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  1. History of Spaceflight is a contract pack that aims to accurately reproduce historical missions as they happened. Currently this contract pack covers roughly 800 missions, covering nearly every real mission that was ever flown up until 1967 and selected missions from later years. The contracts progress on a chronological basis, starting with the early rocket tests, going into the very first satellites and to early interplanetary and manned missions. All the major programs are there: Vanguard, Explorer, Sputnik, Kosmos, Keyhole, Vostok, Mercury, Gemini, Apollo, Soyuz, Pioneer, Mariner, Proton... I could go on. The missions aim to accurately reproduce the real profiles, as reported by various sources, most prominently the NASA Master Catalog, Astronautix and Space.skyrocket.de. There is still plenty of room for variation in how you deal with them however, mission requirements have been left mostly open to interpretation - you don't have to do historically matching builds if you don't want to! Version Guide There are 3 main versions of this mod: 1. RSS: This is the RSS version of the contract pack, which is exclusively suitable for the RSS planet pack (NOT KSRSS, use Stock version for that!). It is made with RP-0/RP-1 in mind and should suit those who use those mods very well. 2. Stock: This is the Stock version of the contract pack, which is made to fit any custom planet pack with a roughly Sol-like system (including KSRSS) . It scales both rewards and contract objectives to the system used by the player and so works well on any scale and in most systems. Planet packs that reparent the homeworld or where the homeworld is NOT the 3rd rock from the sun, will have issues with interplanetary objectives however. Nothing to be done about that except manual editing for the specific use case. 3. Pocket Edition: This Pocket Edition is based on the Stock version of the contract pack. The difference between the Stock version and this Pocket Edition is that this version does not include failed missions and leaves out most of the repetitions of missions that the player has already successfully completed. That results in this version having 370 missions, as opposed to the 800 of the full pack. The stock and PE versions currently also include additional parameters for users of BDB, Tantares and ProbesPlus. For the RSS version compatibility extras are more limited, since RSS mods are a different matter altogether and I am not personally familiar with them. Oh and don't try mixing multiple versions of this mod together, that will lead to issues. Progression Guide In terms of progression, the pack has been divided into 3 main sections: US missions, Soviet missions and International missions. Each can be played separately and you can even delete their respective maps from the mod folder if you don't wish to use them. Further, within each of these trees the pack is structured by the actual programs involved, keeping progress mostly within each program where possible. This means that mostly you will have to do each program's missions if you want missions from further in that same program. It is also possible to skip ahead with a little cheating however, by using the CC debug menu. When in the main KSC view, press alt-F10 (by default). Navigate to the History of Spaceflight contracts and find the contract you want to do. It will have a CompleteContract requirement with a button next to it. Simply press this button to disable the requirement, allowing the game to load the contract to be directly available. You may need to fastforward a bit for it to load. DOWNLOAD Spacedock: RSS version - https://spacedock.info/mod/2385/History of Spaceflight RSS Stock version - https://spacedock.info/mod/2386/History of Spaceflight Stock Pocket Edition - https://spacedock.info/mod/2387/History of Spaceflight Pocket Edition GitHub: https://github.com/Frylovespi/History-of-Spaceflight/releases Or get it on CKAN, thanks to the excellent support of @HebaruSan each version is on there separately and properly setup. Dependencies: Contract Configurator by Nightingale is required to be able to use this contract pack: Compatibility: This contract pack should be compatible with any version that's supported by Contract Configurator, starting with 1.2.2. There WILL be some conflicts if this pack is used together with other historical contract packs that use the same contract names - CC is unable to load identically named contracts and will simply choose the first one in. Of course, you can manually rename the offenders if you really want to. Recommended mods: There's a bunch of mods out there that go really well with this pack, as they recreate historical parts with high fidelity. This is definitely not all of them, but certainly some of the top quality stuff that can be used for these missions. Bluedog Design Bureau - This mod has parts for nearly all the US launch vehicles that were flown in this pack as well as many of the capsules and probes. The Stock and PE versions also include a lot of extra stuff specifically for users of BDB, I can't recommend it highly enough! Tantares - While the focus of this mod is currently on later era Soviet parts, it does already see some and is now fully supported with extra parameters. ProbesPlus - Like Tantares, this mod mostly focuses on later era probes parts, but these are on the list to be added and currently Mariner 3 & 4 already use Coatl if installed. CRE - While not explicitly supported with extra stuff, this mod adds some beautiful parts for UK rocketry that fit the timeframe and were used to launch a few of the UK missions in this pack. Issues and feedback: Feedback and input are very welcome. Please report any issues in this thread or on the mod GitHub issues page: https://github.com/Frylovespi/History-of-Spaceflight/ Credits: @Frylovespi- The original mastermind behind this mod @wolffy_au - Additional early missions and gameplay improvements for existing early missions @Gordon Dry - Editing @pap1723 - for the stock credit reward structure @Whitecat106 - for the Historic Missions contract pack, which this pack is inspired by and builds upon License: CC-BY-NC-SA-4.0 --- This contract pack was originally developed by @Frylovespi. The original development thread is here and all included work is licensed under CC BY-NC-SA 4.0:
  2. Kourageous Tourists /L is the sequel for the venerable Kourageous Tourists, from @whale_2 (the great). In a Hurry: Current Release: 0.6.0.1 for KSP >= 1.3 (2022-1128) It works from KSP 1.3.1 to KSP 1.12.4! Seriously! IMPORTANT Module Manager is needed for handling the patches. Read this post before updating! Downloads on GitHub (for early adopters and beta testers) on CurseForge . on SpaceDock. Description: Space Tourism is the Future, and the Future is now for Kerbals! Kourageous Tourists /L is the sequel for the venerable Kourageous Tourists, adding different and challenging (or not!) rewarding missions related to tourism to the game: Skydiving on planets with atmospheres Swimming on planets with hydrosphere Expeditions to many Points of Interest scattered on the Kerbol System and more to come! Tourists need to be trained, you just can't let a rookie to sky dive on Laythe without proper training - how to do it and still be profitable is the real challenge! Don't forget to allow your tourist to take selfies! Remember, "Pictures of it didn't happened!". Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support:
  3. Overview Port of the Kerbin Side Remastered GAP Contract Pack for Flights to the JNSQ environment. Current version: v1.0.0 License: MIT Where to get it: Download from : https://github.com/caerfinon/JNSQ-KSRGAP/releases Available on Spacedock: https://spacedock.info/mod/2722/JNSQ-KSRGAP Coming to a CKAN near you. Install: place directory JNSQ-KSRGAP and all sub directories and files in your Gamedata/ContractPacks directory (Create if it does not already exist) Thanks and Acknowledgements: Lots of inspiration and ideas from the following creators inigma - Contract Pack: Giving Aircraft a Purpose (GAP)- https://forum.kerbalspaceprogram.com/index.php?/topic/129208-contract-pack-giving-aircraft-a-purpose-gap-161-milestones-air-flights-coast-guard/ Keniamin - Kerbin Side GAP - https://forum.kerbalspaceprogram.com/index.php?/topic/133545-13x-kerbin-side-gap/ Required Mods Team Galileo - JNSQ - version 0.9.0 - https://forum.kerbalspaceprogram.com/index.php?/topic/184880-181-jnsq-090-03-feb-2020/ For full compatibility the file https://github.com/Galileo88/JNSQ/releases/download/0.9.0/JNSQ_KK_Fixes.zip must be installed as well. AlphaAsh,ozraven,Ger_space - Kerbal Konstructs - https://forum.kerbalspaceprogram.com/index.php?/topic/151818-181-kerbal-konstructs-18115-15dec2019/ nightingale - Contract Configurator - https://forum.kerbalspaceprogram.com/index.php?/topic/91625-1101-contract-configurator-v1305-2020-10-05/ Optional Mods (Patch support included) linuxgurugamer - Kramax Autopilot Continued - https://forum.kerbalspaceprogram.com/index.php?/topic/150846-19x-kramax-autopilot-continued-course-guidance-and-auto-land-for-spaceplanes/ Ser - NavUtilities continued - https://forum.kerbalspaceprogram.com/index.php?/topic/162967-140-181-navutilities-continued-ft-hsi-instrument-landing-system-v072-2018-apr-1/ Change Log
  4. Contracts Window + v9.4 Download from SpaceDock Download from CurseForge Alternate Download: GitHub Localization is supported and the following translations are included in the download package: Russian | Chinese | Polish | Spanish | French by @vladimir_v | by @QAQdong | by @Moskit | by @fitiales | by don-vip -------------------- Consider donating if you like what you see here. * Money will not go directly to development or upkeep of this addon -------------------- Source is available at GitHub A new contract monitoring window designed to give more information and be more flexible than the stock window. This window gives players a number of options for displaying contracts. Grouping and ordering of contracts can be modified and contracts can be placed into custom mission lists. All contract and parameter reward and penalty values are displayed, along with the amount due to any strategy modifiers. The contract reward modification section of this addon has been removed. Its functionality has been moved to a new, separate add-on that can be found here. The top bar has several buttons that are used to adjust contract ordering and display options. The top-left icon opens a new window with options for changing sort order based on several criteria. The next icon toggles between ascending and descending order for the selected sorting type. The eyeball icon on the right toggles between the active and hidden contract list. Each mission list has its own active and hidden contract lists. The top-right icon opens a new window displaying all of the existing contract missions. Selecting a mission will switch the primary display to those contracts. The primary mission is always at the top of the list and contains all contracts. The bottom bar has several buttons that control various window options. The version number is displayed on the left. Tooltips for most buttons can be toggled on and off with the next icon. The spinning arrows icon is used to reset the window and primary contract list. A confirmation box will open upon pushing this button. This should generally not be needed, but if there are errors in the contract window (no contracts displayed, no "MasterMission" contract list, the window is too small, etc...) this can be used. All window size, font size, and position options will be reset; the internal list of contracts will be updated with all active contracts and the "MasterMission" will be reset with this internal list. All other mission lists should be unaffected, these can be manually deleted if there are any other problems. The aA icon controls font size for most of the window's labels. Each font is increased by one unit. The next icon toggles the overall window and texture element size. It also increases the font size by two units. Between the font and window size options there are four available font sizes and two window element size options. The arrow icon in the lower-right is a re-size handle; it can be dragged to increase or decrease the window size in either dimension. Each contract has a title bar above it with information and options for the contract. The contract difficulty, or prestige, is displayed on the left with one to three stars. The time remaining for the contract is shown next. It updates every five seconds (at high time-warp several days can go by during this period) and switches to days and hours, and turns yellow, when the counter gets low. The year/day time is dependent on your selection of Earth/Kerbin days in the KSP settings menu. The A icon can be used to display the flag and name of the contract's agency. The eyeball icon can be used to move the contract into the hidden or active contract list. The pin icon can be used to pin the icon to the top of the list, regardless of sort type or order; a contract's pinned state is persistent. The checkbox icon can be used to move the contract into a different contract mission list or create a new one. The blue icon at the end can be used to display contract notes if they exist; these are different from individual parameter notes. The primary contract and parameter display shows the same information as the stock window. In orange is the contract title. It is a button that can be pushed to collapse or expand the contract's parameters. When completed the contract text will turn green; when failed it will turn red. The contract parameters are shown in white. When completed these will turn green. Contract parameter notes can be displayed using the blue icon. Sub-parameters are offset slightly and are shown in a darker color. When all sub-parameters are completed they will be collapsed into their parent parameter and no longer displayed. The rewards for each contract and their parameters are displayed on the right side of the window. Funds, Rep, and Science rewards are displayed depending on how wide the window is. Rewards are in green, penalties are in red. The amount of any reward/penalty due to strategies, if any, is displayed in parenthesis. When the green checkbox icon is selected the mission list will appear. The current contract mission lists are displayed in this window. A green checkmark indicator on the left indicates that the currently selected contract is already in that mission. The green number to the right is the amount of contracts in that list. The red x box on the right can be used to remove a contract from any mission that it is present in. Selecting any existing mission will add the contract to it. Selecting the "Create New Mission" option will open the mission creator window. New missions can be created after giving them a name. Missions must have a name, can't use the same name, and must be under 20 characters. All progress nodes, their rewards, and in some cases, information about when they were completed is shown in this window. There are four types of Progress Nodes. Interval Nodes: These are nodes with multiple levels of progression, such as the altitude or speed records. Standard Nodes: These are nodes not specific to any one Celestial Body. Point of Interest Nodes: These are nodes completed by visiting anomalies. Celestial Body-Specific Nodes: These are nodes which are given separately for each Celestial Body Interval progress nodes. Standard progress nodes. The mission title bar is shown at the top of the window. The Title Bar is a button that can be used to switch to Progress Node mode. The edit mission window is opened with the pencil icon in the mission title bar for all but the Master Mission. Change the name of any mission. Delete any mission; this won't affect the contracts, and all contracts are still available in the Master Mission list. ChangeLog: This add-on uses TriggerAu's KSP Plugin Framework code Released under the MIT License.
  5. For those early career high-altitude survey contracts, I, like many of you, have traditionally opted for a combination jet engine/rocket engine plane, where the jet engine gets me to the contract location and I then jump to the necessary high altitude using the rocket. It gets the job done, but it's tough to meet early game weight and part count limits, the craft is often limited in range, cruising speed, and number of high-altitude jumps, and I'm eager to ditch the whole design as soon as I unlock new tech nodes (especially the Panther). What if I told you there was a different way to fulfill those contracts, where all you need is...drumroll...curtains parting...the Juno? Though Junos are generally low thrust, low altitude engines, they're actually pretty capable when you use a bunch of them on a lightweight aircraft to get a high TWR. Using only four, I managed to get a craft to 1.5-2 TWR depending on fuel level, which was enough to reach a 600+m/s cruising speed, 630+m/s max speed (see second image below of the plane descending from cruise in preparation for a jump), and a max altitude of over 20km per jump (see third image below). Because it can cruise at over 10km and 600m/s, it's actually got a pretty big range as well, and if I need to reach a faraway target I can load up the Mk1 fuel tank (see image below), and by the time it arrives at the jump point it will have used enough fuel to get the TWR back up to the level where it can support a high-altitude jump. Some notes on the design (see first image below): This design uses well under 30 parts (so you can customize with the science parts of your choice), meets all early game runway/hangar limits, and doesn't use anything beyond tech level four. I experimented with using a longer tail/traditional front wing/rear tail body design to minimize the risk of flipping, but any gains in stability were offset by a lower max speed and more limited turning ability that prevented me from going fully vertical in the jump, and ultimately limited the plane's max altitude too much. The engines are placed as far forward as I can without limiting a pilot's ability to exit the craft, and the rear wings are as far back as I felt comfortable with, which enabled me to nudge the COL behind the COM. The COM is even more forward when the Mk1 tank is completely full, but I rarely keep it full so I can maintain a high TWR. In general, having the COL really close to the COM provides maneuverability that helps in transitioning from supersonic horizontal flight to a vertical high-altitude climb, and in any event the plane doesn't really have a flipping problem. Control Surfaces - I limited all of the control surfaces (especially roll) below their defaults, because otherwise the plane can be a bit twitchy at high speeds. I also recommend using fine controls for most if not all of the flight. I experimented with increasing the AOA of the rear wings to squeeze out a little more efficiency while cruising, but the plane kept flipping on takeoff. Leaving the wings horizontal eliminated the issue, and the plane is surprisingly efficient as is. Flight Tips: Be gentle when pulling up to take-off! The plane isn't particularly flip-happy, but the only time it would happen is when I pulled back too hard during takeoff. This thing builds up speed really quickly, so you should be able to nudge it into the air with relative ease. To repeat what was stated in the design tips: consider using fine controls for most/all of the flight. Use the lower atmosphere to build up speed. I shoot for an AOA of no more than 10 degrees until I reach 5-6km in altitude, and then 5 degrees or lower until I've reached around 600m/s and between 8.5-10.5km cruising altitude. I can usually get a fuel usage rate of .08 units per second or lower (visible in the resource app) under those cruising conditions. Once you approach the target location, descend slightly to max out your speed (I usually get around 630m/s), and then gradually (I can't emphasize enough that it has to be gradual) raise the nose of your craft until you're fully vertical at around 18km- you should be able to hit 20km in altitude like this, which should be sufficient for most high-altitude Kerbin survey contracts. The turn needs to be gradual; you're looking to convert horizontal speed to vertical speed, not rapidly dump speed/raise drag with a sudden attitude change. Keep an eye on your speed and g force meters. If your speed is jumping down rather than slowly descending, or if you encounter any high g forces, you're probably wasting energy, and your max altitude will be lower. Unlike rocket plane jumpers, where you try to go vertical as quickly as possible to make the most efficient use of your limited oxidizer, don't go fully vertical too quickly. You can only raise your apoapsis if the Juno is thrusting, so until you reach 18km keep shy of full vertical so you can squeeze out a few more seconds of thrust while climbing, or at least until your apoapsis display shows that you've exceeded your target height for the jump. Once your engines flame out, go full vertical to maximize the use your remaining airspeed which should nudge that apoapsis a teeny bit higher before it starts coming down due to drag. Landing: This plane handles just fine at 50m/s or below. When coming in for a landing I often have the throttle at about the 1/6 mark, which gives me just enough speed to get into position without needing to land at high speed. As an early-game craft, there are no airbrakes/reverse thrust capabilities, so you'll have to bleed off speed by maneuvering alone (from 600m/s to just over 100m/s) when approaching the KSC and then using the rear landing gear brakes only (there's no brakes for the front wheel). I haven't needed to deploy ailerons to improve low-speed handling but that's always an option. As you unlock more tech nodes/higher KSC levels, you can add more Junos, streamline the landing gear/wings, or make other improvements, but even without those this is a really capable plane that you can continue to use into the mid-game for as long as you continue to get Kerbin altitude survey contracts. Not only does it save you the need for a full redesign as the game progresses, but since it travels at 600m/s, these survey missions go by faster and feel a lot less tedious. There's still a place for combo jet engine/rocket planes, especially for part testing contracts where you're looking to reach far beyond 20km, as well as eventual SSTOS, but sometimes MOAR JETS on a lightweight body is all you need. I've written a bunch in this post, but the main takeaway is managing your TWR can squeeze a lot of performance out of seemingly unimpressive plane engines and parts. Link to full Imgur page with picture annotations
  6. I want to create a contractor in ksp, but I don't know how to. Any idea? Do I need mods or something?
  7. Mission Controller 3.1 Build Your Own Contracts In Career Mode @linuxgurgamer is taking over MC2 for me and bring it back. Wish him well. Updated For KSP 1.12. Final Version of KSP so hopefully final version of Mission controller. No longer Active Updating this mod. If bugs happen I will fix though. Report as PM to me be best way. Quick Summery Of What Mission Controller Does. 1. You can Build your own contracts in game using the Mission Controller Mission Builder.. All in game. Want to send 6 kerbals to Duna? Well make a contract and than send it to the Finance committee and see a company pick up your mission and pay you! 2. Satellite missions. Mission Controller has its own satellite missions that give you a lot more investment into doing them. Set up your satellites to your customers demands.. Than launch them into space, if you set up your satellite correctly you get paid! The missions themselves include many tpyes, including Setting up a Network of Satellites. 3. Mission controller has its own science parts! Ion Scanner and Spectrometer Scanner. And a Repair panel. 4. Repair Contracts. Sending up all those satellites and than forgetting them? Well mission controller fixes this issue by giving you repair contracts from customers to fix deployed satellites. 5. Repair Station contracts: Those stations also can have issues arise.. Now you can get contracts to EVA on your station to conduct repairs.. Just like real life NASA and International Space Station! 6. Rover Missions + Early Campaign missions to help offset early game. 7. Disable vanilla Contracts for they don't show up, to help clean up your contracts.. Than bring them back later if you want! 8. Revert have you down.. Does it feel like cheating? Well mission controller has its own revert button that cost you money to use.. Don't feel guilty about using revert ever again. Its based off % cost of your total vessel cost! For Support: They moved the Output_Log.txt file to a new location in 1.4. Its now located in. C:\Users\YOURNAME\AppData\LocalLow\Squad\Kerbal Space Program. I need this file to check what is causing issues. Please upload but don't paste contents into the forum is much to large of a file. GitHub Download KSP 1.12 KSP Version. (MCE 3.2.0) (Updated 6/25/2021) CKAN Supported Should Show 3.2.0 Source Code License Mission Controller 3.1.3.0 1. Fixed an Issue with Frequencies not updated in flight, without reloading flight scene. 2. Changed Satellite Contracts to completely use Default KSP Orbits + Orbit checks.. This results in much more variety and accuracy in readings. Also, should make all satellite contracts 100% fool proof in Types of orbits. Meaning 100% compatible with any type of mod planets or Increased size of the game world. 3. Added the ability for all satellite contracts to have a % chance to be launched to another Body other than Kerbin. You must first visit other Planetary bodies (IE Discover) before contracts will be able to be sent.. IE Mun,Minmus,Duna etc. Only Kerbin based Contracts will have ground stations though. 2. Changed Orbital Research Orbits same as satellite. Same reason. 3. All these changes has made the average Orbital Height much higher for all missions. Making them a little more difficult. Increased payout of Contracts to compensate for this. 4. Added new ModuleManger .cfg patch file that was made by KnotaiG. Now all probes including modded ones will have MCESatelliteCore added to them. Allowing all of them to be used as MCE Probes. Mission Controller 3.1.2.0 1. Added ability to change Probe MCE settings in flight. Its strange but only easy fix I could find to allow other mods like Hangar mod + Extra-planetary launch pads to be able to launch MCE probes. The probe can only still be used once though.. So once you transmit you contract settings, the probe settings is no longer under your control. 2. Up the Contract Payout multiplier from 3X to a max of 10X. This should allow for better payouts for larger type worlds with bigger planets. For instance a Navigation contract at KSP default size at 10X low orbits now pay about 600K.. So should be enough to compensate. 3. Fixed Revert cost not showing. At some point I did a quick fix on this that I forgot about that disabled it. So now revert cost again are % of total ship cost + fuel. you can set the Multiplier for this in In game settings.. Default is 10% of cost of the vessel to Revert. 4. Fixed Issues with Repair Contract Payouts. They should be much better payouts at higher orbits now. Mission Controller 3.1.1.0 1. Added First Stages of A Manual To KSP you can find it in the Mission Controller Folder called "Mission Controller Manual" This is first stage of maybe adding in game manual. If someone wants to help with this it be great! Added Directions for How To Do Mission Controller Satellite Contracts, How To Change Module + Satellie + Frequencies in VAB for Satellite Contracts and how to Finish Mission Controller Satellite Contracts in Game! More to come soon. 2. Redid the UI for Changing Module Types, Satellite Types when Doing Mission Controller Satellite Contracts. Much easier now to select and read what your chaning when selecting Satellite Types and Module Type in the VAB when Setting up for these types of contracts! Module and Satellite types are now Push Buttons when you right click on any Non Manned Probes. All probes are in vanilla game are Populated with Mission Controller Modules using Module Manager. You can add your own Modded probes via Module Manage by using the "MCESatelliteCore". Example located in MCEProbePatch.cfg in Parts Menu of Mission Controller. Mission Controller 3.1 1. Update for KSP 1.10 Mission Controller 3.0 Finance Missions Update (Custom Contracts) KSP 1.8 Update For Mission Controller. 1. No longer have Historical Missions in this version of Mission Controller. 2. Custom Contracts have been renamed to Finance Contracts. Use these to have companies finance your own Missions.. Want to build a station on Mun? Well fill out the contract for Building stations, and send it to the companies to Bid on.. Someone will offer you a contract soon for your Mission! 3. Added new Finance Contracts (work in progress, will add more) 4. Did a lot of work on Satellite contracts. And SVM20 helped me fix the random altitude for all planets, including modded ones and modded universes like RSS etc.. So hopefully no more contracts that hit the atmoshpere of planets! 5. Work on the UI and got rid of old refrences to code that does not exist anymore. Including the Older Historical Missions. 6. Reworked the Research Contracts for Orbit Scanning and Lander Scanning. 7. Repair Contract Reworked to actaully show up again. (seems this one has to be fixed all the time). Using KSP randomness now for this mission instead of custom code. 8. Updated code for KSP 8.0 Using NetCode 4 etc, and all new refrences for Unity. This update is still a work in progress.. If you see any issues (and you will) please report them via either the Forum page (page me) or Github issues. 2.0.4.1 1. Fixed spam for Core Freq change, and slowdown issue after accepting contract. 2.0.4.0 1. updated for KSP 1.6 2. No longer have MCE core parts, the Default KSP Automated cores now have the Fuction built into them all. All core parts depriciated. 1.Recompiled for KSP 1.4 and 1.5. 2.Updated MINI AVC with Linuxgurugamers newest version. https://forum.kerbalspaceprogram.com/index.php?/topic/173126-141-ksp-avc-add-on-version-checker-plugin-120-miniavc/ Version 2.0.1 Released. 1. Removed Orbit helper from Mission Controller. This feature is available in other mods like Kerbal Engineer, and MechJeb.. No need for any more spam. 2. Updated for KSP 1.4.2. 3. Fixed links in the AVC module for this forum page. Please note there is a bug in 1.4.2 thats adding Contract Spam. This is not connected to Mission Controller or any other mod. It happens it Vanilla too. Please don't report these to me because your sending me on a wild goose chase I can't fix, nor have time for.. Thanks. You can download the new version from the front page. Mission Controller 2.0 In-Game Contract Builder Edition is ready!! 1. Redid the Windows and options for Older custom contracts. Enjoy the new better to see UI. 2. Added Civilians to some of the Custom Contracts. Now bring civilians with you. And yes they show up just like the stock game contracts. 3. Rebalanced the mission payouts. They now pay a little less. But don't worry they still pretty good. And to help the payouts the better your reputation the more you will get payed. 4. Othter small bug fixes. 5. Add back in AVC Version Checker for Version 2.0. Missio Controller 1.6.1 Update For KSP 1.4.1 (And Making History Expansion) 1.ixed an issue where you would get strange Heights that were still within a planets atmosphere for Contracts in Modded worlds were the world is bigger 2.than Standard Kerbal. IE.. RSS, 10X Kerbin etc... Should be much better now. 3.Fixed issue where MCE was not detecting Transmitters via RemoteTech changing default Coms. 4.Fixed wording in the Custom Contract for Crew Numbers. 5.Fixed issue with Custom Landing/Orbit contract window not coming up. 6.Compiled For KSP 1.4.1 and Making History Expansion Pack. Mission Controller 1.5.0 Update. 1. Fixed crash issue with KSP 1.3.1 update. Mission Controller 1.4.5 Update. 1. Fixed a bug where MCE Buttons would not show up on New games, and sometimes older games. If this problem persist please report it to me ASAP. you might get duplicate buttons when you load up the New version. Once you do a scene transition IE from SpaceCenter to VAB this should correct itself.. And never come back.. If does Report please. Mission Controller 1.4.4.0 Update. 1. New Gui Using the new Untity Assets and Kerbal Space Program PopupGui 2. All settings are now located in KSP settings menu. (Intergrated) 3. New Custom Contract Land and orbit. (This is first step towards a new type of custom contract) 4. Repair Contracts no longer use MCE random. You should get them more often now using KSP Contract weight system. 5. Started the first stage of Localization. 6. MCE Revert is back. Use this revert for a non cheaty version that now cost you a % of your ship cost to use. Can be turned off/On in settings. 7. Other minor fixes to other Contracts. I have also started converting MCE Contract Paramenters and contracts to using any new Default Paramenters that Mirror my old versions. 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) }
  8. I'm having a problem with a career mode game. This is my first career game! I got some contracts that ask me to put a satellite into orbit but don't specify altitude. When I go to the Track Station or Map View on a flight and hover the mouse over the orbit drawn on the map (Ap/Pe), the game doesn't show anything, it just throws a NullPointerException! I'm testing this without any mod! I think that maybe is related to the stock alarm because of this: [EXC 00:21:29.156] NullReferenceException: Object reference not set to an instance of an object AlarmTypePeriapsis.ShowAlarmMapObject (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) AlarmClockScenario.ShowAlarmMapButton (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) KSP.UI.Screens.Mapview.MapNode.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.EventSystem:Update() The game throws this every time I hover over the drawn orbit! Does anyone else have this problem? Thanks.: KSP.log: https://www.dropbox.com/s/t4zzx2sw1rl3nz8/KSP(Orbit).log?dl=0 Player.log: https://www.dropbox.com/s/c3hukab9awo7iov/Player(Orbit).log?dl=0
  9. Hello, I have played KSP for a long time now (around 1000 hours) but I didn't play carrier a lot so I sometimes have trouble to really understand what the contracts want from me. I had to put a space station around minmus with specific parts attached to it. But I also had another condition stating I had to collect 7500 electric charge with it which I still haven't achieved. It has gone around minmus for multiple revolutions now with a lab that is running non stop but I still haven't completed the contract. Each time it is going into the shadow it completely drains the 2300 electric charge on the station which are recharged fully once it gets back in the sun. Do I need to have a capacity of 7500 electric charge on the station for the contract to be completed or could there be something else i'm not getting.
  10. 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 the future. You will be tasked with recreating some of the most ambitious missions like the Apollo Program, Voyager and the International Space Station. It is up to you to guide the Kerbals into the cosmos through a historical progression. Some of these contracts are very involved and require you to use gravity assists to accomplish the contract parameters. Others give you the option to complete certain goals in order to gain bonuses. For example, in your Space Shuttle contracts, you get bonus funds if you land your shuttle on the Runway back at KSC. One of the best examples of this is the MESSENGER contract. It requires you to enter a polar orbit of the first planet in the solar system. We will use the stock system with the Real Solar System planets as an example. MESSENGER Contract Parameters General Goal: Design an unmanned craft to Orbit Moho (Mercury) with a minimum Inclination of 70 degrees Design an unmanned craft with an antenna (also with 3 SCANsat scanners if you have the mod installed) Launch MESSENGER Enter Orbit of the Sun OPTIONAL BONUS: Flyby Kerbin (Earth) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for the third time for a gravity assist Enter Orbit of Moho (Mercury) with a minimum Inclination of 70 degrees Transmit Science Data from Space around Moho (Mercury) If you have SCANsat installed, have 80% mapping of Low Quality, Biome and High Quality Most of the missions are not that difficult or that involved, but MESSENGER was launched in 2004 after more than 50 years of spaceflight and we knew some new tricks to help us achieve an orbit. HISTORICAL PROGRESSION CONTRACTS REQUIRED MODS Contract Configurator - http://forum.kerbalspaceprogram.com/threads/101604 Module Manager - http://forum.kerbalspaceprogram.com/threads/55219 HIGHLY, HIGHLY, HIGHLY RECOMMENDED MODS These are not nessecary to use the contract pack, but it makes the pack much better Historical Progression Tech Tree @Yemo Unmanned Before Manned - http://forum.kerbalspaceprogram.com/threads/106130 This lets you start with the proper probe cores instead of manned missions, the contract pack might not be possible to complete without this or something similar Outer Planets Mod - http://forum.kerbalspaceprogram.com/index.php?/topic/93999-112-outer-planets-mod-20-complete-overhaul-better-terrain-nicer-terrain-textures-improved-scatter-etc-21-may/ If you are playing with stock KSP, this will give you the extra planets that simulate the outer solar system and will allow you to explore these places with contracts like New Horizons and Voyager 1 and 2 Real Solar System If you are up for it, you can recreate some of the most famous missions in different scaled Real Solar Systems Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/50471-113-real-solar-system-v1140-july-3/ Half Size Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/142336-113-half-size-rss-v15/ Stock Size Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/138572-wip-113-117-stock-size-real-solar-system/ DMagic Orbital Science - http://forum.kerbalspaceprogram.com/index.php?/topic/59009-113-dmagic-orbital-science-new-science-parts-v132-6272016/ This gives you more science experiments to use on your various missions around the solar system SCANsat - http://forum.kerbalspaceprogram.com/index.php?/topic/72679-113-scansat-v163-real-scanning-real-science-at-warp-speed-june-27-2016/ This provides you with parts to map the planets in the solar system. The contracts have support for Scanning missions if SCANsat is installed. Life Support Mods There are many to choose from, but I reccomend picking at least one of them. Some of these contracts are setting new duration records in space and there is no real challenge to them without having Life Support of some kind. OTHER MODS TO CONSIDER There are many part mods to consider that will give you the ability to construct realistic looking, or in some cases replicas of the spacecraft that are simulated in this contract pack. Bluedog Design Bureau (NASA / ESA) FASA (NASA) @raidernick Awesome Collection of Mods Skylab US & Soviet Solar Panels Pack Salyut Stations Soviet Spacecraft Soviet Probes US Probes Pack US Rockets Pack Antares & Cygnus Tantares NOTES The contract pack removes the World Firsts and Explore Body stock missions as we are already covering this with the pack This contract pack works with all planet packs, but you will experience some weird contracts if your Home planet is not the 3rd rock from the sun Full support for Stock, Stock x2, Stock x6.4, Outer Planets Mod Full support for Real Solar System, Half Size Real Solar System, Stock Size Real Solar System I do not know how this will play with other Contract Packs unless listed below, as it is designed to go through all major "firsts" of our space history so will duplicate similar contracts from other packs Most missions cannot be cancelled nor will they expire. There are a set of optional missions and more will be coming down the line. These optional missions can be cancelled and do not need to be completed. COMPATIBLE CONTRACT PACKS Anomoly Surveyor AntennaRange Relays Clever Sats Field Research Giving Aircraft a Purpose (GAP) Kerbal Academy Maritime Mission Pack RemoteTech Contract Pack SPECIAL THANKS @nightingale for creating Contract Configurator as well as helping me with many questions along the way @severedsolo for answering some questions I had about some contracts @Whitecat106 for inspiring me with your Historic Missions pack @TheReadPanda is streaming a career with the Contract Pack active DOWNLOAD Github Spacedock INSTALLATION Make sure you have Contract Configurator and Module Manager Installed as they are NOT included with the download Download the Contract Pack Copy to GameData folder Enjoy! FUTURE PLANS Add Remaining Missions Falcon Flight 20 - First Powered Landing of First Stage of Rocket Moon / Mun contracts will require specific biomes to be reached (want to stop players from landing on the far side) Add a requirement to deorbit and destroy Space Stations after Add additional SCANsat mission support Add additional DMagic Orbital Science Mission Support Add OPTIONAL MISSIONS Additional Mars / Duna Missions Landers Phoenix Insight Orbiters Mars Global Surveyor MAVEN Rovers Spirit Opportunity Curiosity ISS Construction Apollo Applications Program Manned Venus Flyby (this was a proposed mission using Apollo hardware) Future Missions OSIRIS Rex Asteroid Redirect Mission Mars Sample Return Mission Europa Mission Red Dragon Mars 2020 LICENSE CC-BY-NC-SA (http://creativecommons.org/licenses/by-nc-sa/4.0/) CHANGELOG
  11. Hello, i'm playing a hardly modded save, where is have the mod "(almost) real solar system" installed. It changes the Kerbin system into the real solar system, but scaled down(2.5 times the kerbal system) and using the kerbal planets. The problem is, that the contracts for placing satellites are way to hard. It tells me to place one into a polar orbit with ~120.000.000m Ap/Pe. The easiest contracts are equatorial orbits with min. 400.000 Ap/Pe. There is no point for me to build small launchers or Leo focused rockets because there is no contract for them. Is there a way to change a file of the satellite contracts or something else to make it a bit more realistic.y I mean, there are like 80% missions to leo in real life and ksp doesnt even know what that is xD.
  12. I had sent a mission to Ike. It consisted of a lander and a return vehicle launched together. I un-docked the lander and went to Ike but upon returning to the vehicle in orbit I did not get a contact completion for a rendezvous two vehicles in orbit around Ike. Does this kind of contract require 2 different vehicles to be launched separately?
  13. The arrival of Breaking Ground was probably the happiest surprise related to KSP1 since I started playing a few years ago, but one thing that it has soured is the contract system. The contracts were already terrible, loads of them make very little sense and if you are sick and tired of certain types of them you can't just block them - you have to manually keep declining each and every one of them forever and hope the game randomly offers something you want to do. Now that Breaking Ground introduced a number of new types of contracts this has gotten completely out of hand, I've spent up to several minutes in a row doing nothing but declining extremely undesired contracts that keep respawning just to get a dozen good contracts of the types I have any desire to deal with. I did get out ahead of this situation and posted my concerns before the DLC dropped and @St4rdust did relay the information to devs for which I am grateful, however I feel far from convinced that the issue was placed on the "urgent issues" list. I'm well aware that Career Mode is actually not as popular among players as one might expect and that such a thing might seem like a good reason to put low priority on fixing career mode issues, however there is ample indication that the contract system is one of the absolute biggest reasons -if not THE reason- why many players shun the game mode in the first place. When players call Career Mode "grindy" it is more often than not primarily because of the contracts. Across the forum there are already many suggested solutions to the multiple issues with contracts, I'll refrain from regurgitating everything I've seen and just list what I estimate to be the most useful key points below for dev conscideration: <> VASTLY increase the number of concurrent contracts that can be viewed and accepted. This should be done regardless of any other changes made to contracts, having to sit through loadscreens every few minutes just to find a new desirable contract is grindy. <> Either split the entire contract list into categories and have each generate a good number of contracts regardless of what's going on with all other categories, or make it possible to block certain types of contracts from spawning at all. <> Make the contracts sortable by location in some way, either by listing them neatly sorted by location or by having a filter function to show/hide contracts for specific regions. <> Some contracts generate horrifying numbers of messages in the log, the log needs a purge button and there needs to be an option to disable log spam. (Take 12 contracts to ferry tourists to Kerbin orbit and back, send all of them on a big cruise ship and land safely to cash in. You now have over a HUNDRED log messages from a single 10 minute trip, the message window stops working properly after a few such trips and you have to manually click to delete every single one of these messages that extremely fast can number in the thousands.) Other suggestions of lower urgency: <> Ability to clear the contract history without resorting to using a cheat menu or tampering with the save file. <> Add strategies to the Administration Building that greatly influence the contract generation; sacrifice cash or fame to generate more contracts of several user specified types while all other types generate in far lower numbers. <> Make the "active contracts" tab more user friendly, most notably there should be no reason it can't scale depending on number of active contracts.
  14. Does anyone know the triggers (how to get the contract to show up) for Worlds First Sun fly-by and orbit? I'm currently doing a Worlds First-only contracts run, and I've cleared the Mun and Minmus, and my next one is Eve. But I want to clear the Sun contracts first, since getting to Eve would fulfill a Sun fly-by/orbit. I can reload before completing my last Minmus contract, since I know the game only gives 1 Worlds First contract at a time.
  15. I'm trying to get the time stamps out of the CONTRACT_FINISHED sections of a save file, and all I can see is a 'values=' entry with several floating point doubles that look like time stamps around the right times, but I can't tell which value is which. Or even if the values are the same for each contract type. How do I interpret this value? Or is there an easier way to get a "completed at" value out of a finished contract?
  16. I was just going through the available contracts and saw...this. I swear this is not a Photoshop job. https://ibb.co/02t9ZLx I guess this kind of thing was inevitable!
  17. Hi, Can station contracts be completed when the station is assembled in space in smaller parts? I built a station around Kerbin for a contract but it never gets completed. I'm 100% sure that all requirements are satisfied but the contract list shows only the special parameters checked while the general parameter (must have an antenna, a docking port and generate power) remains unchecked. I have all these in the station, built with stock parts (to rule out mod issues), but they were assembled in different missions. Could that be the issue? I would ask if I could complete it by editing the save file, but just learned from another post that we can solve it with the debug menu (Alt + F12). I guess that's what I'm going to do but would still like to know if there are restrictions to how we build a station to fulfill a contract's requirements. Thanks, Marconi
  18. Hey all, long time lurker here. So, I recently decided to get back into Kerbal after having been away for a time, and decided to go back to my tried and true method of making money, station farming. After I had the right technologies and the contracts began appearing I waited a bit to get a good combination of them. Eventually I got one for Kerbin, the Mun, and the Mins. With three contracts ready to go I built a ship that would meet all the requirements of each contract, launched it, and in a short period of time I had the first contract (put the station around kerbin) cleared. I took the same ship to the Mun next, and all the flags triggered correctly on the contract, but the contract would not complete at all. I am curious if they changed it so that I require a new ship per contract (rather than just one new ship built after taking all the contracts), or if I am encountering a bug of some sort. Any help is greatly appreciated.
  19. Can someone help me with the 5Dim military contract revival? The owner seems offline from ages.
  20. 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 Minmus. Land a rover on another planet. Perform an EVA in Solar orbit. Future plans: More contracts itemized for planet moons. Jool-system specific contracts (Jool 5 challenge, etc). Repeatable "send a probe to X planet" generic contracts - the ones in stock are often a bit too specific, and don't usually help career-mode missions get funding. Unmanned probe sample-return missions (to Mun, planets, etc) More stuff to do with rovers - distance records, etc (as soon as I get the contract scripting logic for it to work correctly) In-atmosphere aircraft circumnavigation. (as soon as I get the contract scripting logic for it to work correctly) Ideas people suggest/request Released under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  21. My First Space Station, and Misadventures Related Thereto PART 1 In which mistakes are made I was waiting for various maneuver nodes to come up on my first manned trip to Minmus, initiated almost at the same time as the consummation of my first unmanned trip to Minmus (my first mining-refining vessel, on the Mun, decided to have some mission creep). In the meantime, I decided to accept a bunch of contracts regarding putting a space station into orbit, which I had never done before intentionally. (There was an early-game derelict spacecraft—a crossfeed error made it run out of fuel unexpectedly and I had to rescue the pilot via EVA—but other than that I had never put any kerbal carriers into permanent orbit.) There was one for Kerbin (10 kerbal capacity, research station) and one for the Mun (5 kerbal capacity). Additionally, I already had a contract for docking two vessels on or around the Mun, but it turns out that a lander returning to an orbiting mothership doesn't qualify. (Perhaps it was that the vessels had to be launched separately.) I thought I could kill three birds with one stone if I launched a space station with a shiny newly unlocked Clampy Senior, and then launched a lander-miner-refiner Mk.II capable of pushing it to the Mun. I decided to give the station a dedicated lander (capable of potentially ferrying tourists to and from the Mun) and a couple of escape pods (partly for fun, and partly because of an "orbit Kerbin" contract that I didn't feel like carrying to the Mun). Soon I was launching Alpha Space Station into orbit. It clocks in at almost exactly 50 tons, counting 27 tons of fuel and monopropellant reserves, and seems to have more than enough battery to last through a night-side orbit while still researching. [edit: TinyPic is dead; long live Flickr. Original link for insanity posterity: http://i63.tinypic.com/2a8jlnk.jpg ] Moving and re-docking the lander proved conclusively that I am genuinely bad at complex RCS maneuvering. I can sort of handle translating in the cardinal directions, and pitch/roll/yaw aren't too different from doing it with reaction wheels, but any attempts to control any two impulses at once degenerate quickly into hopeless, hilarious failure. Nevertheless, I managed it. I noticed that I forgot to put any solar panels on the lander, so my tourists had better not dawdle on the surface before coming back up. 150 electricity should be enough for the command pod reaction wheel on a trip like that, right? Just gotta remember to turn off the SAS when I'm not using it, like after landing. [ http://i68.tinypic.com/90y5fp.jpg ] Recovering the second stage brought the total launch cost down to 59k. Not great by some standards, I'm sure, but not too bad for something I hope will see lots of future use. Next up, launching the propulsion vehicle. It's a spiffed-up version of my previous mining vessel. Since the last one is still in the field with all its onboard science, I didn't have enough to unlock everything on my wish list (large ore tank), but this is still a big improvement, largely because of the 2.5m-1.25m quad adapter and better thermal dissipation. It also has its own research facility and houses a crew of 4 (using the 2-man can to fit a Clampy Senior on top). Four-way symmetry should help my RCS control a little compared to the Mk.I's three-way. I think I'll call it Prospecting Unit/Lifter/Lander. Kind of a mouthful, but it does a lot of stuff, I hope! The team slapped on a PPD-10 to add a few last-minute Mun tourists to the itinerary, and a small manned probe hopefully capable of making polar orbit, and then blasted off! No second stage lifter needed here—the package to be delivered can do its own work after the initial boost. If I need extra fuel to get to the Mun I can borrow from the station. Cost of lifter: 46k (69k less 23k recovered) for putting 70 tons of craft in orbit (less perhaps 5 tons of fuel I used from the nukes to get to the rendezvous). Without further ado, mission A.S.S.-P.U.L.L. was a go! About 115 tons put in orbit between station and miner/tugboat for a slightly smaller number of kilocredits. PART 2 In which Bob thinks he can pilot a ship, but is wrong. It didn't take too long for Mission Control to realize they had put a scientist in a ship with no probe. Well, I guess old Bob could use the practice. Also, I put the tourist who only signed up for Kerbin orbit into an escape pod with Valentina (so I could have at least one kerbonaut holding down the fort at home; I cleaned out the place for these launches) and pulled the trigger. Up until now there had been thirteen (13) kerbals aboard the A.S.S.-P.U.L.L. mission, which is by far the most I've had at once. To be fair, I've never combined two launches into a single mission before. Meanwhile, it turns out that the lander attached to my A.S.S. is throwing off the balance—the reaction wheels aren't able to compensate enough to keep the ship straight at full thrust. Perhaps if I emptied out the fuel? But I only have spare tankage for the liquid, not the oxidizer. My A.S.S. is still just too fat. I could nurse the thing along at half throttle, but it's already a long burn. In doing so, I might even briefly drop out of space mid-burn, not that it's dangerous to be at 69km or whatever, but to heck with that! I have tons of monopropellant and even if this isn't what RCS is meant for, it's sure good enough to do the job! [ http://i68.tinypic.com/209j0ic.jpg ] And after repeating the same ridiculous scheme at the Mun capture burn, I'll be ready to land and rejuvenate all this stuff I've been burning. But first, what about Bob? He has the opposite problem: too much control. His unsteady hands are capable of doing a full rotation when only a modest adjustment is needed. After locking the engine gimbals and setting wheel authority to 50%, though, he's starting to feel like a real pilot. Now let's get some polar orbital contracts/science! Literally eleven minutes (game time) before entering the Mun's SOI, I get a contract offer to "return or transmit scientific data from space around the Mun". Well, I'm not going to say no to that! Speaking of our Mun burn, the fuel is running lower than I expected, but fortunately I lifted off with full ore tanks to refine more fuel with en route, which I've been converting to liquid fuel. And a little extra monopropellant, which I was shocked to find in danger of actually running out. But, after all, it was just for convenience, not a mission requirement, although I'm resolving to hang on to some for "real" usage. After a routine circularization burn, other than continued RCS abuse, I detached the miner-lander and proceeded to a landing that was completely ordinary, including my continued ability to pick a landing zone that is too steep for comfort but not quite steep enough to prevent landing. [ http://i65.tinypic.com/2589y8k.jpg ] The miner comes back up to dock. I'm a bit worried that I STILL won't get credit for the docking because even though this includes hardware from two different launches it came to the Mun in one piece. Additionally, I left one piece that was originally part of the lander with the station when it detached. Will this count? Or is the contract's secret requirement that two vessels dock FOR THE FIRST TIME in the Mun's orbit? Nope, this doesn't count either. But I haven't given up all hope yet; I can still detach the PPD-10, land with the Mun tourists, and come back up to dock two vessels that don't have any pieces of each other in them yet. The miner/refiner refuels the station but the modest ore hold isn't enough to completely refill both the liquid in the station's LFO tanks and the prodigious amount of monopropellant that we burned. Oh, gee whiz, what a tragedy to have to land back on the Mun for some more. As it happens, when I finish refining my ore I'm very close to an equatorial Canyons biome passing underneath. Sounds good to me! I quickly detach and kill most of my orbital velocity, lining up my remaining path with the canyon. ... it turns out that canyon floors look really nice and smooth, and they are smooth, but not flat. Had to burn a lot of fuel changing landing zones twice to achieve a mere 15 degree tilt, which I think is my steepest yet with these disconcertingly tall landers. [ http://i64.tinypic.com/2ijl0xy.jpg ] When I undocked, the name changes gave me hope that this time the contract will work. The station got its old launcher name back, and hilariously the lander got bequeathed the station icon and name. So yes, KSP says I have a space station landed on the Mun. OH COME ON The docking was an exercise in frustration; after the second bounce I went in with a perfect plan, only to have the docking ports stabilize without completing the docking. Why do you hate me? A short expenditure of RCS later (by the station, since it's lopsided and probably lighter anyway) and I'm finally docked, and yes, the contract finally completed. What replaced it? Well, turns out I need to get "scientific data from the surface of the Mun." Does it count scientific data I've already collected even if I'm no longer on the surface? Yes. And now, time to go home. It turns out I did not sufficiently think that part through. It was easy enough to carry over a dozen kerbals to the Mun with this space station, but bringing them back without bringing the space station back is trickier. In the end, the two scientists volunteered to man the station's lab, and the ship left while the engineer was admiring the view from the station's cupola. My Mk.II miner was a modest success, and maybe it's the sunk-cost fallacy but I don't quite feel like deorbiting the thing, so I slapped together a 10-kerbal SSTO ferry (8 returning from the Mun, 1 pilot, and 1 LKO rescue) and took off, after sending it back from the launch pad for a last second addition of a stored-science-retrieval kit. I had to research the Klaw for this vessel as tourists cannot EVA. That solution seemed easier than designing the ferry to include a Clampy Senior. This thing really jumped off the pad, so Valentina decided to try a much shallower ascent path than usual to minimize gravity losses; we hit 70km apoapsis just as the speed was threatening to fry the solar panels so she coasted up and circularized. [ http://i64.tinypic.com/p0emc.jpg ] As the Mun tourists returned to Kerbin, Mission Control didn't want the ship to go too deep into the atmosphere for fear of breaking the satellite dishes, and gentle airbraking was way too boring, so the NERV engines were put to good use again doing most of the work. The miner sidled up to the waiting Klaw ship and the tourists and data transferred over. KSC was drawing near, and there was a fair amount of fuel remaining, so a hasty deorbit put us reasonably close (by my lax standards). No sooner had we landed than new contracts came in asking us to use our brand new Klaw, to rescue kerbals and objects around the Mun, no less! Looks like the engines on my P.U.L.L.er will barely have time to cool off. END OF MISSION
  22. Hey, so since update 1.4.2, I'm now getting a ton of useless messages regarding my contracts. Like if I'm supposed to test a certain part at speed and altitude, I'm getting messages telling me I'm at the required speed or altitude even if I don't have the part on the craft. When you have like a dozen contracts going at the same time, it gets really irritating, because I'm getting messages constantly and none of them relate to what I'm actually doing. This is something that cropped up as soon as I installed 1.4.2. Is there a way to turn this off? I'm running a stock install with no mods. The only weird thing I can think of is I started this career in 1.4.0 and carried it through until 1.4.2. Thanks in Advance UPDATE: It's gotten even worse. I have a contract for a satellite that specifies "Maintain Stability for 10 Seconds", and now every 10 seconds if I'm not rotating or accelerating, and no matter what craft I'm flying or what orbit it's in, I'm getting a notification that I maintained stability for 10 seconds. Please help, this is really bizarre and annoying.
  23. I'm in the early stages of my "new version means new tech tree playthrough" career game and I'm finding that the order in which contracts become available is a bit strange. Previously there was a fairly logical progression to these, but now the order seems random at times. For example, I've just been offered (and accepted) a contract to build an outpost on Duna supporting 8 kerbals with 6000 units of fuel. Nothing strange in that, except that this was the first contract offered beyond Mun and Minmus and I'd not even seen an outpost contract for those two bodies yet. Oh yeah, not sent anything, even unmanned beyond Kerbin system SOI in this game either. Another, less extreme example was the contract to dock two craft around Mun, that appeared before docking or even rendezvous contracts around Kerbin were available. Is this a known behaviour of 1.4 ?
  24. I have a contract to place a new station on a solar orbit. However it has a part saying have 3 tourists on the station. I have not got any tourists and it is not a secondary step, all of them must be done to achieve any. Help plz?
  25. This may be related to the bug other people have reported about the game reverting to a previous state - I'm playing career mode on the PS4. With some contracts - so far, I've mainly had this problem with equipment tests for the R&D vendor - I will complete the test and satisfy all parameters, get the green text that says the contract was completed, end the mission, recover the craft, go back to mission control - and there's the same contract in my 'active' list, waiting to be completed. This has happened repeatedly with parachutes and solid fuel boosters tests for the R&D vendor. If you need a gameplay video I can probably make one, since it seems to happen consistently. I haven't diligently tracked what's happening to my funds and reputation balances (or KSC local time) through all this, so I can't tell you if the entire game is simply reverting to an earlier state or not. But I can't imagine why it would happen with equipment test contracts and not with, say, orbital rescues which don't seem to have the same issue. EDIT: Shutting the PS4 down completely and restarting it apparently fixed the problem with one of the contracts - when I flew the same "haul the parachute up to 5-8k meters" mission again, it registered as completed.
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