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Found 20 results

  1. Backstory The Kerbal Space Agency suddenly felt the urge to make money as fast as possible, once they heard that the government would start to decrease their annual budget funding in exchange for a better military in these wartimes. Initially, KSA employees were so infuriated that some of them were already working in secrecy to deviate some near Kerbin orbit asteroids to "end it all". Fortunately, Wherner von Kerman, Chief Rocketry Engineer at KSA, managed to stop this insane evil plan and change his co-workers mind stating that he had a plan: Raising 10M funds as fast as possible with the help of ... well ... you, in the position of General Manager, Mission Designer and Lead Flight Director at KSA. Objective This challenge is pretty straightforward: Get 10M funds and be the fastest (have the lowest in-game time) Rules Start a new career mode in normal difficulty and take a screenshot for proof (F1 key) Do NOT change any other parameter in the difficulty menu (such as rewards, penalties, ore abundance, etc) Cheats (alt + F12 menu, hyperedit, exploits, and other cheats considered to defeat the spirit of this challenge) are NOT allowed Mods that change intended solar system size, change celestial bodies science gains, add overefficient engines/overpowered parts are NOT allowed Accepting contracts just for in-advance contract money is allowed (even if you don't do them) (just keep in mind that not doing contracts won't refresh the available contract list) Informational mods such as Kerbal Engineer, Kerbal Alarm Clock, Mechjeb (as long as you pilot your rockets manually) are allowed and will be counted towards a stock leaderboard Aesthetic mods such as Scatterer, EVE, SVE, Astronomer's Pack are allowed and will be counted towards a stock leaderboard DLC's are allowed and will be counted towards a DLC leaderboard Rebalancing mods such as Strategia, [Any mod that adds new planets], Contract Configurator Packs, FMRS are allowed and will be counted towards a modded leaderboard Note: As a rule of thumb, any mod that gives you a slight advantage over other players (as long as it isn't crazy overpowered or unrealistic) is allowed to be installed. The reason being that I want to see how fast this challenge can possibly be done. Note: These rules are subject to change since I don't know yet how these will affect gameplay, therefore I'm open to suggestions to improve this challenge. Note: I might do a selective mod leaderboard in the future to make the speedrun feel more static and less mod advantageous (depends on feedback) Tips and Tricks Submition Describe every mod/DLC you've used Take a screenshot of the difficulty screen and of the 10M fund mark with the UT (universal time) [Optional] Take screenshots of pertinent missions you've done/strategies you've taken (any screenshot you consider cool in your way to 10M) Stock Leaderboard DLC Leaderboard Modded Leaderboard (Free to choose)* Selective mods Leaderboard * -> Check Rules Also, is there a difference in advantage of a DLC over the other in this challenge? If so, should I split the DLC leaderboard?
  2. So today i stumbled upon recent PC Gamer article about KSP 2. I recommend to watch the videos, reviewing this article, before reading this post(or you can check out transcript somewhere on this forum). Videos can be found on ShadowZone and Matt Lowne YT channels. https://www.pcgamer.com/space-odyssey-our-first-big-look-at-kerbal-space-program-2/ I'm not gonna talk about the whole article, but rather about the part, that states, that KSP 2 will have what is called "Adventure Mode". From my understanding of this article, there is planned to be no funds/contract system in the game, because dev team considers, that it was too grindy in the original game. I disagree with this position. In fact the Career Mode is my favorite game mode for a very long time now. The only time i'm not playing it, is when i feel an urge to tinker and have fun with airplanes in sandbox, which is one of my hobbies (BTW this is why i really expect KSP 2 to improve in this area as well, but that's the story for another time), but when it comes to playing a campaign of my own Space Program - Career Mode is my only choice. I've never been an active user on this forum, or on any forum tbh, but the threat of not having this, EXTREMELY important feature, in the sequel, made me sit and write this post anyway. I really hope, that sharing my thoughts here, will make players give it a seconds chance and KSP 2 devs reconsider their position about adding it to the game, because it really deserves it. And here is why. Firstly let's talk about why the Career Mode was called "too grindy" in the first place. The contract system in the original game pretty much consist of the list of the simple objectives and rewards with some RNG integrated, and feels like it was done in a hurry by someone, who had little idea about how to realize the feature in the first place and took completely wrong approach. As a result of that most of the contracts were about pressing certain button at certain speed/altitude for a minor payout. I'm not arguing, with the fact, that it was indeed very boring. It was. But it is important to note, that is an issue NOT with career mode itself, but rather with the way contracts were implemented, so it shouldn't be used as a reason to not include the career mode into the sequel. The thing that is also worth noting, is that a lot of people, who've tried career mode, abandoned it almost instantly, without investigating the game mode further. Because of that they've had no chance of understanding good and important concepts, that this mode introduced to the game, so the community opinion about career mode being garbage was born. But i am not one of those people. I am one of the few, that gave the Career Mode a chance to prove itself. And spoiler alert - i wasn't disappointed. The importance of the "Funds" concept. KSP is a game about building rockets from parts and launching them into space. Some parts are better, some are worse, and some might come in handy in a specific situation, while being completely useless in the other. A good half of the fun in this game comes from designing a unique vessel, that serves specific purpose and taking some trade-offs in the process. In the game like this, it is VERY important to keep the parts balanced, otherwise your're gonna end up with a same design being an answer to every question, which is obviously not good and will for a fact make the game boring. There is of course a lot of ways to balance parts, such as mass and size for all parts, and some unique parameters for a certain part category, like range and throughput for antennas, lift and drag coefficients for wing parts and thrust and ISP for engines, when sometimes you sacrifice some thrust, in order to squeeze more dV out of your vessel, that is to reaching your destination destination, and other times you don't get a luxury of having good ISP, because you need a lot of thrust to push your massive 1000t craft out of the atmosphere. And in Career Mode there is also a cost. Why is it so important you might ask? Answer is going to be complicated. Let's talk about RTG's. RTG's are great! They have almost no mass, they take almost no space and they generate electricity absolutely for free, regardless of any conditions. The only downside of them is the fact, that they generate electricity at really low speed, which can be countered with just using more of them. You can see where i'm going with this. Why would i ever use solar panels and huge batteries(not even mentioning the fuel cells), when i have RTG's unlocked? If i'm playing Science or Sandbox i can just put 20 RTG's on my craft without any trade-offs and completely forget about the electricity as a game concept. Not good. But in career mode i have a clear reason to not do so - COST. For the same money, it costs to put 2 RTG's on my vessel i can launch a rocket to the Mun that will land there and return safely to Kerbin with crew onboard. A bit more ridiculous example: Why wouldn't you use a Daedalus engine to propel your 500kg probe into the LKO? Same answer. COST. And that is where the Career mode absolutely shines. Not only it introduces a necessary balancing factor into the game, that prevents player from thoughtlessly spamming parts, that are OP in other game modes, but on top of that it also FUNDAMENTALLY changes the way you approach designing your spaceship, by introducing unique trade-offs, that are present in no other game mode. For example: * You want to launch a communication satellite to the LKO. Which command probe will you chose? Sandbox/Science: "The best one obviously!" Career: "Well since it is a just communication sat, that is not indented to dock with anything, intercept something or land at specific location there is no point in having expensive SAS so i might just use the cheap one and save some money for future missions." * You want to launch a communication satellite to the LKO. Which engines will you chose for the rocket? Sandbox: "Vectors." Science: "Look at that new and shiny Mainsail i just unlocked!" Career: "It's only LKO i'm going to and my payload is not that big. I might easily get away with Swivel." * You want to launch science mission to the Mun's surface. Where will you put science equipment? Sandbox: "What's science?" Science: "Descend stage obviously. I can just take all the data from them and not take extra weight back with me." Career: "Damn these GRAVMAX and Double-C Seismic Accelerometer are so expensive! I think it's worth trying to recover them! Let's see...I can try snapping all the science on top of the crew module right near the parachute and hope, that it won't overhear on reentry... OR... I can put my science module in the service bay between the heat shield and crew module! But is it really worth paying extra for the service bay? Hmm..." The Career Mode adds new and, most importantly, interesting challenges(or puzzles how the Devs are calling them) of getting to space, in the game that is ALL ABOUT the challenge of getting to space. I don't know about you guys, but for me it is VERY exciting and makes me enjoy the game SO MUCH MORE. But wait! There is more! Have you ever heard about the guy called Elon Musk? He once said “Six million dollars is falling through the sky. Would we try to catch it?” Well would we? No. Because guess what! There is no such thing as "dollars" in the game! You might still do it for fun or challenge, but the whole concept of making reusable rockets or even SSTO's becomes pretty much pointless! In conclusion: Pros of Career Mode: * Balance for the expensive late-game parts * More challenges for the player * Encouragement for a player to reuse rockets Cons of Career Mode: * Was too grindy in the original game (which, as i explained earlier, is not even an issue with Career Mode itself) I think it is clear now, that Career Mode brings so much to the gameplay. It makes the game even more in-depth and realistic (you have to remember, that rocket science IRL is not just about getting to space, but rather getting to space with the cheapest and easiest way possible, which is often forgotten by KSP community), it introduces A LOT of new opportunities and challenges to the player, that NASA, SpaceX, Blue Origin, Rocket Lab and every other rocket company IRL faces and has to deal with. And i not just absolutely love that. For me it is ESSENTIAL in the game like KSP. And taking all this good stuff out of the game, just because original game had not enough good ways to farm the money? It's just unacceptable in my opinion. So we have an essential, for this game, mechanics - money and a fact of grinding said money was boring in the original game. What do we do in the sequel? I would answer - instead of removing money from the sequel entirely, it is better to rethink the way player earns this money. And i have some ideas on how to do so, that i'd like to share. * Not all contracts in the original game were boring. Most of them yes, but not all of them. Tourism for example. Riding couple VIPs to the Mun and back is nowhere near a bad gameplay. It had it's issues of its own, like the required destinations would be a complete mess (for example land on Minmus+complete suborbital flight on dune on the same flight, which complicates the mission by a lot) if you visited a lot of celestial bodies, but that could be manipulated by the player. My strategy about it was: if you land on the Mun to unlock Mun contracts, but then won't go to Minmus or any other place, so the game gives you contracts, associated with only Kerbin (suborbital+orbit) and Mun(fly by+orbit+suborbital+land), and all of these objectives could be completed within nice and simple Mun landing mission. If you want to learn more about this method of farming you can check out thingy in the Steam Workshop, that i've posted a while ago. TL;DR: rocket with 16 VIP seats could make profit over 2 millions per flight if you get lucky with contracts. Again for a relatively simple Mun landing mission that will take 30-60 minutes that is not "too grindy" at all. My suggestion here - leave VIP contracts in the game, but limit the objectives in the way, so there will be one single destination for the whole contract, that is shared by all the VIPs in it. And maybe some multiplier for flying a lot of VIPs at the same time (single VIP - 50k, x2 - 55k each, x3 - 60k each and etc.), to reward player for taking time and effort in designing big and capacious spaceships. * Another example of good contracts are Rescue contracts. You get free Kerbal in your Space Program(just a reminder that in Career Mode you have to purchase Kerbonauts for those who haven't played it) and you also get paid for it on top of that. Pretty good stuff. * Contracts for putting 3rd party satellites on the required orbit are welcome as well. Also in my opinion it would be better if the game had some pre-build sub-assemblies instead of telling player to build the satellite himself(ex. "Hey here is my satellite. Put it in LKO with 350km apogee, 400km perigee and 10deg inclination." Player accepts the contract and gets a sub-assembly of this satellite and only required to send it to the desired orbit) * Contracts for resupplying satellites/space stations. Player accepts the contract, pre-made craft spawns in orbit, and player has to dock with it and transfer certain amount of resource to complete the contract. * Pretty much advanced and combined previous 2. Client gives contract to get sub-assembly to orbit, some time after player completes it the same client gives another contract to send new sub-assembly to the old one and dock them together. Repeat until the whole space station will be finished. Some time time after that player will start to get resupply contracts from same client. All these contracts will NOT be "boring" just by their nature, but can become boring IF the pay is bad, so the player has to focus on them too much. On the other hand, if player would get paid well for completing them, they WILL be VERY much welcome in the game. I would happily complete as many of them as needed, to fund my Space Program, considering again, that the paycheck is reasonable. * Concept of funding researches with money would never hurt * Idea of KSP 2 is to explore new horizons and find a new home for Kerbal kind. But that's a long term goal. To achieve that goal player has to get through a number of simpler objectives. And that Way could be similar to something like this, if the Career Mode will make it to the sequel: All starts with a cheap prototype rocket launch, continues with couple of commercial satellites being put in orbit and some tourists being send suborbital, to fund the research and construction of new and better rockets. With new tech comes the Mun landing, that unlocks Mun tourism and funds more research. After that player starts thinking about building colonies, to expand his reach, so the great exploration begins. From Duna to Eve, to Jool and Laythe and anywhere within the Kerbol System, until the Great Interstellar Ship has been constructed, while ALL of that being funded by commercial flights i described above. Colonies start to become independent and will use on-the-spot resources to build rockets. So at this point the money will start to lose its value for exploration and after Kerbals arrive to new star system they will have no use for it there at all. All that of course while on Kerbin player can still continue to expand the commercial side of his Space Program. And one more important thing to note here, that the "Cost" concept should still be present for colonies, that mine resources, in order to build a rocket. This can be implemented through a lot of multiple ways, i'm sure everyone can think of one. Here is the first thing, that came to my mind first(don't take this one too seriously): * Add to the game basic resources like Copper and Iron, that will be good for most of the stuff and can be found almost everywhere and some rare ones, like Uranium or Titanium, that will be required for high-tech stuff. Each part in the game will it's cost in the resources. When player attempts to launch build a craft in the colony game calculates total cost of the craft in resources and checks, if the colony has enough of these resources in its storage. Simple. Should work perfectly. This process can also be complicated by adding more different resources/making some resources to not be mineable directly, but rather craftable from other resources (like plastic from oil, or microschemes from copper and iron, etc.)(Factorio vibes yes ). This "cost in resources" thingy can also be applied to Kerbin, so that instead of paying for the rocket directly, player will pay for the resources, necessary for the rocket. * The thing above can easily be a limiting factor for why player can't build a Daedalus engine on Kerbin. It would simply cost to much. So instead of buying it player will be forced to go and get resources, necessary to construct it. * And if that seems too complicated it is still a solution to make VAB's on colonies require funds for rockets, just like the VAB on Kerbin, in order to simplify things. (although i'm not a fan of this approach) * Also great addition to this would be an ability to disassemble landed vessels into resources, for the sake of reusability. I've been typing this for couple hours already, so i'm tired and starting to lose track of my thoughts. This is it for now, but i might add something later. In the end i want to say: Fellow Kerbals, give another chance to the Career Mode. It really deserves it. And, of course, please help me with spreading this word to the devs. KSP 2 devs, i hope that this post makes you re-think your position about Career Mode in KSP 2 and helps you make the sequel as good as possible! And of course feel free to share any ideas on this topic! -------------------------------------------------------------------- EDIT 25.06.2020 A new video on KSP YT channel came out(link) I want to draw your attention on a short glimpse of VAB UI at 4:28. As you can see Protective Rocket Nose Cone Mk7 has a cost of 111 Ore and 11.1 Uranium, which confirms that "cost in resources" i suggested earlier is in fact implemented in KSP 2. Now i can live in peace. Huge thanks to devs! <3
  3. Hey guys, could you please give me a hand, i was just playing kerbal space program career mode and i rescued some kerbals i put on the mun in a rover (not a contract) and when i started the mission i had 1MIL funds, and when i ended the mission and recovered all the kerbals (including the ones that were on the mun) i had 1.8mil funds and it said i gained 400 funds. So basically, do you gain funds from gaining reputation? I just rescued kerbals i put on the mun and gained 800 thousand when i recovered it. Thanks!
  4. The Gold Standard! Version 1.5.2 (2017/06/18) (Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (Under 10Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and irl, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Supported mods: - Scansat - Galileo's Planet Pack Downloads Version 1.5.2 for KSP V3: SpaceDock Available on CKAN! *ModuleManager included and required Planned Features Will be adding one more resource beyond Kerbin's influence Community Tech Tree integration Further Weight/Cost Balancing (need feedback) Change Log Update 1.5.2 •Packaged the latest version of MM to bring the mod upto 1.3 Update 1.5.1 •Complete Compatibility with SCANsat and Galileo's Planet Pack •Changed the way resources spawn on planets (more small concentrated veins, less large low concentrated blobs). Update 1.5 •Improved Weight/Balance/Distribution of resources. It should now be a little easier to make money, and more worth it to make a trip out farther. •Fixed the Unobtainium texture •Cleaned up files •Improved compatibility with Scansat and Galileo's Planet Pack (Thanks go to Jadeofmaar for helping me here) Update 1.4.2 • Fixed stupid typo ftw. Update 1.4.1 • Fixed a value that was preventing unobtainium from spawning in large enough quantities to be mined. Update 1.4 • Finally got of my butt and updated the mod to 1.2.2 • Added Unobtainium • Added support for GPP and Scansat Update 1.3 • Updated to for KSP 1.2 • Fixed a potential problem with unlimited output for both gold smeltery and stock miniISRUVersion 1 Update 1.2 - Updated some part descriptions - Slightly reduced concentrations of gold on Minmus - Made orbital scanner unlock earlier (The satellite targeting gui is disabled until survey scan) - Adjusted Smeltery Output to prevent a very minor exploit Version 1.1 - Cleaned up textures - Fixed radial attachment points - Added Mission Flags Version 1.0 - Release License The Gold Standard is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This license does not apply to the bundled plugin ModuleManager. This is my first mod so if you have any tips or suggestions don't hesitate to leave a comment below.
  5. If anyone playing Career mode has ever gone bankrupt - or even gotten close to it - feel free to share your stories. If you haven't and still want to post on this thread, when did you spend a good chunk of your space program's money within (let's say) a 24-real-world-hour period? DISCLAIMER: This thread does not apply to Sandbox or Science mode players, since money isn't an issue. I'll start us off here. I had just made a 20-person docking-capable self-refueling SSTO, but the downside was that it could not land safely at some places due to a poor TWR there. Since I planned to use this as the new standard tourist transport craft, I had to launch ore transports and more landers so that I could complete landing contracts and refuel the plane in orbit without worrying about crashing on the surface due to poor thrust. I soon sent several spacecraft to multiple locations in preparation for this new change; I also had to send a space station to Eve to complete a contract. Here are the expenses I incurred that day EXPENSES Quantity Item Destination Price Total 1 Hera-class Space Station Eve Orbit 1111771.0 1111771.0 1 (STANDBY) Gilly Lander Gilly 157399.4 157399.4 1 35-person Surface Outpost Ike 747688.3 747688.3 1 19-person Self-mining Lander Vall (SB) 639425.0 639425.0 2 Station Expansion Module Duna Orbit Gilly Orbit 235702.2 471404.4 4 Mass Ore Transport Ike Vall Dres Eeloo (SB) 552223.0 2208892.0 2 Mass Ore Transport (LITE) Mun Minmus 255799.0 511598.0 TOTAL Items Price 12 5,848,178.1 Expenses calculated with Excel Some of the items in the picture are not mentioned in the expenses chart, since they were standing by for their exit burns for weeks IRL. I also have some of the items in the expenses chart on standby (and two on the Mun and Minmus), so they won't show up on this picture. What about you?
  6. Current version is v1.0.7 Play Your Way frees up your imagination to explore the way you see fit. That,s not all, though! Play Your Way also rewards you with REP and pays you FUNDS based on any science points you accumulate while you explore. Also, how much you get paid is completely up to you! Want to get paid 1,000 FUNDS for every science point you collect? You got it! 500 REP for every science point you collect? Go for it! Just make the necessary changes in the cfg. So, basically, you get paid whatever you want for doing whatever you want! This can either make the game really hard or really easy, depending on how you set your cfg. Default Settings are: 1000 Funds for every science point 1 Rep for every science point Download and install Contract Configurator to pick and choose which contracts you want to spawn. ENJOY! Download Source This is basically a continuation of @Ippos ScienceFunding but with a few tweaks. This mod retains the same license as ScienceFunding. License: Public domain
  7. NO MORE SCIENCE! Here's my first mod. It introduces a new strategy that exchanges Funds for Science points. I made it because KerboKatz is not updated anymore and I think it was a great mod that changed the way I play career mode. WHAT IT DOES: You don't have to do science experiments anymore. Just keep hoarding money from contracts and when you're ready to unlock a new tech tree node just buy some science with cold hard cash. The exchange ratio is 1000 : 1. Here's the Google Drive link (because I've been waiting for the last 6h for SpaceDock to send me the confirmation email!): [Download link snipped by moderator, pending posting of source code; see note below] All you have to do is put the 'SciencelessCareer' folder into your GameData folder. Screenie: NOTE: It depends on your playstyle and how you want to use it but I recommend trying it with minimal science rewards. License: CC BY-SA 4.0
  8. ok this may not be the best place for this question but what are funds worth? I think paper money is a representative of a commodity like gold, silver, platinum. now in terms of ksp we have liquid fuel, oxidizer, monopropellant, solid fuel, Xenon, and Ore. so how do you determine what value the money is worth. on the wiki it says that ore cost 0.02 VF per unit of ore and if you fill one tank It only amounts to 30 VF so what is the worth of one fund unit?
  9. As mentioned here: There are many problems with career mode at the moment. I decided to open a new thread since the subject is more complex than just too much science funds. From Kerbin to Mun Orbit: - recieved 180.000.000 funds - recieved 19.000 science - did not recieve any Kerbal XP (still only 2 = orbit Kerbin) - did not achieve any milestones Additional problems: - Missions that require changing zones (Kerbin to Kerbin suborbit e.g.) do not complete randomly. Sometimes they do. - Randomly getting huge amounts of science / funds for absolutely no reason - very low FPS due to NullReferenceException-error overload Saving and loading stops funds and science from being added. But doesnt change broken missions, milestones or Kerbal XP, doesnt remove science and funds either. Problem seems to be a code typo: [EXC 20:15:06.212] NullReferenceException KSP.UI.UIList`1[KSP.UI.UIListItem].Refresh () KSP.UI.UIList`1[KSP.UI.UIListItem].InsertItem (KSP.UI.UIListData`1 item, Int32 index, Boolean forceZ, Boolean worldPositionStays) KSP.UI.UIList.InsertItem (KSP.UI.UIListItem item, Int32 index, Boolean forceZ, Boolean worldPositionStays) KSP.UI.Screens.MessageSystem.AddMessageInternal (KSP.UI.Screens.Message message, Boolean playAnim, Boolean queue) KSP.UI.Screens.MessageSystem.AddMessage (KSP.UI.Screens.Message message, Boolean animate) ProgressNode.AddOrAppendWorldFirstMessage (System.String title, System.String body) ProgressNode.AwardProgress (System.String description, Single funds, Single science, Single reputation, .CelestialBody body) ProgressNode.AwardProgressInterval (System.String description, Int32 currentInterval, Int32 totalIntervals, ProgressType progress, .CelestialBody body) KSPAchievements.RecordsSpeed.iterateVessels (.Vessel v) ProgressTree.IterateVessels (.Vessel v) ProgressTracking.Update () This just spams the log, as expected with NRE's. Will there be a fix any time soon? PS: Checked with debug: Even when I complete a quest through the cheat console it throws an NRE. PS2: Found out why Kerbals where stuck not leveling up. Here is why: These tags are added to the kerbals in the savefile. On removal Kerbal XP is working again. So if you (fellow players) go to the savefile and remove these lines for all Kerbals that have their XP stuck, it will work again afterwards and they will update accordingly. EVACHUTE { name = ModuleEvaChute isEnabled = True chuteYawRateAtMaxSpeed = 1 chuteMaxSpeedForYawRate = 50 chuteYawRateAtMinSpeed = 1 chuteMinSpeedForYawRate = 1 chuteRollRate = 1 chutePitchRate = 1 chuteDefaultForwardPitch = 9 semiDeployedChuteForwardPitch = 25 chutePitchRateDivisorWhenTurning = 1 chuteRollRateDivisorWhenPitching = 1 chuteYawRateDivisorWhenPitching = 1 persistentState = STOWED animTime = 0 minAirPressureToOpen = 0.0399999991 deployAltitude = 1000 spreadAngle = 7 automateSafeDeploy = 0 stagingEnabled = True EVENTS { } ACTIONS { DeployAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } CutAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } UPGRADESAPPLIED { } }
  10. Alt Funding v0.3.0 Alt Funding provides an alternative approach to funding your KSP career-mode playthrough: configurable, regularly-occurring payments. I recommend combining the mod with Kerbal Construction Time and a life-support mod, but they are not required. I also recommend turning down/off contract rewards. Features: Configurable payment period (by default payment occurs every 30 days). Uses a configurable, flexible formula to determine how much money you are given. Configuration can be adjusted per-save (including disabling the mod for individual saves). Download available on github. License: MIT Version History: v0.3.0 (2016-10-21) -Updated for KSP 1.2 -New UI -You can now change the configuration from within the game. -Historical payments and the next ten upcoming payments are shown in the budget window. v0.2.0 (2016-05-08) -Added a mode for reputation-based funding. -Made the UI slightly more compact. v0.1.0 (2016-05-03): -Initial release Q&A Q: Is this just free money? A: Yes. On a schedule. There is an option to include a reputation loss with each payment received. Q: Why would I want to play this? A: With the stock contract system the question is "will this launch be completing contracts and effectively creating funds instead of costing funds?" But with this mod funding is turned on its side and the question becomes "how much can I accomplish with my funding for this year" or "will I have enough funding for the launch I want by the next launch window" or (with life support) "will I have the funding to launch the resupply mission in time to save my kerbals?" Q: Is it balanced? A: Balance is subjective, so I've provided a spreadsheet to help you conveniently analyze how much money you will get over time if you tweak the configuration. Play-testing with Kerbal Construction Time installed is still t.b.d., so I don't know how well it balances with that. Q: The payments seem small... A: This is intentional. Since you are paid every 30 days it may not seem like a lot of money, but you actually get a fair amount of money over the course of a year (note the YTD, e.g. year-to-date column in the spreadsheet). One does not simply launch multi-million-fund rockets every few days. Q: How do I change the configuration? A: You can change the settings file directly, you can make a Module Manager patch that changes the settings, or you can modify your save file. There is currently not a GUI for changing the settings, but I will probably add one at some point. Q: Can I use this for an existing save, or do I need to start a new save? A: It is not required that you start a new save. If you are far into an existing save the mod will catch up by skipping any payments you've already passed (so you will not receive a giant lump-sum of money). I would very much appreciate any feedback on the balance (especially any experiences from actual playthroughs with the mod).
  11. Whenever the "analog" funds display is shown it is pushed left once by a grey box, this is on all scenes where it is shown. Clean install, no mods, new game, no past saves or crafts. build id = 01586 2016.10.11 at 12:55:15 CEST Branch: master output_log.txt
  12. This Thread is closed now! I will setup a new mission in a while!
  13. I'm getting funds each day at the start of the day. Usually between 25k and 75k but it varies. While I love funds that just feels way too cheaty. I'm posting my CKan list here in hopes that someone can spot the problem. Ive been over it several times but cant figure out why I would be getting funds. On another note I'm not getting any rescue missions and I'm not sure why. They have always been my bread and butter farming contracts. So if you can see why that might be that would be nice too.
  14. I would love to know how to get funds coming from a new player. (besides bail out grants and selling science)
  15. Hello world SirLaurenceNZ here and I recently had an idea for an interesting concept (if you know of anyone who has previously brought up this idea up previously I'd love to know and knowledge them.) The idea placing your rockets from the VAB on the launchpad with empty fuel tanks, then using a vehicle with the appropriate mining equipment to refuel your rocket prior to launch. This can be done using a set of radial decoplers with fuel cross feed on and a docking port (which can be ejected before launch.) Alternative ideas that might be worth investigating in terms of refueling is having a helicopter type plane with jet engines and rcs for lateral translation. this would help you to refuel things from above if refueling if the angle on the launchpad is not an option. Below is an example which I had tested on the grass next to the runway and also on the launchpad (the launch pad is significantly more difficult.) Note, the three of those fuel tanks would refuel in approximately 7-8 days (ksp time) adding essentially a construction time for fueling your rocket. http://imgur.com/a/LjDQV (anyone know how to directly attach an image?) I'd just like to thank Marcus House for highlighting fuel costs in career mode in the most recent episode of his great LP (180k funds in fuel,) cheers. Marcus's channel here --> https://www.youtube.com/channel/UCBNHHEoiSF8pcLgqLKVugOw/videos (suggested improvements is using the claw instead of the docking port, cheers Marcus)
  16. BackStory time: The KSC has almost run out of funds but because they were focused on other planets the didin't check the mun or minmus. Challenge: Get to the mun or minmus (which you prefer) flyby or orbit or landing with the least expensive rocket you can Rules: No hyper edit. Can Be Kerbaled. Needs pics or video (i lost my proof in freak accident with hard drive) NO PART MODS. Mech jeb and KER but MJ for readouts only. Sandbox mode. Scoring: Funds divided in half and if gone to minmus x2 and return x #(if flyby then 1 if orbit then 2 if landing and return with kerbals 4) = Score ScoreBoards: 1: @Reactordrone 66215 points / 3107 2:@Signo 1700 points / 4800
  17. I've been out of the loop for a bit of time and I can't recall if there is a stock feature to do this. All this mod would do is inject [X] funds every [Y] Kerbin days. - This way you could play a contractual career game without actually needing to fulfill any contracts. - In vice versa this would be like playing a science save but with funds to limit how quickly you could make things. Sounds simple enough in principle, but then again I can't code . Could someone quickly write a .dll and .cfg for this? - If you wanted to make it a more versatile mod, it could inject more funds the more parts you have unlocked or more locations you've visited.
  18. 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.
  19. Basically, the challenge is to have a very light and cheap rocket to go to other planets/moons. Scoring is carried out in this fashion: the cost of the rocket = score lowest score wins going into negative points is ok. orbit: -150 pt. mun landing -575 pt. minmus landing : -500 pt. landing on another planet -10,000 pt. returning to kerbin from: orbit : -150 pt. mun : -575 pt. minmus : -500 pt. another planet -10,000 pt. alt + f12 : +99999999999 pt. if you go somewere not on this list, tell me were, then I will score it appropriately scoreboard: (nobody yet, I am going to attempt this challenge myself)
  20. Hi, Ive seen this concept discussed in other forums, mods and stock alike, but it always seems to be buried pages deep and then over shadowed by whatever other topics have evolved by that point. Forgive me if I am resurrecting an idea that has already been discussed, dismissed, or for which a solution already exists. I like games with logistics management aspects. Games where you need to carefully collect or manage resources to unlock new capabilities. The addition of Funds and Science to career mode are a great start but as has been discussed in many forums only really limiting early game. Once I can start science spamming Minmus or leaving probes hanging in orbit to collect those 'perform x at y' contracts I dont have to worry about either again. That makes me sad. And yes I know I could exercise self restraint and just not do those cheaty/spammy things but if that was the way I was going to live Id be 30lbs lighter and not playing games in the first place. Im imagining a solution where those techniques some people call 'cheaty' get turned into actions called 'necessary'. Science is already covered by tech tree mods and science unlock scaling and I cant think of any better ways to handle that. Im proposing a solution for Funds, a user scalable, periodic funds deduction that is modeled as the operating cost for running a space program. If I had the knowledge or the skill to make a mod for KSP I would do it like this: (default values or rationalization) -Period fund deduction calculated from factors below (monthly) -Cost of KSC buildings and levels (balanced against running out of money after 1 month in the game not doing anything and then scaling by each building level so a maxed out centre costs enough that you have to run a few lucrative contracts per year to maintain) -Cost of kerbals (10% of hiring cost * lv with some additional costs for kerbals on missions) -Cost of active vehicles (10% launch cost with some additional cost for distance from kerbin) This would force me, and other(s) who think(s) like me, to not rely on warping for science in the MPL, carefully consider the benefit of leaving probes throughout the system to cash in on random perform x in orbit of y contracts and generally taking mission cost and payback into consideration. I am fully aware this may not be everyones cup of tea. I can imagine very few people would enjoy coming back from a 7 year long mission to find out the space centre has been repossessed by KerbBank and turned into a housing complex. But that is the beauty of a mod solution, especially one that is user scalable. Your Thoughts?