Jump to content

inigma

Members
  • Posts

    3,307
  • Joined

  • Last visited

Everything posted by inigma

  1. Awesome. I love this mod. notes in game. i can't live easily without it.
  2. Contract Pack: Giving Aircraft a Purpose (GAP) 1.2.9 inigmatus released this 42 minutes ago Requires Contract Configurator 1.20.3 or higher from https://github.com/jrossignol/ContractConfigurator/releases Requires Module Manager from https://github.com/sarbian/ModuleManager Total Career Contracts Available: 70 10/28/16 GAP 1.2.9 compatibility upgrade for KSP 1.2 and Contract Configurator 1.20.3 please remove your current GAP folder and install this new as many contract filesnames were changed, and some disabled until spawn issues with certain props are resolved. reduced Mk3 crew cabin test requirement to 10,000m from 20,000m. decoupled crew cabin testing from each other, so you can now test crew cabins idependently as you research them, and not in their assumed order. Flight 102 requires either mk2 or mk3 cabin to be tested. added Cargo directory in Assets for future cargo subassemblies for GAP 1.3. readjusted min and max passengers for charters and regular service flights. clarified contract titles for Flights 101-103 to inform users that a minimum crew of 3 (two pilots, 1 engineer) is required for all regular service flights. removed crew requirements for Charter Flight 5 so that all charter flights only require a pilot and not additional crew. cleaned up list code for inbound passenger contracts as some names were duplicated on roster unnecessarily.
  3. Notifying @SpaceTiger @nightingale @Quodios Kerman @severedsolo @Z-Key Aerospace @maculator @DMagic @magico13 @linuxgurugamer @ShotgunNinja @JPLRepo @RoverDude @pap1723 @Nertea and @Probus - your mods are mentioned in the OP of this thread. Feel free to review if you think your mod is a good fit. Thanks guys for making this particular game play possible with KSP!
  4. @SpaceTiger For KerbalScienceExchange, can you set the default conversion ratio of science to funds at 10k?
  5. Archiving for 1.1.3: Commercial Space Program: Balancing Funds, Science, and Time - A Career Modlist for KSP 1.1.3 by Inigma Do you want freedom to advance your career space program by using either funds, science, or time? Then read on! The Commercial Space Program modlist changes the focus of KSP away from the stock method of pure science grinding for program advancement, to a broader means where funds, science, or time can enable you to advance your space program the way you want to! Essentially it works like this: 1. Funds can be earned by one of four methods: by selling science points for 10k funds per science point completing contracts (exploration, passenger, special missions) mining and recovering resources you convert a daily accrual based on your positive reputation 2. Science points can not be bought, but can be earned by one of three methods: gathering science via reports as normal (but using mods to make it easier to find science and collect it with no click-fest) completing contracts a daily accrual based on your invested KCT points 3. Time management is introduced by the Kerbal Construction Time (KCT) mod: requires time to pass when constructing anything requires time to pass when upgrading anything requires time to pass when researching a tech node you can decrease how much time passes for these things by spending KCT upgrade points as the game progresses. 4. Research nodes are acquired solely by funds and made available only after time has passed: node cost is entirely dependent on its science point value science points values are automatically converted to funds at 10k per science point to yield the node's funds cost you will not be able to research a node unless you have the equivalent value of funds available to purchase it (you may need to sell some science points therefore to do so) once you've acquired a node for funds, it will take time to make the research available to you once a tech node is fully available to you, you must then purchase the individual parts in the node for additional funds to unlock them 5. Strategies introduced by Strategia will greatly increase your contract rewards based on what areas of advancement you are currently focused on: requires unsold science points, funds, and other requirements to activate most strategies Required Pre-Game Setup Options: Science Rewards: 60% (a lot of science opportunities demands a smaller yield, especially if each science point can be sold for 10k funds!) No Entry Purchase Required on Research: Disabled (requires that you purchase every part you intend to research, in addition to the research node) Decline Penalty: 0 (picking and choosing which contracts you want to do is realistic in my opinion and should never be penalized) Required Gameplay Mods: Strategies: Strategia (replaces stock Strategies. requires some science, so be sure to keep some science points in stock to activate) Contract Packs: Field Research - To earn funds while doing science at specific locations Sounding Rockets - For use with USI Sounding Rockets mod. GAP - Giving Aircraft a Purpose, allows you to purchase prototype parts for making an early bus, and early aircraft. Contains missions to establish lucrative passenger flights to and from KSC Island, or rep by doing rescue missions. Rover Missions Redux Anomaly Surveyor Bases and Stations Clever Sats Field Research SCANSat Tourism Plus Unmanned Contracts Science Mods: DMagic Orbital Science - more science instruments (and thus more science opportunities) Science - Full reward! - A simple Module Manager config file that gives you full science reward when gathering data. Still enables transmission loss though. Mod not needed if you have Kerbalism installed. Station Science - More science parts! [x] Science! - Visually see what science is available to you at any given moment to gather, and what you're missing. Use this to beat the science click-fest and make science work for you! Newest version makes Automated Science Sampler obsolete. Science to Funds Mod: KSPCasher - meat and potatoes of this career mode. Requires 10,000 funds for each science point required to research a node in the tech tree. Also allows you to sell science for funds. Also pays out daily funds according to your reputation. Simulator: KRASH (funds required to "simulate" missions and test protoypes) (KCT can also do simulations for funds, but I like to disable its simulator options in favor of KRASH) Time Mod: Kerbal Construction Time - requires time to pass for research, building upgrades, and vessel construction. Also allows you to earn science points on a regular time basis depending on how you spend your KCT upgrade points. Any Life Support mod. I use Kerbalism (hey, if you're gonna have time as a factor in your decision making, might as well include this amazing all-in-one life support mod for upping the realism) - this adds the necessity for planning ahead and not make the game cheaty since warping time to get ahead will at some point have real supply consequences when you are fielding Kerbals. Tech Tree: anything but the stock tech tree. oh the grind. I'm currently playing stock, it's bearable, but mk3 planes after mun probes doesn't make sense to me. I will be play-testing Historical Progression Tech Tree on my next playthrough. That's it! That's all that is needed for this career mode. Below is a list of mods though that I am currently using with the above Commercial Space Program Career Mode to further enhance my game play, and these all come highly recommended: Gameplay Mods: Custom Barn Kit Contract Configurator Contract Packs (all those listed above, Giving Aircraft a Purpose for sure!) Kerbal Construction Time Kerbalism KSPCasher Stock Bug Fix Modules & Stock Plus (Tons of required bug fixes for the current version of stock KSP. I also enable the Highlighter to disable flight scene mouse-over part highlighting) Strategia Take Command (Command Seats are spawnable) TRP-Hire (hire Kerbals of all kinds for a reasonable price) Helper Mods: Automated Science Sampler ([x] Science! replaces this) BetterBurnTime Docking Port Alignment Indicator Easy Vessel Switch (camera positioning is cinematically cleaner and smoother when switching vessels or Kerbals) Editor Extensions Redux InFlightFlagSwitcher (mod discontinued after Aug 9) Keep It Straight (remembers camera mode between scene switches, so you don't get lost at what you were looking at before) Kerbal Environmental Institute (KEI) (single click gathers all available science to you within the KSC area only, no more hunting for KSC biomes and science car trips around the center) Kerbal Alarm Clock Kerbal Engineer Redux KRASH (mission simulator) (set to Easy for cheap sim costs) KSP Craft Organizer (tags and craft file searching to keep craft organized) Mouse Aim Flight (think Warthunder controls for your airplanes!) RCS Build Aid QuickBrake (starts all crafts with brakes on) QuickSearch (searches parts in tech tree and highlights for you where they are found for easier reference) Waypoint Manager Vessel Mover Continued (If you use KCT's vessel recovery option, it tends to save craft in weird configurations. It's nice to have VM to correct spawn issues due to bugs). [x] Science! Environment Mods: Chatterer Cetera's Suit Mod (requires Texture Replacer, give me space suit colors for my kerbals) Destruction Effects (parts catch fire in an explosion) (currently displaying buggy but harmless fire-catching part separation events, see jrodriguez's recompiled version in the thread) Distant Object Enhancement (see stuff easier) Docking Sounds - (not working with 1.1.3 sadly. I really wish it would!) JetSounds LightFixer! (modify the config file to change the lights from 1.5 to 1.2. Shadows and lighted surfaces in space and on airless bodies are much more realistic) PlanetShine (reflected light from planetary bodies light up the underbelly of your spacecraft realistically) PersistentRotation (keeps stuff spinning in space, even during warp or scene change) RCS Sounds Reentry Particle Effect Rover Wheel Sounds Scatterer Scatterer - sun flare Texture Replacer (no helmet Kerbin EVAs) Universe Replacer (changes the starry sky to one that is filled with more stars, and with a more visible galactic edge) WindowShine (reflections in windows) Part Mods: Aviation Lights Kerbal Attachment System (for EVA work) Kerbal Aircraft Expansion Kerbal Inventory System (for EVA stuff) Kerbal Planetary Base Systems (pairs well with every mod in this modlist) SCANSat (scan your planets for resources, and earn funds and science doing so!) SM Chute Station Science Stage Recovery Smart Parts (actionable timers, proximity, and fuel sensor triggers for action groups) TweakScale (allows you to resize most parts as needed) Universal Storage Sounding Rockets! (by RoverDude) As you can tell, my modlist is pretty basic without a lot of part mods, or feature bloat. Simpler is better in my opinion. Feel free to add to this list in your careers though. Please ping me with any incompatibilities you may encounter with this list. Please limit discussion in this thread to the above list of mods or recommendations you may have for mods in the required mods section that you think would help further the goals of this career mode.
  6. Nutso. VesselMover Continued isn't compatible with KSP 1.2, and moving stuff around with Hyper Edit is ... painfully slow and there is no way to reorient vessels with it which is what I really need. That and Kerbal Engineer Redux isn't out yet for KSP 1.2 which means I'm blind on my exact pitch angles for spawning such craft. I think I'm going to hold off on fixing any spawnable crafts in the contract pack for GAP 1.2.9 and just release as-is it after I comb through this thread for bugs and suggestions for anything else that needs fixing up. If you guys can bear with exploding aircraft carriers and island resort docks, I don't see there being any other issues with my current dev version of GAP 1.2.9 at the moment with KSP 1.2 and CC 1.20.3.
  7. Technically keeping your GAP folder will not cause any issues, but it could lead to duplicate contracts appearing with some of the duplicates broke. To keep things clean, I recommend a clean install of GAP. I will not be supporting GAP clean upfor those without a clean install. - because even I have already forgotten exact specifics. heh
  8. Good news. Those of you experiencing contract generation issues, CC 1.19 through 1.20.2 and had an issue with failing to generate/offer contracts listed under nested groups (which for GAP meant all its contracts!). CC will roll out a much-needed fix for this and other issues shortly. That's one major issue down. More to come.
  9. The next GAP version will require a new save as several contract names have changed, which will really mess up some things.
  10. I will tackle CP:SR when I finish GAP. Thanks for the heads up on the new tweaks to SR. I'll be re-playing...er re-testing CP:SR just as soon as I finish up GAP for KSP 1.2.
  11. @nightingale ok so i've loaded up 1.2 and CC for the first time and my current dev of GAP. Running module manager too. Ran into several snags trying to get the first contract in GAP to be offered. Summary: GAP's first mission, SST-Start.cfg found in the Core directory fails to generate as a contract, even though requirements are showing as met. I probed a few ideas, and eventually came to a discovery that any contracts that are in a nested group, are not generating or crunching data either for that matter. Duplication Steps: - CC 1.20.2 (from CKAN) - Module Manager - GAP Dev: https://github.com/inigmatus/GAP/archive/master.zip - simply create a new career. Issues: Currently SSI-Start fails to generate, even with met requirements. Also, one of the requirements is minFunds requirement based on starting funds. CC console shows the value is 0 (when instead it should be 10% of one's starting funds). Troubleshooting: Removing the contract's requirements has no effect on generation. When I change the group away from the nested group SSI Aerospace-Economy to the parent group GAP, and restart KSP, lo and behold, the SSI-Start contract generates, with correct funds for the minFunds value too. I think something in CC 1.19 or 1.20 is not firing off for contracts that are under a nested group. Debug shows no errors, and shows contracts loading fine. As a side note, the Reloading Contracts function in CC Console breaks the All contracts view in Mission Control and thus requires a restart of KSP which makes troubleshooting a lot more difficult. Not even the new cheat menu's ability to force contract generation and resetting stuff fixes it, nor does advancing time or scene changes.
  12. wait, are you saying its possible to make the command seat part spawnable by simply creating a module manager config for it?
  13. SpaceTiger has developed DailyFunds mod which completely satisfies #5. His KerbalScienceExchange mod satisfies 1-4. This thread is now complete! Updating OP with solutions!
  14. New development! KerboKatz KerbalScienceExchange mod and KerboKatz DailyFunds mod together completely replaces KSPCasher in 1.2.
  15. You sir are absolutely awesome! KerbalScienceExchange and DailyFunds totally revolutionize career mode. I am speechless. These two mods alone should be at the top of anyone's career modlist if they hate the current grind. Thank you! I will gladly feature these mods on Spacedock!
  16. Your career fans will love this! Certainly still needed for saner Career hiring. - If you want a challenge, how about an option for a player to pay out 10 funds per day per non-tourist Kerbal on an active mission? This essentially makes the initial hiring fee a "retainer" and then when they are called on mission, a player is forced to pay a daily wage. - Finally, if a Kerbal is Killed in Action, this mod has an option to require a payout of 10x the hiring fee, as a sort of life insurance policy obligation. thoughts?
  17. @SpaceTiger has fulfilled 1-4 of this request with KerbalScienceExchange found here: I am currently asking if he could create another modlet to address providing a daily stipend of funds of 100 funds per positive reputation point.
×
×
  • Create New...