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Everything posted by inigma

  1. True but the neat thing is that ksp1 is stable forever so getting mods that work is a higher probability than ever before.
  2. Soo... back to KSP1 we go. Anyone have a recommended KSP 1 mod list to cover what KSP 2 intended to give us? Maybe something we could pin? Was looking for a minimalist list though to cover the basics: Multiplayer: Darkstar Multiplayer (DMP) Colonies: Hab Tech Outer Planets Mod Planetary Base System Simple Construction / Not So SimpleConstruction / Keridian Dynamics Communications: Economy/Missions: Stockalike Mining Extension Life Support: Kerbalism TAC-LS Science: Kerbalism Un Kerballed Start Hide Empty Tech Tree Nodes Parts: Community Tech Tree Kerbal Inventory System/Kerbal Attachment System Nertea's mods Stockalike Mining Extension Utilities: MechJeb Kerbal Engineer Redux Universal Storage FMRS, for booster recoveries Visual: Scatterer Some ideas in this thread so far - Updated Modlists:
  3. Reposting this, since it's a GREAT challenge. And only one person currently holds the title after nearly a decade.
  4. Thank you! So happy to have inspired those to carry the torch into even more aircraft contract pack greatness! You have done very well with your pack. I look forward to playing them myself! Ooh something new to watch! I will check it out!
  5. Yay, glad to see someone wants to continue making planes a thing in Career. I heartily approve. Feel free to use anything from GAP! It's free and open source.
  6. This was always my most favorite KSP thread in history. Still glad the links work.
  7. Yes it is. The contacts are still in the pack, just disabled by simply not referencing them in the current progression of contracts. You or anyone are welcome to modify whatever you wish and share your modifications. I'll be happy to publish any fixes you can offer. Feel free to check out the github link referenced on the OP.
  8. The only recourse to failed contracts is to cancel them and retake them unfortunately. What you could do though is go through the cfg files in the mod and set the failureFunds = 0 failureReputation = 0 that way there would be no penalty for failure.
  9. As is my right and honor, I hereby award to @sturmhauke the STS Challenge Architect Badge and recognize him for maintaining the fine and outstanding traditions of the STS Space Shuttle Challenge. He stands upon the shoulders of giants, and the achievements of generations, as he leaps to inspire the achievements of the giants of the future. Thank you good sir for maintaining this challenge in these glorious days before KSP 2, and continuing the spirit of this amazing series. I look forward to the participation in this series by Kerbalnauts new and old. Bravo sir! Well deserved!
  10. Lol. loved the K2 rescue ragdoll. She really needed help, prob why they called it in. ;D adding your playthrough to OP.
  11. The air terminal is the road between the Space Plane Hangar and the fuel tanks by the runway. In a level 3 SPH, the terminal extends all the way from the SPH to the fuel tank area, with enough space to park your plane. Simply taxi from the runway to the fuel tank area. That's the terminal. I've recently been sucked into Space Engineers, but now I'm really stoked for multiplayer KSP 2.0. I also start a new job soon, but when things settle down I hope to revisit GAP to make it officially compatible with latest versions. Anyone of course is welcome to fork this project if they have time to do so, as right now I don't seem to have it yet. Hopefully soon. Let me know.
  12. "...and the long-awaited arrival of multiplayer." This. Is what this the game has needed from the start. Without this, KSP will fade into memory as the best solo game in history. If they include it, it will foster the greatest growth of a sequel in gaming history. I am sure I and many others will return our focus to KSP if this is done.
  13. Thanks for your comments, I'll get to them now. Rescue contracts are tough, and require more advanced engines or parts, or force players to look at mods for solutions. The goals are simply set. How you figure out how to accomplish them inside or outside the box is up to you (and really the fun that makes GAP ... well GAP). Even I admit I've only been successful once with the K2 rescue contract - and this was a few years ago. The goal is there though. How you accomplish it is pretty open. I think a GPP patch isn't out of the question then. I'll have to take a look. FAR is not required to play GAP. It appears the requirements may not have loaded correctly if the contract fails to appear without FAR installed. I tested and played GAP 1.6 with no mods except Airplane Plus. FAR was not installed. You may need to look at reloading your game. The circular intake is only intended if you have an engine that doesn't trip the air intake requirement for a contract. You are correct in that jet engines are not available in the prototype market. This is intentional. GAP in its pure vanilla design is not intended to be an airplane-first set of contracts, with the exception of the glider contract. This is because the default game only gives you jet engines or rocket engines. Historically, rockets were first, then jet engines. Because KSP does not provide a propeller engine yet, then GAP was not intended to circumvent this default game design at the vanilla level. GAP is actually designed to encourage players to explore and use part mods. If you want airplane-first parts, mods like Airplane Plus and others that provide propeller engines are supported by GAP. Modded tech trees could also be a solution, but if you have a modded tech tree, you probably have modded parts, which is what GAP attempts to allow for anyways, so modded tech trees are not required (I wanted GAP to be as KISS as possible). By allowing GAP to prototype mod parts for propellers, I circumvented the need for finding and using a modded tech tree. But all this to say that GAP with vanilla game is not intended to be planes-first since KSP is not planes-first yet, but it is intended to be planes-first with mods. That said, I see a prob with the helicopter pad requirements... Glider should not be repeatable. I'll look into it. Barnstorm is repeatable. I think switching to the SPH helipad requirement is a great idea. I think though, that the contract allows for any helipads, including SPH, so if its cheaper, do that. If SPH pad is not an option, I'll have to code it in for next release as it should be allowed for. Science node in vanilla game to get jet engine is annoying but doable. I'll have to confirm SPH availability though. Thanks for the heads up!
  14. Go to the Prototype Market, and you will need to purchase tech to unlock what you need to unlock the first contract. You will need an air breathing engine, wing, and wing control tech at the minimum. This will unlock the glider and first airplane contracts. Feel free to check out the basic start here (this is an old video, as SSI Member Services was renamed to Prototype Marketplace, but same contracts there still exist to get you the tech you need to unlock):
  15. Contract Pack: Giving Aircraft a Purpose (GAP) 1.6.1 Edit inigmatus released this 6 minutes ago Requires the latest version of Contract Configurator from https://github.com/jrossignol/ContractConfigurator/releases Requires Module Manager from https://github.com/sarbian/ModuleManager Published: 2/9/19 GAP 1.6.1 compatibility fixes for KSP 1.6.1. GAP will adopt KSP versioning going forward to make it easier to confirm compatibility. Releases will instead be tracked via builds appended to the version number. tested compatibility with KSP 1.6.1 and latest version of ContractConfigurator
  16. Same here, should be a simple process of updating version files after running some basic playthrough checks in GAP. I have time this weekend to keep working on the playthrough testing.
  17. Woot, Contract Configurator is out for KSP 1.5.1. Time to update GAP to reflect this. @nightingale
  18. Free free to create additional contracts using the Contract Configurator wiki, and examples from the Sounding Rockets contract pack, and I will be happy to include them. You can create a fork on GitHub.
  19. New video! GAP is working fine in 1.5.1. I'll post an updated mod shortly, for now, enjoy!
  20. You are totally free to do anything you wish. Feel free to copy GAP contracts for use in your pack. No credit necessary. I consider GAP an open source project. If you want to submit contracts for use in GAP, feel free to do so too. We can always do a NEEDS: statement for contracts to require certain mods before being made available. Either or, anyone has permission to use/expand/duplicate GAP or even fork GAP or any of its contracts into a new mod, no credit necessary. GAP contracts are stock + dlc and were originally intended for proof of concept. I guess it sorta just expanded from there. heh. Here's a link to the open license if ever anyone was wondering: https://github.com/inigmatus/GAP/blob/master/LICENSE.txt
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