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  1. Career Evolution Contract Pack The smart contract pack that fixes many of the issues in stock career mission progression. I only play Career mode in KSP because I need to have a direction, a mission, a plan. The contracts give me something to do so I can plan my missions around them. However, I have not played stock career mode since my first career. Thanks to @nightingale and his Contract Configurator mod, I haven't had to. There are amazing mod packs created by @nightingale, @severedsolo, @inigma, @Yemo and many many more. The issue I had with all of these modpacks is that they work together to some degree, but the do not necessarily progress logically because they are all from separate packs. WHAT IS THE CAREER EVOLUTION? It is a Contract Pack that takes the player from uncrewed launches like sounding rockets, to the first satellite into crewed launches that explore the solar system. There are contracts for uncrewed exploration of the solar system as well as crewed exploration that includes space stations, surface bases and more. It uses a logical progression so you will explore your nearest planetary neighbors before getting contracts for the rest of the solar system. You crawl before you can walk before you can run. WHAT ARE THE MISSIONS? Early Space Program (No Crew) Satellites (No Crew) Mun & Minmus Exploration (No Crew) Crewed Milestones Planetary Flybys, Orbits & Landings (No Crew) Space Stations (with MUCH influence and code from @severedsolo great pack) Crewed Flybys and Landings Surface Bases (with MUCH influence and code from @severedsolo great pack) WHAT ELSE DO I NEED TO KNOW? These contracts support all modpacks where the HomeWorld is the 3rd planet from the Sun. This means Stock, and stock resizes, RSS, all RSS resizes as well. This currently does NOT support Galileo's Planet Pack but I am looking at ways to remedy that. I HIGHLY recommend Stock with Outer Planets Mod by @CaptRobau or one of the RSS variants. The contracts are designed to take advantage of the extra planets. You MUST use a Unmanned first Tech Tree. These are the ones I recommend: Historical Progression Tech Tree by @pap1723 (me) Unmanned Before Manned by @Yemo Engineering Tech Tree by @Probus REQUIRED MODS Contract Configurator from @nightingale Module Manager DOWNLOADS GitHub SpaceDock License: CC-BY-NC-SA
  2. Welcome To Kerbal Academy's Developement Thread (Marketing) 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 engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide logical and simpler Kerbal experience progression contracts for a better training experience! (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions)\ [Kerbal Academy's Github And Wiki] General Super Detailed Future Plans; This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =) Less colorful tho. [Roadmap On Github] Info/Key; (1.3) This is planned for 1.3 but not necessarily going to happen (1.3) This is in testing for 1.3 (1.3) This is ready for 1.3 (1.3) Planned And Required For 1.3 Release (TBD) Planned Feature But Not Currently Worked On Bug-fixing for spelling/grammar errors reported in v1.2.x (1.3) Re-balance Contract Pricing (1.3) Contract pricing will now be generated on new factors such as next kerbal hire cost, contract difficulty and possible experience gained. Add updated logos (1.3) Working on a new flag a logo to replace the older one. Old flag will live on as Legacy Add mission patches (1.3) Mission patch for engineer training Mission patch for pilot training Mission patch for scientist training Kerbalize contract descriptions (1.3) Just want to make the contract descriptions a bit more kerbal and in universe sorta All will improve and add notes to contracts for less confusion Split up all contracts into profession specific ones. This will lead to more contracts and file size, but user friendly-ness will be worth it. (1.3) New mission profiles for Pilot training (1.3) New mission profiles for Engineer training (1.3) New mission profiles for Scientist training (1.3) Design "Stock" Crafts For Use In Contracts (1.3) Light Trainer Aircraft (1.3) For use in pilot bootcamp Mini Science Ground Station (1.3) For use in scientist bootcamp Various Lander Probes (1.3) For use in certain engineer contracts Drill Outpost (1.3) For use in intermediate engineer drill training New Docking/ Rendezvous mission profiles for Pilot training (TBD) No further information at this time Create New Function For CC To Add Kerbals To Roster (TBD) This would be used to make the bootcamp contracts a bit less weird Continue Apologizing For 1.2 (1.3) Licensing Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Kerbal Academy pack, and a good bit of this forum page @severedsolo 's wife for creating the original Kerbal Academy flag.
  3. 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 satellite contracts! [Clever Sats Github] Development "Continued" by @Mark Kerbin and @VaPaL with permission from @severedsolo Future Development Plans; This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =) Less colorful tho. [Roadmap On Github] Info/Key; (P) This is planned but not necessarily going to happen (T) This is in testing (D) This is ready for next release (R) Planned And Required For Release (TBD) Planned Feature But Not Currently Worked On Rewards are marked based on the "level" of funds and rep. This is for comparisons sake. Plans; Contract Types (R) Generic (T) Rewards: 1 fund : 1 reputation Launch generic satellite into a generic orbit - very common Weather (T) Rewards: 3 fund : 3 reputation Launch a weather satellite into keostationary orbit Mass Cap = 3t Uncommon Launch a weather satellite into polar orbit Mass Cap = 3t Rare Satellites must be above a certain region Spy (T) Rewards: 4 fund : 2 reputation Launch a spy satellite into keostationary/tundra/kolniya orbit Mass Cap = 5t Very Rare Communication (T) Rewards: 3 fund : 3 reputation Launch a communication satellite (3-5t) into keostationary orbit Mass Cap = 3-5t Common Launch a communication satellite (3-5t) into tundra orbit Mass Cap = 3-5t Uncommon - Rare Satellites must be above a certain region and have a relay antenna Observation (R) Rewards: 2 fund : 3 reputation : 2 science Launch a Kerbin observation satellite into polar orbit Common Miniaturized (T) Rewards: 1 fund : 2 reputation Launch a cub/mini/micro satellite (500-100kg) into generic orbit Mass Cap = 500-1000kg Common Multiple satellites per launch per launch (could be a bonus parameter) Science (T) Rewards: 3 fund : 3 reputation : 3 science (body dependent) Launch a science probe to another body (Mun, Duna...) Uncommon The idea is to give science points even when there are no more to be collected Survey (R) Rewards: 2 fund : 1 reputation Launch satellite equipped with scanner into a LKO generic orbit Uncommon Navigational (T) Rewards: 5 fund : 4 reputation Launch a navigational constellation Size = 24-27 Satellites Max Completed = 2 Rare Multiple contracts, one for each orbit inclination in the constellation Move (R) Rewards: (?) fund : (?) reputation : (?) science Move a satellite to a new orbit (within reason if possible) Uncommon Only launched by this pack contracts Excluding Weather Spy Communication Navigational Investigate (R) Rewards: 2 fund : 1 reputation Investigate a malfunctioning satellite (only manned?) Uncommon Decommission (R) Rewards: 1 fund : 1 reputation Decommission a science probe outside Kerbin system by crashing it into a sterile body Mission Time = 5+ Years Rare Decommission a science probe inside Kerin system by deorbiting it Rare Decommission a satellite (in LKO/MKO) by deorbiting it Common Decommission a satellite (in HKO) by moving it to a graveyard orbit Common Licensing Clever Sats 1.5(?) + licensed under MIT @Mark Kerbin & @VaPaL Clever Sats 1.4 & prior versions licensed under CC-BY-NC-SA 4.0 @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin and @VaPaL with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Clever Sats pack.
  4. The Gold Standard! Version 1.5.2 (2017/06/18) (Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (Under 10Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and irl, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Supported mods: - Scansat - Galileo's Planet Pack Downloads Version 1.5.2 for KSP V3: SpaceDock Available on CKAN! *ModuleManager included and required Planned Features Will be adding one more resource beyond Kerbin's influence Community Tech Tree integration Further Weight/Cost Balancing (need feedback) Change Log Update 1.5.2 •Packaged the latest version of MM to bring the mod upto 1.3 Update 1.5.1 •Complete Compatibility with SCANsat and Galileo's Planet Pack •Changed the way resources spawn on planets (more small concentrated veins, less large low concentrated blobs). Update 1.5 •Improved Weight/Balance/Distribution of resources. It should now be a little easier to make money, and more worth it to make a trip out farther. •Fixed the Unobtainium texture •Cleaned up files •Improved compatibility with Scansat and Galileo's Planet Pack (Thanks go to Jadeofmaar for helping me here) Update 1.4.2 • Fixed stupid typo ftw. Update 1.4.1 • Fixed a value that was preventing unobtainium from spawning in large enough quantities to be mined. Update 1.4 • Finally got of my butt and updated the mod to 1.2.2 • Added Unobtainium • Added support for GPP and Scansat Update 1.3 • Updated to for KSP 1.2 • Fixed a potential problem with unlimited output for both gold smeltery and stock miniISRUVersion 1 Update 1.2 - Updated some part descriptions - Slightly reduced concentrations of gold on Minmus - Made orbital scanner unlock earlier (The satellite targeting gui is disabled until survey scan) - Adjusted Smeltery Output to prevent a very minor exploit Version 1.1 - Cleaned up textures - Fixed radial attachment points - Added Mission Flags Version 1.0 - Release License The Gold Standard is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This license does not apply to the bundled plugin ModuleManager. This is my first mod so if you have any tips or suggestions don't hesitate to leave a comment below.
  5. So Explore the Mun seems to be broken. I can't seem to complete it. I have orbited at all heights. Looked at the mission requirements and attempted orbits from other directions. Is this a bug or is this user error?
  6. The title says it all and I'm not sure why. The backstory: four pretty identical contracts to rescue crew from LKO; built a remote-controlled four-capsule ship that rendezvoused with each wreck and on-boarded the crew; luckily made a quick save before breaking orbit to splashdown; no matter how I bring them down (they all come down safe-and-sound) -- in the water off KSC, on the grounds of KSC, on the grasslands behind KSC -- and no matter how I recover them -- from the ship itself, from the Tracking Station, from the Space Center -- the crew are not flagged as "recovered" and so the contracts won't complete. My usual trajectory is to bring them down around KSC. Here's the mini-contract view... ...and here's the mission text (all four are the same and all show the saved crew as "Complete") So what am I missing here? I'm getting close to hacking the persistence file and give myself a 25% bonus for my troubles. EDIT: ALT-F12 lets me "complete" them so that's good enough.
  7. Artiom4ik24

    The contract items reset

    I am now completing the Jool 6 voyage and have completed two of the contract items (the flyby Jool and flyby Laythe). I have set up the manuver node to Dres and started timewarping. But suddenly, the two of the completed contract items turned from 'done' to 'undone'. And they don't turn back. Please help me...
  8. Hi everyone! With the new 1.4 I restarted the game to do a spaceplane only career. Unfortunately a lot of contracts are now bugged, here some examples: "Escape the atmosphere" is impossible to complete Some survey points are not obtainable (maybe i can get one out of three, yes I have checked the conditions) Some tourist contracts conditions (like suborbital) can't be completed Some tourist contracts can't be closed, but I have bringed the tourist back home In addition, sometimes when I quickload, I get like 300000000~ funds, 30000~ science and full reputation. I have downloaded the whole game again, tried with and obviously without mod, no chance. I run KSP from steam, 64bit version
  9. I did the flyby mission, then accepted the next one for going into orbit of mun (while my ship was stil on a flyby), I switched back to the vessel, circulised my orbit and... well.. nothing happend: Next try, next fail:
  10. Hello fellow KSP Players, I am relatively new to this game. I've play about 40 hours and just completed the rendezvous contract/mission. The last thing i got before the docking contract was the Mun landing contract. Now after completing that contract i got a new one saying to do the same thing on Mun. But when am i going to get the Minmus mission? In all tutorial series on youtube they've all gotten the Minmus Mission right after the Mun mission but i'm just not getting it. Is there any reason for that? Thanks in Advance!
  11. Hi, have't played in almost two years. I'm looking for a more logical contract structure and progression for career mode. I've managed to dig up a few threads of mods, but most were with some issues so I'm not sure what to get. I need something that prioritizes unmanned flight in the beginning and possibly also enhances/streamlines progression contracts (such as provides more than one, and doesn't create silly bottlenecks like "you have to rendezvous in Minmus orbit before you can get the next contract"). It needs to work in 1.3.1. I'm running Remote Tech, KAS and TAC life support, I have no other mods that impact the game in a significant way (just parts mods or cosmetics). Please help a Kerbonaut out.
  12. I am being offered a contract to ferry 3 tourists to 'Isamund's Wreckage' and have them 'tour the station' there for 18 days. The 'Isamund's Wreckage' is a Mk.I command pod, left over from a rescue mission. It has a capacity of 1. Is it possible to complete this mission by using a 'Claw' Advanced Grabbing Unit and locking a larger vessel to the Mk.I command pod, or would I need to play musical chairs in space for 54 hours? Also, I have never seen this type of contract before. Is it new in 1.3.1?
  13. Version:; Windows; x64; en-us; with Steam; no mods at all Active and archived Contracts are lost when a building is entered and instantly left again. Tested for Spaceplane Hangar, VAB and Tracking Station as they load slow enough to be ready to click on the exit button on the top right. The more crafts are loaded in the map the easier it gets but it works even with a fresh career and no crafts. Solution: Take it easy and some time.
  14. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  15. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  16. Playing from 1.2.0 (now 1.3.1) on my save I never seen Contract with class"A" asteroid for other celestial body then Kerbin. Is this stock bug, can somebody test this on stock game. My installed mods not changing contracts.
  17. A new asteroid spawns, with the perfect orbital parameters to flyby Kerbin, maybe even touch the atmosphere or hit Kerbin itself! The end of Kerbalkind approaches, while the player on the other hand is trying to build a ridiculous tree swing on one of the Mun arches... I am looking for a mod which will add a contract for every asteroid that is on a near pass trajectory with Kerbin. These contracts get completed once the Asteroids trajectory is no longer a threat. It should be simple: - Default: If you don't want to do it, then just don't take these contracts. If you do take them, you get the usual penalty for canceling them etc. - Hard: These contracts are forced upon you, there is no backing out. Long term time-warping will be a real problem this way, but to each his own. Maybe you HAVE to leave a kerbal behind on each asteroid, their name changing to Bruce Willis for a moment
  18. So, I"m not sure if this is a bug, or if this is considered normal, but I cant seem to complete tourism contracts that require you to orbit the sun. I've figured out a work around, but it doesn't seem quite right. My problem is that I can not get "Orbit the Sun" mission parameter to go green, even though I'm clearly orbiting the sun and do not have any encounter with any planet. I get "Flyby the Sun" to complete, but "Orbit the Sun" will not complete UNLESS the kerbal's vessel is the active vessel when orbit is acheived. Like I said, I've been able to figure out two ways to make it complete once I am in orbit around the sun, but I shouldn't have to do it this way: 1) I had a transfer stage that had a lander docked to it that made it to solar orbit ("Orbit the Sun" was not complete for 2 tourists). The kerbal tourists that needed "Orbit the Sun" were in the lander. The transfer stage was the root vessel. I undocked the lander from the transfer stage and suddenly the two tourists mission parameters of "Orbit the Sun" went green. 2) On another occasion, i didn't have the same lander/transfer setup so I couldn't just undock. I set up a maneuver to re-enter Kerbin SOI, then right after I'm in Kerbin SOI, I set up another maneuver back to solar orbit and just keep the vessel active while it leaves Kerbin SOI and enters Sun's SOI. I've tried playing around with KLM to see the data in the save file. It appears that my kerbal's are not getting "Orbit,Sun" attribute added to their Roster / Flight_Log. I was thinking maybe there was something with Kopernicus causing an issue with solar orbit identification, and I tried removing that, but it didnt help. Does anyone have any other ideas as to what could be causing this? Here is my Game data directory and a screen shot with some "proof" of flight condition/situation.
  19. Seriously, as per title. The contract system loves to get stuck on demanding activities you don't care about in places you've already explored. Could we consider some of the following... Not having rendezvous/dock/crew transfer as an "explore" type contract at all. It's nothing to do with exploration. Ending all further "explore" contacts for a body once it has had a flag planted on it. If players have got this far, they'll either go back for other reasons, or don't want to go back. Having at least two explore contacts available at all times, and not allowing them to be the same body, or parent body if a moon. Increase randomisation of exploration contracts. Duna this week, Eve the next, Eeloo, Jool, Dres... any time, any order. Let players decide whether to take them or wait for next week.* Allow blacklisting of bodies for contract purposes. Literally a ticklist of "never offer me these". Allow players to nominate the target of exploration and provide bonuses based on that. * I don't often feel that RNG is a good answer in games, but in this case, we really need more RNG. I have put boots on Mars, Deimos, and Phobos, yet I haven't even been invited to flyby Venus or Jupiter (yeah, I'm playing RSS but that shouldn't matter to the contract system). It leads to a very silly progression and is likely to have players just ignoring the exploration contracts forever.
  20. At first: Sorry for my bad english (..) Dear KSP Community, I'm new to KSP and making my steps in the Carrier Mode (Normal Difficulty, newest Steam version, no mods) There are a lot of Contracts where it is displayed, that you get as example 6 Science Points for completion. Why? Do i have to do something special to get these Contract Science Points? Do i have to complete these Contracts in the first attempt? (I use revert flight when i crash) Thanks for you help
  21. I've received all green checks when attempting to get the RT-5 Flea test contract, why doesn't it mark it as complete? I've been able to get this several times, but the game won't mark it complete.
  22. I had a contract "expand station X around Kerbin". Oh, men.. what an action it was! 135 ton rocket full of fuel, space for 5 more kerbals, solar panels (there is always not enough power for the lab), 8 monoprop tanks, newly discovered gravioli detector, all controlled by a probe core (Kerbals need rescue missions). The start was a great test for my "launch2" kOS program. In mere 3 orbits the "extension" was 2 km from the station, 60m/s relative speed.The docking was a masterpiece! Two Clampotron-Juniors (the tech was too low for bigger ones) clicked on the first attempt! (Thanks Docking-Port-Alignment mod!). And then... Then... Nothing. Just a brief note from Kerbin Word-First - "Congratulations, you have just started constructing your station on orbit". I call Gene Kerman - "Where is my money for the contract?" And he was like - "What money? The contract got just cancelled." - "Whaat??" Has it happened to you, guys? Is that all because of that fine-print "Be in command of Kerbin Station 1"? Shall I be moving The Station instead of the "extension"? (It had no RCS, so no way..) Or what?
  23. Hello All. I have accepted a sun flyby contract and I'm having a small issue. The game does not allow you to set the sun as a target, therefore, I am not sure how to aim for it. This is my first attempt at leaving Kerbin space before accepting the explore Duna contract. Any tips?
  24. Hi guys, So I saw this contract and it would gave me a lot of money, so i accepted it. The agency wanted me to make a satellite and send into a specific orbit around the mun. I am now orbiting the mun but the inclination is terrible. How can I change it? I tried Normal and Antinormal maneuver nodes but none of them worked. Delta V=2251m/s Bye for now. EDIT: Lol nope i figured it out.