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Found 9 results

  1. 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 No longer Active Updating this mod.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) }
  2. The dead passenger plane of doomsday challenge It was an ordinary day in Kerbin; planes crashing and rockets exploding. The mayor of Kerbin was concerned about that, so he decided that a new kind of transport vessel should be engineered, to bring more kerbals to the Space Station from afar. He clearly stated "The vehicle must carry at least 50 kerbals and 30-70% of them must survive a 100km journey". As the commandment arrived to the Kerbin's Ambiguos Kompetitions and Khallenges Association, the rules were specified by a read-it-literally-wisedonkey-wannabe-engineer called Sivonen: -Start a new career in sandbox mode. -Go to astronaut complex and hire as many kerbals as you need (at least 50 total). -You must build and fly a plane that carries at least 50 kerbals. -ALL PLANE PARTS MUST BE STOCK. Yes, you can add Mechjeb, time acceleration, etc mods. No parts, autolanding, physics, etc unfair mods. -All kerbals must be in command pods, hitchhiker containers etc. No command seats or stuffing them in the trunk. -It's a plane, so maximum altitude is 15km. -Ground distance covered must be 100km, points will be reduced if goal is missed. -30-70% of kerbals must survive. -In other words 30-70% of kerbals must die. -You must not drop the kerbals by EVA or decouplers, you must do a controlled crash landing which kills the required amount. -Brakes must be turned ON before landing. -Also no evaporating kerbals with a jet or a rocket. -No cheating via cheat menu, clipping the parts, or other unfair actions. Mild clipping here and there is ok. -Post screenshots: *Astronaut complex showing your total number of kerbals before flight *Show off your plane. Bonus points for flamboyance. *Try to get shots from the landing. *After your plane has landed, press F3 and take a screenshot showing your ground distance covered and max altitude. *Astronaut complex showing your total number of dead and alive kerbals after the flight *Video which shows the above information is acceptable instead of screenshots. Scoring is calculated as follows: Accurate crashing landing at 100km: every meter away from 100km gives minus one point. No driving on the ground after landing, be fair. Number of kerbals on plane: every kerbal gives you 10 points. Remember the minimum of 50 kerbals. Number of kerbals survived: target is 50% survival, every percent away from 50% gives minus 250 points. Results over 70% and under 30% are not acceptable and will be given minus a million points. If you make the trip back with the same plane and kill another 30-70% of the remaining passengers, you earn an extra point. Bonus points might be awarded for flamboyance. Most points wins. Or the least minus-points. An example entry: Distance: 102397m = -2397 points Total kerbals: 50 * 10 = +500 points Kerbals dead: 6/50 = 12 percent = -1000000 points Cool looking doomsday plane of doom: +1 point Total: -1001896 points Brakes were off when landing = disqualified Best results: 1. Sivonen -4302 points 2. 3.
  3. Continuation of economy challenge 1.2 with rules changed. Categories There are 3 categories each for Stock and Modded. I. DISPOSABLE LIFTERS - Reliable Disposables II. REUSABLE ROCKETS - Reusable Vertical Launch Vehicles III. SPACEPLANES - Cargo Planes got to orbit Scoring Score is given by {Expense} / {Payload mass} for the mission, for given Payload mass. - Expense doesn't include the price of the payload. Recovery cost is excluded from the expense for categories II and III. - All lifters listed will be the most efficient one among lifters with the same or lighter payload, in terms of the score given above. - i.e. a lifter won't be listed when it haul heavier payload than another lifter, and has worse score than that. Rules 1. No cheat menu, No clipping of fuel tank & engine. 2. For stock entries, the craft should work in the same way with stock installs. For modded entries, only balanced mods are allowed. 3. You must launch from launchpad or runway. 4. You must achieve a stable orbit. (Pe >70km) 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust or control authority to your craft. Also no lifting surfaces in payload. 7. Payload mass count after it's decoupled. If you had fuel or something disposable on the payload, give enough proof that you didn't throw any of them away. (e.g. Show that initial payload mass and final payload mass are same) I. DISPOSABLE LIFTERS 1. Funds from recovery doesn't count. II. REUSABLE ROCKETS 1. You should recover at least one part of your lifter. 2. The craft should fly vertically to orbit - Pitch should be above 30 degrees under stratosphere(7km) 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. III. SPACEPLANES 1. Feel free with recovery - you can either recover or dispose any parts. 2. The craft should fly horizontally to orbit. Perform horizontal flight (pitch < 30deg) at least once before reaching stratosphere(7km) 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. Submission - Submission should include enough screenshots or video to prove validity of the mission. - Payload mass and cost should be presented clearly. - Username, brief explanation of the profile and characteristics will be listed. Craft file will be listed as well if it's given. Leaderboard Stock: I) - 1.77t in 1720/t (3046 funds), @WanderingKid, with Thumper on the first stage and Terrier on the second stage. 3.2km/s to orbit! - 61.87t in 589.8/t (36488 funds), @maccollo, with Skipper augmented with Kickbacks. II) - 1.770t in 811.86/t (1437 funds) , @WanderingKid, with recoverable rocket SSTO powered by Skipper. Protective Fairing Included to protect the payload. - 3.280t in 756.10/t (2480 funds), @Abastro, with fully recoverable TSTO with Nerv on the second stage. - 13.42t in 378.32/t (5077 funds), @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) - 140.1t in 290.94/t (40761 funds), @Abastro,with fully recoverable TSTO w/o boostback. (Rhino&PoodlesX4 on the second stage, Mammoth&TwinboarsX4 on the first stage) III) - 7.000t in 159.29/t (1115 funds), @NightshineRecorralis, with mk2 spaceplane with 2 R.A.P.I.E.Rs supplied by single Shock Cone Intake. - 10.50t in 69.00/t (725 funds), @OHara, with mk1 spaceplane with the payload between docking ports. Powered by 1 R.A.P.I.E.R and Shock Cone Intake. Suboptimal Entries: Modded:
  4. Nice and straightforwards: land on Moho, come home to Kerbin, do it as cheap as you can. Three categories: Basic: land and return any vessel. No Kerbals required. Intermediate: land and return alive a Kerbal. Plant a flag while you're there. Advanced: land and return alive a Kerbal scientist (so a probe core or copilot will be required for SAS) plus one of every scientific instrument (ie: materials bay, goo pod, thermometer, barometer, seismometer, gravity detector, atmospheric sampler)[1]. Plant a flag while you're there. Stock parts only and Wheaton's Law applies. Autopilot and visual mods are fine, but nothing physics altering. Try to keep part-clipping and similar trickery to cosmetic levels; minimise the cheese factor. You can use any method you like; single launch, multiple launch, refuel in orbit, nukes, ions, ISRU [2] whatever. But the cost-minus-recovery of every launch involved goes against your score. Post VAB screenshots of every vessel involved to show the price; also post proof of the journey and proof of recovery for any parts recovered. Distance from KSC does matter for recovery value. Cheapest mission wins. SCOREBOARD Basic @Clancy, √4,996 @ManEatingApe, √7,925 Intermediate Advanced @Clancy, √4,523.6 @ManEatingApe, √28,628 @Physics_Student, √55,218 (no recovery) @Wanderfound, √86,770 [1] As in, send scientist and experiments, return scientist. You don't need to bring the goo pod etc. home; just the data wil do. [2] No ISRU mining on Kerbin to offset fuel costs, however.
  5. This is reboot of @tseitsei89's economy challenge, which was for 1.1. Categories There is 4 categories each for Stock and Modded. I. DISPOSABLE LIFTERS - Recovery doesn't count IIa. REUSABLE ROCKETS - No airbreathers IIb. VERTICAL LAUNCHED VEHICLES - Vertical Launch with airbreathers III. GENERAL - Anything is allowed Score Score is given by {Expense for the Mission} / {Payload mass(t)}. Expense doesn't include the price of the payload. Recovery cost is excluded from the expense for categories IIa, IIb and III. Rules 1. No cheat menu, No clipping of fuel tank & engine. 2. For stock entries, the craft should work in the same way with stock installs. For modded entries, basically only stock-balanced mods are allowed. However, you can request adding new category for mods you want. It will be accepted if it's resonable for this challenge. 3. You must launch from launch pad or runway. 4. You must achieve a stable orbit. (Pe >70km) 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust or control authority to your craft. Also no lifting surfaces in payload. 7. Payload mass count after it's decoupled. If you had fuel or something disposable on the payload, give enough proof that you didn't throw any of them away. (e.g. Show that initial payload mass and final payload mass are same) I. DISPOSABLE LIFTERS 1. Funds from recovery doesn't count. 2. You can use ANY parts you like. IIa. REUSABLE ROCKETS 1. You can use any parts except airbreathing engines. (This includes any kind of scooping) 2. You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. IIb. VERTICAL LAUNCHED VEHICLES 1. You can use any parts, and at least one airbreather should be used in lifter. 2. You can recover any parts of your lifter that you can for a refund. 3. The craft should fly vertically to orbit - Pitch should be above 30 degrees under stratosphere(7km) 4. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 5. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. III. GENERAL 1. You can use any parts. 2. You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. Submission - Submission should include enough screenshots or video to prove validity of the mission. - Username, brief explanation of the profile and characteristics will be listed. Craft file will be listed as well if it's given. - Up to 5 entries will be listed on the leaderboard. Leaderboards Stock: I) 1. 589.8/t, @maccollo, with Skipper augmented with Kickbacks. IIa) 1. 378.32/t, @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) 2. 394.99/t, @Nefrums, with Shuttle second stage on SpaceX style first stage. (Rhino on the second stage, Mammoths&Vectors on the first stage) 3. 484.231/t (Craft file), @Avo4Dayz, with simplistic recoverable rocket SSTO powered by single Twin-Boar. 4. 756.10/t, @Abastro, with fully recoverable TSTO with Nerv on the second stage. III), 1. 88.46/t, @Wanderfound, with improved version of 'kerbotruck' - more boosters! (8 R.A.P.I.E.Rs and 4 Shock Cone Intakes) 2. 106.57/t, @OHara, with improved version of @NightshineRecorralis and giving it more cargo. 3. 109.02/t (Craft file), @Wanderfound, with mk3 cargo bus 'kerbotruck' powered by 6 R.A.P.I.E.Rs and 3 Shock Cone Intakes. with few wings - I guess, it's just not wingless 4. 113.69/t, @Clancy, with mk1-2 spaceplane powered by 2 RAPIERs supplied by and 1 NERV. (Just enough Oxidizer to push through the 30-40km, where the NERV can take its time getting to orbit.) 5. 159.29/t, @NightshineRecorralis, with mk2 spaceplane with 2 R.A.P.I.E.Rs supplied by single Shock Cone Intake. 6. 378.32/t, @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) Modded: - Stock-Balanced - with FAR&AJE
  6. What this mod does is: Buy tech nodes for cash Nodes in the research tree will now cost funds instead of science. Any science spent is refunded when you leave the R&D building. Get cash for science Turn science into cash at the click of a button Daily budget Every day at 4am you receive cash according to your reputation level. Use the "Warp to next morning" button if that node is just a few bucks away. Let you configure all the above Click the "$" button to change the multipliers for all of the above, values are saved with your save game But Why? Career mode for me just seems to be motivated only by science, and most can agree it's a bit of a grind unlocking the tree. Making this easy change using the plugin system allowed me to play the game with a slightly different outlook, and combined with other mods you are able to progress the game using contracts or funds from your production/mining empire. The reputation budget is just another way to reduce grind, go ahead and time accelerate that engine tech upgrade if you need to. [Download from Github] (Also available on CKAN) Compatible with: Strategia Kerbal Construction Time Real Solar System (24 hour budget cycle) Recommended Mods for a Cash-Based Career Mode: Contract packs, all of them Karbonite+ (Find Karborundum for much $$) Kerbin-Side + Supplements (for more profitable opportunities on Kerbin) Notices This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. This mod is under MIT license, feel free to look at the source code: https://github.com/a-stat/kspcasher/
  7. So the idea is to launch a payload to LKO with as low funds/ton as possible. There will be 3 categories: 1. Disposable lifters. No recovery 2. Recovery allowed. No airbreathers 3. Anything goes Some general rules: 1. Stock only. Visual and informative mods are ok. 2. No cheat menu or other funny business. 3. You must launch from launch pad or runway. 4. You must achieve a stable orbit. Pe >70km. 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust, fuel or control authority to your craft. Also no lifting surfaces in payload. 7. Your score is (funds you used - payload price - recovery costs in categories 2 &3)/(payload mass in tons) 8. Screenshots or video required. 1. DISPOSABLE LIFTERS 1. You don't get any funds from recovery. 2. You can use ANY stock parts you like. 2. RECOVERABLE. NO AIRBREATHING ENGINES 1. You can use any stock parts except airbreathing engines. 2.You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. But now you can't land anywhere you want since while suborbital/still in atmosphere it is not necessarily trivial to get anywhere near KSC. 3. ANYTHING GOES 1. You can use any stock parts. 2.You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. But now you can't land anywhere you want since while suborbital/still in atmosphere it is not necessarily trivial to get anywhere near KSC. LEADERBOARDS: DISPOSABLE: 1. Tseitsei89 636.17 2. Maccollo 642.10 3. Cunjo Carl 753.50 RECOVERABLE. NO AIRBREATHERS: 1.Tseitsei 312.78 2. 3. ANYTHING GOES: 1. Tseitsei89 83.11 2. 3. And here is my entry for the disposable category to start things off: 103 436 total cost 25 028 payload cost 117.15 tons payload mass => 669.30 funds per tonne Flight profile: 1. Start all engines 2. Tilt a little bit towards east to start gravity turn using twin boars gimbal and click prograde hold on 3. At around 120m/s shut down twin boar 4. When SRBs burn out you should be tilted at about 40 degree mark (see screenshots). You can activate twin boar again when SRBs are still burning if you threaten to tilt over too quickly. 5. After SRB separation just keep burning prograde and try to hold your "time to Ap" at about half of your remaining "burn time". 6. When your Ap is >70km shut down engine. At this point your Pe should already be positive or at least very close to zero if you flew well. 7. Coast to Ap and circularize.
  8. There have been a handful of threads recently about possible ways that colonizing Mars could prove economically viable. We haven't really gotten much solid consensus. In the near-term, it just doesn't seem like there is any slam-dunk reason to live on Mars. Why not look a little closer to home? Let's suppose, for the sake of argument, that some entity was willing to build a space station in orbit for long-term habitation. What, other than space tourism, would cause people to move there? On a basic economics level, people will endure a higher cost of living if the income they can receive is correspondingly greater. Living on a space station in orbit would be the extreme example. The cost of living is very, very high...to grossly understate...but if there was a way to generate correspondingly greater income, people would live there. The trouble is finding a lucrative income source in space that is not available on Earth, while also requiring you to actually be physically in space. The current jobs in in space come from NASA and other government-sponsored space agencies. That is mostly scientific research. While important, it doesn't serve as an immediate stream of revenue and so it probably doesn't fit. I could imagine other types of research that would be more lucrative. I'm sure there experiments which could only be conducted in microgravity, yet would result a lot of profit for companies here on Earth. Another opportunity would be zero g manufacturing and assembly. I don't know whether that market is big enough, or if there are aspects that would require human presence. Then there are more interesting possibilities. It might seem like a lot of trouble to set up a tax haven in space, but there may be certain business models (investment banking, stock option manipulation, encryption services, gambling servers, streaming servers, etc.) which would benefit tremendously if they could be conducted away from government oversight or control. The same goes for manufacturing of restricted substances. Finally, there's space jockey stuff -- going to repair satellites in orbit, assembling satellites, and so forth. Any other ideas?
  9. So, I was watching King of Queens with my grandmother not too long ago. One of the episodes involved playing the stock market, and I thought "Why not have that in KSP?" I mean, there are different agencies, and then there's your own agency, most likely named "Default" for you sandboxers. The idea I'm pitching here is a stock market in-game that mostly depends on the reputation system. If your rep is in the neg, then there is no chance for investment. The higher it is, the higher your chance. If you buy parts from another agency, they gain the profit for the sale, unless your agency builds it's own parts, either requiring EPL, or just a simple toggle option. Of course, this could lead to a career mode that is just too rich, especially if you're the Astrogamer, Scott Manley. Perhaps there could be a button found in the Administration building to access the economy, or maybe even another building added in. Maybe RemoteTech's developers could have a helping hand in this, with certain areas of Kerbin needing connections because of where other agencies are located at. Maybe even some world record contracts for gaining however much money from the market would be a great addition to a great mod.
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