time though. 15. Added Mini AVC to Mission Controller to help control possible version conflicts. [B]version 1.26[/B] Fixed issue where Repair Contracts not showing. Had to get rid of the ability to choose your own Chance percentage in config file. This is a quick fix to get them to show up again until I can look into changing this later. [B]Version 1.25[/B] 1. Fixed the Great potatoes Bug mystery. Satellite contracts had a strange requirement for a Potato? This was not an intentional feature. What happened was that I have always used a default mission objective from default KSP contracts. That is the satellite has Power and is new.. This was from the fineprint contracts that ship with the game now. When 1.05 for KSP came out the contract. Parameters for fine print were MOVED to a new location and some renamed. I found what I though was the new name for Satellite has power and is new.. But I guess it is not the case. Sorry for lack of checking on that one, that part is my fault. 2. I raised the default error of margin for APA and PEA from 1000 to 5000. 3. Shipped the up-to-date config file with new version. The older version had an older config file.. Was not a big deal the config file rewrites itself if its not correct, but still rather have the right one for you can edit the config file before starting for the first time. [B]Version 1.24[/B] 1.05 compatible changed a few things that made MC2 not work right in 1.05 of KSP. All should be good now. [B]Version 1.22[/B] 1.Fixed the Issue with Low and High Frequencies not being able to be selected. 2.Added a Margin Of Error for Low and High APA values in config file. 3.Added Payment Modifier in the Config File for contracts. 4.Satellite Contracts should no longer have random parts for Mission Controller. [B]Version 1.2 Released[/B] 1. Completely redid satellite contracts. Satellite contracts now require new parts! They are also very different and use Frequencies to communicate with ground stations to complete contracts. Most missions require KeoStation Orbit and to keep target ground stations in line of sight at all times. 2. Single delivery Contract Missions. 3. Network Contracts: Construct a 6 satellite network above kerbin. This is the big daddy contract of MCE. Pays well, but takes time and knowledge to complete. 4. Lots of code clean up no more Kerbal Insurance. (out of scope for this mod now) 5. Brand new Parts for satellite contracts. Communication Core, Navigation Core, Weather Core, and Research Core. Check the forum page for info on new contracts and how to complete them. In game explanation is also pretty thorough if you don't like to read. LOL. [B]Version 1.21 Released[/B] 1. Fixed the duplication bug of Historical Contracts. Only 1 should show up now in your contract list. [B]Version 1.12.3 [/B] 1. All part textures converted to DDS format. 2. Fixed Apollo-Duna Orbital Mission Transmit Science from ground. Suppose to be transmit science from Space. 3. Fixed payout for Apollo-Duna Orbital Mission. Was way to much. 4. Fixed Apollo-Duna payout for Build Station. Was way to much. 5. Other small fixes forgot about. With this update make sure to delete your Old MissionControllerEC folder completely. Or you will get duplicate part textures! DDS and PNG. Bad idea. [B]Version 1.12.2[/B] 1. Removed the need for any future RSS config files. Mission Controller 2 will figure out the Orbits of all bodies on its own.. (I hope) 2. Removed Civilian Contracts. 3. Fixed Repair Contracts. The contracts no longer have SpareParts as requirement. (forgot to remove last time) 4. Fixed Repair Contracts. The descriptions for the contracts now should read new method for Repairs. 5. Did a small pass on some of the contract payouts. This might take awhile as I get a look at what contracts are paying and bring more changes. 6. Removed some other legacy code no longer used. 7. Added Supplies From USI Life support to the Custom Resupply Contract. ChangLog 1.12.1 1. KSP 1.0 Version compatible. 2. No more hire Cost (1.0 has it) 3. Civilian Contracts Turned off (possibly removed next version since 1.0 has civ contracts) 4. No more in editor Parts reader (1.0 has some sort of System) 5. No more dependencies. (you only need mission controller now to run MC). 6. Another Revamp of Repair Missions. No longer require SpareParts or any type of resource. All you need now is a Kerbal Engineer to fix satellites. Or stations. 7. Added Apollo 17 (Minmus) 8. Added new expanded Apollo Missions with 9 new single contracts covering the Set up and landing on Duna. 9. Rewrote the Orbit Research and Landing Research Contracts to be more NASA Like. 10-. The parts have had a overhall pass and renamed. They reflect Real World Early Tech found on early Probes. Orbital Research Is now Ionization Chamber and LanderResearch is Mass Spectrometry Tube. (will be save friendly transfer) 11. Most other contracts that remain have been been made more Realistic in explanations.. Like historical missions. [B]Version 1.11.0 Mission Controller For .90.[/B] Please delete your whole MissionControllerEC folder before installing this update. 1. Added 2 new Historic Contracts Covering the United States TIROS Program (Television Infrared Observation Satellite) (3 Contracts) And the United States Mariner Program. Mariner 2 (Eve) Mariner 4 (Duna) Mariner 10 (Eve and Moho) and Renamed Mariner 11 and 12 (Voyager 1 To Jool System). 2. Added the ability to Add your own resources to the Station supply Contracts. These Resources can be changed or added in the config file. What it looks like. [CODE] SupplyResourceList { Item = LiquidFuel Item = Oxidizer Item = MonoPropellant Item = XenonGas Item = Food Item = Water Item = Oxygen Item = Kibbal } You can either change the Item or Add a whole new one like this. SupplyResourceList { Item = LiquidFuel Item = Oxidizer Item = MonoPropellant Item = XenonGas Item = Food Item = Water Item = Oxygen Item = Kibbal Item = NewStuffAdded (has to match the resource name in the resource.cfg files of mod, or game) } 3. Fixed and issue with the Jr docking port in Agena Contracts. This was actually a bigger problem that had nothing to do with the Jr docking port so this fix actually fixes many issues that this was causing. 4. Fixed an issue I thought was only with SkyLab Docking in Contract 2,3 and 4. But again this was a bigger issue with some of the Parameters not working correctly with ID changes. Now The Docking and the Time start for these types of contracts have been changed to first check the docking Id, and if those fail to check the vessel name. This should pretty much kill any more issues with these types of Contracts. On a plus side if you do end up having issues you can now just change the name of the Station to match the Contract Docking name and things should work if you need. 5. Fixed some typos in some of the contracts pointed out earlier in the thread. Version 1.10.1 1. Updated Landing Parameter again, I think I have eliminated about 75% of the chances of this event firing while waiting to launch. It still happens in rare instances but its about as close as I can get. 2. Added new contract Early years. This contract is to help out what I think is a huge hole in the early years of a campaign game. The basic idea is to launch a vessel (rocket) with early tech and land in a specific Biome on kerbin. Once landed conduct any type of research to conclude the contract. A lot of the early contracts are very difficult (hardcore mode) because you don't have the tech to do the fineprint contracts in early years without it being a grind fest. This helps if you turn off PartTest contracts and rescue kerbals to fill those gaps. The contract does not pay huge amount so you won't get rich off it. Once satellite contracts start popping up this contract does not appear anymore! 3. Fixed agena contract showing up to early in game. Version 1.10 for KSP .90 Beta Than Ever 1. Updated for KSP .90 Beta Than Ever. 2. Fixed an issue with Vessel Must Survive option being triggered when other parts of vessel are destroyed. 3. Fixed the Agena Contract 2 requiring Docking Port Jr. This been changed to just require a docking port of any kind. Version 1.09.4 Released (Dec 2 2014) Fixed issue with Historic Contract SkyLab 2 still using Repair Parts. Been changed to new SpareParts and should complete goal now.
  4. Contracts Window + v7.3 Download from SpaceDock Download from CurseForge Alternate Download: GitHub -------------------- Consider donating if you like what you see here. * Money will not go directly to development or upkeep of this addon -------------------- Source is available at GitHub A new contract monitoring window designed to give more information and be more flexible than the stock window. This window gives players a number of options for displaying contracts. Grouping and ordering of contracts can be modified and contracts can be placed into custom mission lists. All contract and parameter reward and penalty values are displayed, along with the amount due to any strategy modifiers. The contract reward modification section of this addon has been removed. Its functionality has been moved to a new, separate add-on that can be found here. Known Issues: When Contracts Window + is opened in the VAB or SPH the numbers on the total Funds display in the bottom-left corner will become invisible; this goes away by turning off the window. The top bar has several buttons that are used to adjust contract ordering and display options. The top-left icon opens a new window with options for changing sort order based on several criteria. The next icon toggles between ascending and descending order for the selected sorting type. The eyeball icon on the right toggles between the active and hidden contract list. Each mission list has its own active and hidden contract lists. The top-right icon opens a new window displaying all of the existing contract missions. Selecting a mission will switch the primary display to those contracts. The primary mission is always at the top of the list and contains all contracts. The bottom bar has several buttons that control various window options. The version number is displayed on the left. Tooltips for most buttons can be toggled on and off with the next icon. The spinning arrows icon is used to reset the window and primary contract list. A confirmation box will open upon pushing this button. This should generally not be needed, but if there are errors in the contract window (no contracts displayed, no "MasterMission" contract list, the window is too small, etc...) this can be used. All window size, font size, and position options will be reset; the internal list of contracts will be updated with all active contracts and the "MasterMission" will be reset with this internal list. All other mission lists should be unaffected, these can be manually deleted if there are any other problems. The aA icon controls font size for most of the window's labels. Each font is increased by one unit. The next icon toggles the overall window and texture element size. It also increases the font size by two units. Between the font and window size options there are four available font sizes and two window element size options. The arrow icon in the lower-right is a re-size handle; it can be dragged to increase or decrease the window size in either dimension. Each contract has a title bar above it with information and options for the contract. The contract difficulty, or prestige, is displayed on the left with one to three stars. The time remaining for the contract is shown next. It updates every five seconds (at high time-warp several days can go by during this period) and switches to days and hours, and turns yellow, when the counter gets low. The year/day time is dependent on your selection of Earth/Kerbin days in the KSP settings menu. The A icon can be used to display the flag and name of the contract's agency. The eyeball icon can be used to move the contract into the hidden or active contract list. The pin icon can be used to pin the icon to the top of the list, regardless of sort type or order; a contract's pinned state is persistent. The checkbox icon can be used to move the contract into a different contract mission list or create a new one. The blue icon at the end can be used to display contract notes if they exist; these are different from individual parameter notes. The primary contract and parameter display shows the same information as the stock window. In orange is the contract title. It is a button that can be pushed to collapse or expand the contract's parameters. When completed the contract text will turn green; when failed it will turn red. The contract parameters are shown in white. When completed these will turn green. Contract parameter notes can be displayed using the blue icon. Sub-parameters are offset slightly and are shown in a darker color. When all sub-parameters are completed they will be collapsed into their parent parameter and no longer displayed. The rewards for each contract and their parameters are displayed on the right side of the window. Funds, Rep, and Science rewards are displayed depending on how wide the window is. Rewards are in green, penalties are in red. The amount of any reward/penalty due to strategies, if any, is displayed in parenthesis. When the green checkbox icon is selected the mission list will appear. The current contract mission lists are displayed in this window. A green checkmark indicator on the left indicates that the currently selected contract is already in that mission. The green number to the right is the amount of contracts in that list. The red x box on the right can be used to remove a contract from any mission that it is present in. Selecting any existing mission will add the contract to it. Selecting the "Create New Mission" option will open the mission creator window. New missions can be created after giving them a name. Missions must have a name, can't use the same name, and must be under 20 characters. All progress nodes, their rewards, and in some cases, information about when they were completed is shown in this window. There are four types of Progress Nodes. Interval Nodes: These are nodes with multiple levels of progression, such as the altitude or speed records. Standard Nodes: These are nodes not specific to any one Celestial Body. Point of Interest Nodes: These are nodes completed by visiting anomalies. Celestial Body-Specific Nodes: These are nodes which are given separately for each Celestial Body Interval progress nodes. Standard progress nodes. The mission title bar is shown at the top of the window. The Title Bar is a button that can be used to switch to Progress Node mode. The edit mission window is opened with the pencil icon in the mission title bar for all but the Master Mission. Change the name of any mission. Delete any mission; this won't affect the contracts, and all contracts are still available in the Master Mission list. ChangeLog: This add-on uses TriggerAu's KSP Plugin Framework code Released under the MIT License.
  5. I am running a 10x scale game using Galileo's planet pack in 1.2.2. I am getting kerbal rescue contracts (standard) for low Gael(Kerbin Equivalent) orbit. The only issue is that the orbits are often within the atmosphere - their AP is just in space but the PE is as low as 40-50km. Is this intentional?
  6. I am trying to complete the contract that wants you to test poodle engine. I ran the test on kerbin somehow. But I just cant run test on orbital fligth and altitudes from 80000 to 90000. pressing run test doesnt do anything nevermind... I got it You have to be in an orbit, at 85000m altitude.
  7. The thing that seems really wierd to me are the space station, base and satelite contracts, since you dont actually need them to stay there. I have exploited this many times. Having a lander that has enough crew members, solar panels and a docking port, puting it into orbit, wait for the contract to fininsh, then do the landing and head home. The station/base should be, when all requirements are met, "given" to the contract company for some time or forever. The vessel is still trackable, but no longer controlable. What do you think?
  8. Hey, For me, at least career mode isn't for most fitting, because i cant build whatever i want. So Science mode is mainly what i play, But i think there should be more career stuff in science. Example: You can upgrade Facilities by science points instead of fully upgraded ones. And another main thing is that contracts in science mode, because sometimes it gets boring. I am glad that kerbal experience can be turned on at science mode, but it still needs more career options. Of course this can be achieve by playing career and max out money and then remove science points when upgrading facilities and reconfig contracts, but it does not feel same. i am really glad if these thing get added to KSP. Cheers.
  9. I'm looking for a way to remove the "Dock Two Vessels" and "Transfer Crew" requirements from Exploration contracts. They're neat for the first time around Kerbin but I don't want to do them for every single world to explore. Is there a simple way to go about this? I couldn't find them in the Contracts.cfg file (GameData\Squad\Contracts) and I don't have any particularly decent modding knowledge.
  10. Initial release of the revamped, scaled down, Additional Progression Contracts mod. This is a replacement for my old "Advanced Progression Contracts" mod, since most of the contracts in it were merged into the base game by Squad. DOWNLOAD Requires Contract Configurator 1.15 or higher. Contracts included on launch: Send the first probe to another planet. Send the first manned flyby of another planet (and return). Send the first manned landing on another planet (and return). Land a rover on the Mun. Land a rover on Minmus. Land a rover on another planet. Perform an EVA in Solar orbit. Future plans: More contracts itemized for planet moons. Jool-system specific contracts (Jool 5 challenge, etc). Repeatable "send a probe to X planet" generic contracts - the ones in stock are often a bit too specific, and don't usually help career-mode missions get funding. Unmanned probe sample-return missions (to Mun, planets, etc) More stuff to do with rovers - distance records, etc (as soon as I get the contract scripting logic for it to work correctly) In-atmosphere aircraft circumnavigation. (as soon as I get the contract scripting logic for it to work correctly) Ideas people suggest/request Released under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  11. Another contract suggestion, this time involving rescue and recovery contracts. As you can see from this screenshot, the contract generator is placing parts in orbits dangerously close to other bodies and intersecting their SOIs. This will eventually result in the craft being either slung out of the system or, in the case of the example, crashing into the body before the rescue craft can reach it. Owing to where the generator places orbits, situations like said example are thankfully rare around Kerbin, but can be a major nuisance elsewhere, especially around Duna, where parts for retrieval are frequently intercepted by Ike and destroyed or ejected into solar orbits before they can be reached. As such, the contract generator should run a basic check on the orbit it is generating a craft for retrieval or rescue in and, if the orbit crosses another SOI, abort the generation and try another orbit.
  12. Hi all, since 1.1 pre-release I am playing a new career game and I have (unluckily...) sent a bunch of tourists out to a Mun/Minmus sightseeing trip w/o any chute to re enter Kerbin atmosphere. My fault of course, then I suddenly realized I could not bring them home safely if not by strapping some chutes to the craft - an auxiliary chuted&clawed skycrane seems like the only feasible option in stock. If tourists could be allowed to go EVA just for switching vessel or to man a command chair that could bring at hand a few more "quality playtime" opportunities. They obviously should not be allowed to collect samples or reports and to gather and move samples from pod A to pod B. Just sayin'.
  13. After being offered this contract. I was curious see if anyone else has gotten impossible or extremely hard contracts. I'd like to see them.
  14. I just started playing 1.2.1. I'm a career-mode junkie, so I'm back to testing stuff on the pad, in-flight and all the simple stuff you start with. I accepted my first rescue-from-kerbin-orbit mission, glad that I get to start building up my team and having fun with rendezvous. I go out to the tracker to sync up my launch and I see the craft on a sub-orbital trajectory with the Mun! It's going to crash in one day, so there's no way that I'll be able to get to it in time. 1) Is this a bug? Why would they give you a contract that you will not be able to fulfill? 2) Is there a way to preview a rescue mission prior to accepting it? I don't want to blow more $$$ and prestige points if I'm going to be given a contract that I can't complete. Thanks for the help!
  15. Recently, I've noticed contracts popping up in Mission Control to put some of my various semi-derelict resource probes, unmanned base/station modules in transit and, annoyingly, my sometimes carefully positioned comm buoys in all sorts of wacky orbits. While all the craft have enough ∆V to reach the proposed orbits and they can be a way to make old craft pay for themselves, many of these contracts are effectively uncompletable since they would require unacceptable levels of screwing around with my buoy network-in short, agencies should not be proposing contracts to switch around the orbits of craft they themselves did not commission-craft which have completed a 'position satellite' contract should have a virtual tag applied to them, and only craft with this tag would be the subject of orbital adjustment contracts.
  16. I have a whole big thing I wrote but lost to a cookie bug, so I'll summarize: Suggestion #1: Please rework the contract weighting algorithm to be a matrix of contract types on one axis, and contract locations on the other with the weighting in the cells (not simply contract types as I believe it is now). It would make the game a lot more enjoyably playable if I could keep cancelling "build a station orbiting the Sun" contracts and have fewer of them show up, but still get the same number of "build a station orbiting the Mun" contracts (I also like shuttling passengers back and forth to Kerbin orbit and the Mun, even though they pay less than, say, Duna passenger missions, and I don't like that where I send my passengers at best totally random, and at worst determined semi-randomly by my reputation requiring that I sacrifice reputation to get contract locations I want). Suggestion #1.5: An alternative to #1, or perhaps in addition to it, would be giving players the ability to write their own contracts, but then have a random chance (depending on reputation and/or number of successfully completed missions there already) that a company will offer to fund the job. Either way both ideas #1 and #1.5 are so players aren't railroaded into doing missions they don't necessarily want (in particular because of where they are) or else forced to lose reputation by cancelling contracts left-and-right until the random generator happens upon the rare one they actually want. I love contracts, and I do like some randomness, but I still want a little more input into the contract selection/generation process than I'm currently allowed, and I think changing the weighting type-list into a weighted type-location-matrix would be a huge improvement to me and other players. Suggestion #2: Please add more filters to the Tracking Station, specifically celestial body filters (I assume this would be relatively easy to implement since most of the code presumably already exists for filtering and adding new filters, the new celestial body ones though would just use a "getSOI()" method instead of a "getVesselType()" method to make their selections). I love the filters that are already there, I think their functionality and what they do is absolutely perfect, I just want the additional ability to filter out missions I have idling on/around, say for example, the Mun so they're not cluttering up my Vessel list when I'm in the middle of doing a bunch of maneuvering for a colonization flotilla during Jool-orbit insertion. Thank you Squad and Devs for all your awesome work to make Kerbal, quite possibly my favorite game, a reality and your continued dedication, effort, and community engagement. I think these suggestions would hopefully be easy to implement, and that they would definitely have a large and positive impact on the player experience. Keep up the phenomenal work and I'll keep my fingers crossed that these suggestions are both easy enough to make and good enough for players that I might see them in a future version.
  17. I accepted a contract to test a small 1.25m heat shield. All parameters were met on re-entry (everything had green check marks). At this point I was supposed to test the shield via it's context menu. However when I right clicked on the shield there was no "test" option. I've tested other hardware by clicking the test option in the context menu, so I know what to look for. I've tried twice with no luck. I'm playing the new KSP1.2 with KER, [x] Science, EVE, TextureReplacer, and Scatterer. Any thoughts?
  18. Hi fellow Kerbonauts, today's question is as simple as it sound in the title: is it possible via config edits (or something a non-modder like me would be able to do) to change the limits on active contracts in Mission Control? Like me a lot of people plays heavy-modded KSP, which gives you A BUNCH of avilable contracts and I'm finding these limits of 15,12,8 very "limiting" even after upgrading MC to lvl 3. I already found that little tweak in Contracts.cfg which boosts the amount of AVAILABLE contracts but not the limit on active ones.. I'm using mission controller extended and contract configurator with many contract packs. Thanks in advance form the Kerbal Harmony Pursuit director!
  19. Ok so I built a rocket to service a handful of missions at once. Mission Itinerary included dropping a scanning sat around the Mun and then sling shoting from there out to Minimus to place the final piece out in orbit for some contracts. This all went smoothly and after dropping off the satellite in orbit of the mun, the remaining piece happily left mun orbit and barely made contact with Minimus. All the criteria was met bar the actual orbits so I set about circularizing for the final adjustments and then it crashed. Which is fine that happens sometimes but after reloading the game the vessel no longer counted as a "new vessel", which has kinda screwed me a little as the rocket cost most of my budget and the Mun mission was not actually a contract but a personal objective. Am I missing something or is this how new vessels are determined? Between loads seems a bit not very smart way to do it so I doubt it but I don't understand how this vessel which was launched after the contract was taken doesn't count even though it did before the crash.
  20. First of all,if this has already been mentioned/proposed in another thread, then I apologise. Had a quick look through recent posts and couldn't find anything like this. My idea for an expansion is basically a coming-together of various mods in one smooth experience. I would like to see the option to purchase pre-defined plots of land on Kerbin, and beyond, These plots can then be expanded (with cash or contract completions to there) to create other Space Centres/Aerodromes, in the same way as the KSC is now. These bases also unlock the CommNet for that part of the planet (on higher difficulty). Contracts are generated that go between them. Examples:- Fly x units of liquid fuel to the Arctic Base Fly a Secret Agent from point A to B, but stay below x metres altitude. Take 2 Kerbals to SW Crater Mun Base, then change them for 2 more, and return them. I feel that this will give aircraft more of a purpose than waiting for the dual-purpose engines and gunning it skywards, or those 'take a reading' contracts I've only just started properly learning how to create planes in KSP (after 150 hours), and feel that this is an opportunity to bring in another style of gameplay. Feel free to expand on this, or tear it apart!
  21. I don't have contracts show up in the contracts box. Have no idea why. Have asked tech support, anyone else have this problem?
  22. I just can't get the contracts I really want. I have enough tech to land on Minmus but I don't have an contract for a fly-by of the Mun! How do I get the fly-by of Mun contract?
  23. Hello. I've been looking for a contract mod that would enable me to get combat missions, with help of BDArmory. I saw the 5dim mod, it seems it is broken at the moment, so are there any other mods that do the same thing? Thanks in advance!
  24. Well this is interesting. After blowing most of my budget a few days ago to recreate the moon landing (yup forgot I was in carrer mode lol) I went back to the daily grind of exploding kerbals where no kerbals had sploded before! (or not that much anyway, and PROVING that if we can send Kerbals to the Mun then Apollo could still be faked or something like that lol). I had contracts set aside for a space station in Kerbin orbit that required a tourist which was different. So I built and orbited the station as there were no tourists to fire off. I came back today and all of my contracts had disappeared including the station one but I now had a tourist in the roster. I thought I had screwed up on the expiration but some of the contracts were open ended ie visit Duna Ike etc and other were not even 24 hours since being selected. So I shouldn't have lost any due to exceeding the expiration date. So I selected new contracts and went to the VAB and the contracts were gone. I had selected a LKO rescue and while the contract was gone the kerbal was in orbit. I figured I would do the rescue and see what happened. I got the kerbal but didn't get any credit or notifications ie in quarantine, new member etc etc. I also noticed that the engines were not cutting off. I use mechjeb to control the burns. I plot them and tweak then hit execute. It makes things easy without being overly dependent on mechjeb. So for the engine burns for rendezvous the engines would burn down to 0m/s indicated normally then continue to burn until I manually cut them off. The other strange part was I didn't see any real change in the orbits from the extended burns. Not that I let them go too far. So I am curious if anyone else is seeing this or has. I am running 1.1.3x64 on a win10 machine. There have been no updates for a few weeks and the parts I have been using have been in there for a while. The game has for me been fairly solid and glitch free for quite a while until now. Anyway before I start uninstalling mods etc I was hoping someone might have encountered this one before and has a idea of how to stamp it out. TNX Dave
  25. I'm just trying to get my head around the fulfilment of 'hardware' contracts and whether i get penalised for recycling the 'base' for other things immediately after the completion .... let me explain An example of this type of contract is: Build a base on planet /moon X that supports Y kerbals has a .... etc etc to be handed over to the <insert non memorable name> corporation on completion. Now in this example it's easy to use it to build a Kerbal transporter with a docking port that then just undocks from the 'base' takes off and is used for other game play. Effectively the contract has paid for the new hardware which i was going to build anyway plus you get the profit you would have got as well. A win - win?