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  1. Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do
  2. Contract Pack: Giving Aircraft a Purpose 1.6.1 Requires the latest release of Contract Configurator from https://github.com/jrossignol/ContractConfigurator/releases Requires the latest release of Module Manager from https://github.com/sarbian/ModuleManager Giving Aircraft a Purpose (GAP) is a contract pack for your aerospace program, providing aviation milestones to achieve, regular flights to service, and Coast Guard rescue . This contract pack is compatible with all stock and modded careers (except RSS). Purpose: To provide a useful purpose for the existence of
  3. Ladies and Gentlemen, presenting for your entertainment and delight, Exploration Plus - an overhaul of the stock Exploration Contracts. So, I really like the new Exploration contracts introduced in 1.2, but they aren't without their problems. Do I really need to prove that I can rendezvous or dock around every body before I can move on? Aren't the skills transferrable? I also feel like your progression can get bogged down, as you only have one of these contacts at a time. So here is an attempt to fix this: Features Multiple exploration contracts at a time. The moment you p
  4. Field Research - Get paid to do science! Description This is a Contract Pack that gives contracts to perform various science experiments. There are contracts for: Biome studies - collecting results from a number of experiments in a single biome. Climate studies - performing various climate experiments on bodies with atmospheres. Geological studies - performing geological experiments on various biomes of a celestial body. Experimental studies - run one experiment under multiple conditions (including experiments from mods). KSC Science - contract to g
  5. Increase the variety of tourism contracts available! Have tourists visit your stations, and build new attractions for them! (image credit MalevolentNinja) Description This is a Contract Pack that gives contracts to take tourists into space. There are contracts for: Taking tourists all around the Kerbin system. Taking tourists to your existing stations and bases. Building space tourism attractions. Taking tourists to your newly built attractions. Unlike the stock tourism contracts, all tourists for a given contract want to go to the same place. You'll
  6. Contract Pack: GAP for JNSQ - a missionpack with milestones, airline and rescue missions. This mod is aimed for use with JNSQ and Kerbal Konstructs only. If you play without a planet pack, you should look at the original GAP mod instead. Main Features: Milestones to complete and to unlock all the other missions. Airline flights to different Airports on Kerbin Coastguard Missions Air Freight Missions Autoloading Passengers Communications Depe
  7. Hi everyone. I am considering a colonising mod that utilises Contract Configurator to allow kerbals to be 'spawned' on a base that you establish. The idea is that you are tasked in a contract to establish a base. The basic plan is that you have to launch and move several VERY heavy parts to a location on a body, possibly needing to construct in orbit to transfer them. Once landed, the contract completes and CC deletes what you Once this base contract is complete, another contract fires giving initial kerbonauts. Hopefully you'll be able to see what types you are getting. The
  8. I really like the satellite contracts in KSP, but I get fed up of KSP asking me to move my Remote Tech or SCANsat probes. So, I decided to try and fix it. I present to you: Clever Sats. A replacement for stock Satellite Contracts. How is this different to the stock Satellite contracts? Intelligent target selection. Instead of just picking anything that "might" be a satellite at random, you will only be asked to move satellites deployed by this pack. Like your remote-tech comm relay where it is? That's fine, CleverSat will leave it alone. Moved your sats into a constellation? Don't w
  9. Welcome To Kerbal Academy's Kerbonaut Training Program Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals. These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your e
  10. Find Easter eggs and other anomalies! Description This is a Contract Pack that gives contracts to go search out the various Easter eggs that are included in KSP. There are 14 one-time contracts included in the pack of varying difficulty. There's some bonus new content that is only available as part of the mod. If you want to see it then you will need to finish both the Kerbin and Mun monolith contracts. Download CKAN: In CKAN, Select and download the mod "Contract Pack: Anomaly Surveyor" GitHub: For the direct download option, please ensure you have all
  11. Contractpack: Dawn of the Space Age (aka: KSP Campaign) I'm new to mods, so be kind. I play KSP already for a longtime and like the game very much but I think the game lacks a good mission structure. I think you are send to quickly to other planets, whereby you mostly lack the technology/science or you have to make ridicules multi biome missions sending kerbals on the first rocketish vessel to minmus. I like a more realistic approach where some sort of caution and care for kerbals is present, more robotic exploration before we send the kerbals (although Jebediah will probably ch
  12. 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
  13. Contract Pack: Sounding Rockets 1.4 beta for KSP 1.4.x or Contract Pack: Sounding Rockets 1.2 for KSP 1.3.x A simple contract pack developed by @inigma for USI Sounding Rockets by @RoverDude "Sometimes it's just the simple mods that fill a niche that are treasured the most..." - a KSP mod fan SpaceDock Download Description: A simple set of 6 altitude contracts requiring the use of USI Sounding Rockets. Perfect for any fledgling beginner space program. This Contract Pack is CCF Certified - guaranteed to work
  14. Hi, I'm nightingale. Some of you may know me (I make a couple of mods...). If you don't, then there's a good chance that means you don't play career in KSP - which is what most of my mods deal with. I started modding back in 0.24 because career mode just wasn't quite what I wanted it to be and creating contracts was way more difficult that I thought it should be (hence the creation of Contract Configurator). I've always had lots and lots of plans for what I want to do mod into KSP, most of which just bounce around in my head. I wanted a place to document and share some of those plans
  15. Contracts for RemoteTech, built using Contract Configurator! Description This is a Contract Pack for the popular RemoteTech mod. Note that I am not affiliated with the Remote Technologies Group, but think the work they do is awesome! There are 14 one-time contracts included in the pack of varying difficulty. Here's a peek at what some of the contracts look like: Download CKAN: In CKAN, Select and download the mod "Contract Pack: RemoteTech" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request:
  16. Welcome To The Clever Sats Development Thread (Marketing) Clever Sats is a contract pack for Contract Configurator aimed at improving the stock satellite contracts. Contracts added by the pack are intended to improve the realism replayabilty and depth of satellite contracts. ^Clever Sats's New Logo^ Tired of satellite contracts asking for the same thing over and over again with no end insight? Finding that launching satellites feels pointless? Unrealistic orbits annoying the space nerd in you? Try Clever Sats for some realism replayabilty and depth in your
  17. Contract Pack: Bases and Stations Continued This is an update to severedsolo's fantastic Bases and Stations contract pack since they have stopped supporting it. Original thread: http://forum.kerbalspaceprogram.com/index.php?/topic/102390-122-contract-pack-bases-and-stations-361-30042017-formerly-kerbin-space-station/& I plan to add a few more features and try to fix some of the lingering bugs, please let me know if there's anything specific you want me to add! Introduction A complete overhaul of the stock Space Station and Base missions. Featuring no fewer than 1
  18. Still working fine for 1.3 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 Minm
  19. Attention: This thread is now outdated. Kerbal Academy is now maintained by @Mark Kerbin - new thread here: Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enrol your Kerbonauts in the Kerbal Academy today! What does this do? Simply put, it's a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. So, to give you an example, the Pilot training sche
  20. I believe it is ContractConfigurator but during flights (usually when i have a running contract), Green info text show AP, PE, Orbital Period and biome will appear in the middle of the screen...If anyone knows how to disable this that would be great
  21. WARNING: This not just a contract pack! It is a totally different way to play career mode. Do not install this on a currently-running career, or uninstall it once installed; I'm not sure what would happen. But if you DO try it, tell me what happens WARNING: This is an alpha release! What does that mean? It means if it screws up your career game, it's not my fault . Please report it but do not expect sympathy, only thanks for the bug report. You should NEVER install this and use it on a current career anyway, even when it's considered a solid release. This is for advanced users who want to
  22. Activated Subassemblies: Engines & BDArmory The goal of this mod is to streamline the creation of crafts for Contract Configurator contract packs. Normally, when crafts are created for contract pack the author has to go through each .craft file and set engine staging & ignition values to true to get crafts engines to activate when spawned by a mission. If authors want their crafts to take off & fly autonomously they will need edit their .craft files to set the pilot activation value to true. If the author wants their crafts to attack other crafts of a different
  23. As I am playing on a low-end laptop, I'm pressed to minimize the number of parts on my vessels. In a lot of cases I simply edit config files to make parts "denser" (for example, more weight, cost, and electric charge on batteries) instead of spamming the same parts, but fiddling with crew capacity causes issues. I need a low part count solution to building craft with 50-100 crew capacity for completing the TourismPlus hotel and casino contracts, and for transporting dozens of tourists to them without loading in 600 parts during docking. Ideally, I would like some 2.5m parts with 10+ crew capac
  24. Hello, I recently installed Realism Overhaul onto KSP 1.1.3. It has been fully functional and I decided to add RP-0 to utilize Career Mode. When I start a new career mode and enter mission control. There are contracts available. I select the contracts, exit mission control. They appear under the contracts tab. I then enter the VAB or SPH and the contract tab wipes itself. I have searched through the KSP log and could not find a blatant issue. Mind you I don't fully understand the log. Any help is much appreciated!
  25. Calling all artists! I'm working on a change in Contract Configurator that affects how contracts are offered in mission control (details here if you're interested). In short, the contracts are grouped by "type" (whether that is a stock contract type or contract pack). I use the contract agent logos for the group headings, so it ends up looking something like this: The problem is that the stock contracts don't have a good logo (with a few exceptions like World-Firsts). So I'm looking for one or more artists that are willing to help me out to make some logos for the stock contra
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