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Found 8 results

  1. This is reboot of @tseitsei89's economy challenge, which was for 1.1. Categories There is 4 categories each for Stock and Modded. I. DISPOSABLE LIFTERS - Recovery doesn't count IIa. REUSABLE ROCKETS - No airbreathers IIb. VERTICAL LAUNCHED VEHICLES - Vertical Launch with airbreathers III. GENERAL - Anything is allowed Score Score is given by {Expense for the Mission} / {Payload mass(t)}. Expense doesn't include the price of the payload. Recovery cost is excluded from the expense for categories IIa, IIb and III. Rules 1. No cheat menu, No clipping of fuel tank & engine. 2. For stock entries, the craft should work in the same way with stock installs. For modded entries, only balanced mods are allowed. 3. You must launch from launch pad or runway. 4. You must achieve a stable orbit. (Pe >70km) 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust or control authority to your craft. Also no lifting surfaces in payload. 7. Payload mass count after it's decoupled. If you had fuel or something disposable on the payload, give enough proof that you didn't throw any of them away. (e.g. Show that initial payload mass and final payload mass are same) I. DISPOSABLE LIFTERS 1. Funds from recovery doesn't count. 2. You can use ANY parts you like. IIa. REUSABLE ROCKETS 1. You can use any parts except airbreathing engines. (This includes any kind of scooping) 2. You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. IIb. VERTICAL LAUNCHED VEHICLES 1. You can use any parts, and at least one airbreather should be used in lifter. 2. You can recover any parts of your lifter that you can for a refund. 3. The craft should fly vertically to orbit - Pitch should be above 30 degrees under stratosphere(7km) 4. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 5. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. III. GENERAL 1. You can use any parts. 2. You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. Submission - Submission should include enough screenshots or video to prove validity of the mission. - Username, brief explanation of the profile and characteristics will be listed. Craft file will be listed as well if it's given. Leaderboards Stock: I) 1. 589.8/t, @maccollo, with Skipper augmented with Kickbacks. IIa) 1. 378.32/t, @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) 2. 394.99/t, @Nefrums, with Shuttle second stage on SpaceX style first stage. (Rhino on the second stage, Mammoths&Vectors on the first stage) 3. 484.231/t (Craft file), @Avo4Dayz, with simplistic recoverable rocket SSTO powered by single Twin-Boar. 4. 756.10/t, @Abastro, with fully recoverable TSTO with Nerv on the second stage. III), 1. 113.69/t, @Clancy, with mk1-2 spaceplane powered by 2 RAPIERs supplied by and 1 NERV. (Just enough Oxidizer to push through the 30-40km, where the NERV can take its time getting to orbit.) 2. 131.91/t (Craft file), @Wanderfound, with mk3 cargo bus powered by 6 R.A.P.I.E.Rs and 3 Shock Cone Intakes. with few wings - I guess, it's just not wingless 3. 159.29/t, @NightshineRecorralis, with mk2 spaceplane with 2 R.A.P.I.E.Rs supplied by single Shock Cone Intake. 4. 378.32/t, @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) 5. 394.99/t, @Nefrums, with Shuttle second stage on SpaceX style first stage. (Rhino on the second stage, Mammoths&Vectors on the first stage) 6. 589.8/t, @maccollo, with Skipper augmented with Kickbacks. 7. 756.10/t, @Abastro, with fully recoverable TSTO with Nerv on the second stage. Modded:
  2. Continuation of economy challenge 1.2 with rules changed. Categories There are 3 categories each for Stock and Modded. I. DISPOSABLE LIFTERS - Reliable Disposables II. REUSABLE ROCKETS - Reusable Vertical Launch Vehicles III. SPACEPLANES - Cargo Planes accidentally got to orbit SPEISPLAINS Scoring Score is given by Expense for the mission, for given Payload mass. - Expense doesn't include the price of the payload. Recovery cost is excluded from the expense for categories II and III. - As cargo lifters are generally capable of hauling lighter payload than the intended, lifters cheaper than any others with heavier payload are the best for their region(the payload mass range). Those will be listed. - i.e. If a lifter won't be listed when it's more expensive and haul lighter payload than another lifter. Rules 1. No cheat menu, No clipping of fuel tank & engine. 2. For stock entries, the craft should work in the same way with stock installs. For modded entries, only balanced mods are allowed. 3. You must launch from launchpad or runway. 4. You must achieve a stable orbit. (Pe >70km) 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust or control authority to your craft. Also no lifting surfaces in payload. 7. Payload mass count after it's decoupled. If you had fuel or something disposable on the payload, give enough proof that you didn't throw any of them away. (e.g. Show that initial payload mass and final payload mass are same) I. DISPOSABLE LIFTERS 1. Funds from recovery doesn't count. II. REUSABLE ROCKETS 1. You should recover at least one part of your lifter. 2. The craft should fly vertically to orbit - Pitch should be above 30 degrees under stratosphere(7km) 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. III. SPACEPLANES 1. Feel free with recovery - you can either recover or dispose any parts. 2. The craft should fly horizontally to orbit. Perform horizontal flight (pitch < 30deg) at least once before reaching stratosphere(7km) 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. Submission - Submission should include enough screenshots or video to prove validity of the mission. - Payload mass and cost should be presented clearly. - Username, brief explanation of the profile and characteristics will be listed. Craft file will be listed as well if it's given. Leaderboard Stock: I) - 61.87t in 36488(589.8/t), @maccollo, with Skipper augmented with Kickbacks. II) - 3.280t in 2480(756.10/t), @Abastro, with fully recoverable TSTO with Nerv on the second stage. - 13.42t in 5077(378.32/t), @Abastro with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) - 18.20t in 8813(484.23/t) (Craft file), @Avo4Dayz, with simplistic recoverable rocket SSTO powered by single Twin-Boar. - 85.00t in 30315(394.99/t), @Nefrums, with Shuttle second stage on SpaceX style first stage. (Rhino on the second stage, Mammoths&Vectors on the first stage) III), - 7.000t in 1115(159.29/t), @NightshineRecorralis, with mk2 spaceplane with 2 R.A.P.I.E.Rs supplied by single Shock Cone Intake. - 11.60t in 1319(113.69/t), @Clancy, with mk1-2 spaceplane powered by 2 RAPIERs supplied by and 1 NERV. (Just enough Oxidizer to push through the 30-40km, where the NERV can take its time getting to orbit.) - 41.24t in 5440(131.91/t)(Craft file), @Wanderfound, with mk3 cargo bus powered by 6 R.A.P.I.E.Rs and 3 Shock Cone Intakes. with few wings - I guess, it's just not wingless Suboptimal Entries: Modded: Note: Scoring scheme could be reworked, so that cost per mass should be better for heavier payloads. I'll be listing my own spectrum of (reusable) lifters. Hopefully it'll be finished in this week.
  3. Nice and straightforwards: land on Moho, come home to Kerbin, do it as cheap as you can. Three categories: Basic: land and return any vessel. No Kerbals required. Intermediate: land and return alive a Kerbal. Plant a flag while you're there. Advanced: land and return alive a Kerbal scientist (so a probe core or copilot will be required for SAS) plus one of every scientific instrument (ie: materials bay, goo pod, thermometer, barometer, seismometer, gravity detector, atmospheric sampler)[1]. Plant a flag while you're there. Stock parts only and Wheaton's Law applies. Autopilot and visual mods are fine, but nothing physics altering. Try to keep part-clipping and similar trickery to cosmetic levels; minimise the cheese factor. You can use any method you like; single launch, multiple launch, refuel in orbit, nukes, ions, ISRU [2] whatever. But the cost-minus-recovery of every launch involved goes against your score. Post VAB screenshots of every vessel involved to show the price; also post proof of the journey and proof of recovery for any parts recovered. Distance from KSC does matter for recovery value. Cheapest mission wins. SCOREBOARD Basic Intermediate Advanced @ManEatingApe, √28,628 @Wanderfound, √86,770 [1] As in, send scientist and experiments, return scientist. You don't need to bring the goo pod etc. home; just the data wil do. [2] No ISRU mining on Kerbin to offset fuel costs, however.
  4. 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 1.4.1.0 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 1.4.1.0 Update. 1. Fixed Research Core Science Not working. 2. Fixed Weather Core Science Not working. Mission Controller 1.4.0.3 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.
  5. What this mod does is: Buy tech nodes for cash Nodes in the research tree will now cost funds instead of science. Any science spent is refunded when you leave the R&D building. Get cash for science Turn science into cash at the click of a button Daily budget Every day at 4am you receive cash according to your reputation level. Use the "Warp to next morning" button if that node is just a few bucks away. Let you configure all the above Click the "$" button to change the multipliers for all of the above, values are saved with your save game But Why? Career mode for me just seems to be motivated only by science, and most can agree it's a bit of a grind unlocking the tree. Making this easy change using the plugin system allowed me to play the game with a slightly different outlook, and combined with other mods you are able to progress the game using contracts or funds from your production/mining empire. The reputation budget is just another way to reduce grind, go ahead and time accelerate that engine tech upgrade if you need to. [Download from Github] (Also available on CKAN) Compatible with: Strategia Kerbal Construction Time Real Solar System (24 hour budget cycle) Recommended Mods for a Cash-Based Career Mode: Contract packs, all of them Karbonite+ (Find Karborundum for much $$) Kerbin-Side + Supplements (for more profitable opportunities on Kerbin) Notices 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. This mod is under MIT license, feel free to look at the source code: https://github.com/a-stat/kspcasher/
  6. So the idea is to launch a payload to LKO with as low funds/ton as possible. There will be 3 categories: 1. Disposable lifters. No recovery 2. Recovery allowed. No airbreathers 3. Anything goes Some general rules: 1. Stock only. Visual and informative mods are ok. 2. No cheat menu or other funny business. 3. You must launch from launch pad or runway. 4. You must achieve a stable orbit. Pe >70km. 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust, fuel or control authority to your craft. Also no lifting surfaces in payload. 7. Your score is (funds you used - payload price - recovery costs in categories 2 &3)/(payload mass in tons) 8. Screenshots or video required. 1. DISPOSABLE LIFTERS 1. You don't get any funds from recovery. 2. You can use ANY stock parts you like. 2. RECOVERABLE. NO AIRBREATHING ENGINES 1. You can use any stock parts except airbreathing engines. 2.You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. But now you can't land anywhere you want since while suborbital/still in atmosphere it is not necessarily trivial to get anywhere near KSC. 3. ANYTHING GOES 1. You can use any stock parts. 2.You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. But now you can't land anywhere you want since while suborbital/still in atmosphere it is not necessarily trivial to get anywhere near KSC. LEADERBOARDS: DISPOSABLE: 1. Tseitsei89 636.17 2. Maccollo 642.10 3. Cunjo Carl 753.50 RECOVERABLE. NO AIRBREATHERS: 1.Tseitsei 312.78 2. 3. ANYTHING GOES: 1. Tseitsei89 83.11 2. 3. And here is my entry for the disposable category to start things off: 103 436 total cost 25 028 payload cost 117.15 tons payload mass => 669.30 funds per tonne Flight profile: 1. Start all engines 2. Tilt a little bit towards east to start gravity turn using twin boars gimbal and click prograde hold on 3. At around 120m/s shut down twin boar 4. When SRBs burn out you should be tilted at about 40 degree mark (see screenshots). You can activate twin boar again when SRBs are still burning if you threaten to tilt over too quickly. 5. After SRB separation just keep burning prograde and try to hold your "time to Ap" at about half of your remaining "burn time". 6. When your Ap is >70km shut down engine. At this point your Pe should already be positive or at least very close to zero if you flew well. 7. Coast to Ap and circularize.
  7. There have been a handful of threads recently about possible ways that colonizing Mars could prove economically viable. We haven't really gotten much solid consensus. In the near-term, it just doesn't seem like there is any slam-dunk reason to live on Mars. Why not look a little closer to home? Let's suppose, for the sake of argument, that some entity was willing to build a space station in orbit for long-term habitation. What, other than space tourism, would cause people to move there? On a basic economics level, people will endure a higher cost of living if the income they can receive is correspondingly greater. Living on a space station in orbit would be the extreme example. The cost of living is very, very high...to grossly understate...but if there was a way to generate correspondingly greater income, people would live there. The trouble is finding a lucrative income source in space that is not available on Earth, while also requiring you to actually be physically in space. The current jobs in in space come from NASA and other government-sponsored space agencies. That is mostly scientific research. While important, it doesn't serve as an immediate stream of revenue and so it probably doesn't fit. I could imagine other types of research that would be more lucrative. I'm sure there experiments which could only be conducted in microgravity, yet would result a lot of profit for companies here on Earth. Another opportunity would be zero g manufacturing and assembly. I don't know whether that market is big enough, or if there are aspects that would require human presence. Then there are more interesting possibilities. It might seem like a lot of trouble to set up a tax haven in space, but there may be certain business models (investment banking, stock option manipulation, encryption services, gambling servers, streaming servers, etc.) which would benefit tremendously if they could be conducted away from government oversight or control. The same goes for manufacturing of restricted substances. Finally, there's space jockey stuff -- going to repair satellites in orbit, assembling satellites, and so forth. Any other ideas?
  8. So, I was watching King of Queens with my grandmother not too long ago. One of the episodes involved playing the stock market, and I thought "Why not have that in KSP?" I mean, there are different agencies, and then there's your own agency, most likely named "Default" for you sandboxers. The idea I'm pitching here is a stock market in-game that mostly depends on the reputation system. If your rep is in the neg, then there is no chance for investment. The higher it is, the higher your chance. If you buy parts from another agency, they gain the profit for the sale, unless your agency builds it's own parts, either requiring EPL, or just a simple toggle option. Of course, this could lead to a career mode that is just too rich, especially if you're the Astrogamer, Scott Manley. Perhaps there could be a button found in the Administration building to access the economy, or maybe even another building added in. Maybe RemoteTech's developers could have a helping hand in this, with certain areas of Kerbin needing connections because of where other agencies are located at. Maybe even some world record contracts for gaining however much money from the market would be a great addition to a great mod.