iamchairs

[1.0.5] StateFunding 0.3.4

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Released 0.2.6

  • Kerbals are considered stranded if they are out of fuel OR electric charge
  • Kerbals aren't considered stranded until a 2 year grace period is up. The StateFunding Hub will show you how much time is left before a Kerbal becoms Stranded.
  • Fixed duplicate app launcher bug

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This looks really cool; I'm going to check this out!

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If there's USI-LS around, then I guess running out of supplies is a better indicator of strandedness? But that's mod dependent, and I don't know how well USI-LS exposes that situation. I would like to have that as an option, though.

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As with module aliases i'm making an effort to work with other mods when they're mentioned. It's got to be in the save file somewhere.

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If there's USI-LS around, then I guess running out of supplies is a better indicator of strandedness? But that's mod dependent, and I don't know how well USI-LS exposes that situation. I would like to have that as an option, though.

hmm that would be confusing for me tho, as my kerbals will die without supplies...

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hmm that would be confusing for me tho, as my kerbals will die without supplies...

I guess it wouldn't make a difference to USI-LS with death turned on, as kerbals die in 15 days without supplies but wouldn't be recognised as stranded until 2 years has passed.

Edit: Also, any recommendations on adjusting contract funds rewards with this in play? I'm tempted to a) have it at 0% (or close) and pretend contracts are government objectives or B) just have it lower than normal for balance. Also playing with Kerbal Construction Time so I can let you know how that turns out :)

Edited by Rokanov

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hmm that would be confusing for me tho, as my kerbals will die without supplies...

Well, then your USI-LS is just misconfigured</troll>. In all seriousness, it could be configurable or sth. Considering that our glorious benefactor will probably be rewriting the UI any moment now, we're probably talking about far future anyway.

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Edit: Also, any recommendations on adjusting contract funds rewards with this in play? I'm tempted to a) have it at 0% (or close) and pretend contracts are government objectives or B) just have it lower than normal for balance. Also playing with Kerbal Construction Time so I can let you know how that turns out :)

Early on, contracts will be important because state funding doesn't give you much to start. I feel that later on in the game doing contracts will naturally taper off as contracts get repetitive and building bigger and better space stations and bases on other bodies becomes much more rewarding- err, in the next version anyway when I implement stations and bases.

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Had an idea.

Expectations

Working on Space Stations, Bases, and Rovers where you're rewarded for the sum of their parts. Building bigger, more elaborate, space stations and bases will give you higher rewards. With this, putting a rover on the mun *may* not be as lucrative as adding another module to your space station. So I had a thought to push people to do more. Expectations exist outside of the contracts system and are a permanent negative modifier where you can have one expectation at a time from the State and one expectation from the Public. An expectation may be where the public *expects* you to have a rover on the mun (if you do not already have one). So while you do not have a rover on the moon they are upset and have a negative modifier until you fulfill that expectation. It won't be crippling but it will be something you want to resolve. Thoughts?

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I really like that idea, KSP can from time to time use some (sometimes external) motivation to do new stuff. Two things to watch out for:

1. the good thing about the contract system is that you can decline the wacky and/ or unfun ones. Make sure the expectations are fun and unwacky ;)

2. Maybe part of the solution to 1. Make sure expectations do refresh as new and bigger goals become available. Don't want to put that rover on the mun once I have turned my sights on beyond Duna and Eve.

Otherwise great idea, great way to give people mission ideas/ incentives.

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Hey, I'm cross-posting this here, as I just found this thread and realised you may not check the older one anymore...

I can't seem to get satellite coverage over Kerbin. I have two satellites over there, both with antennae and probe cores (Both probe cores have SAS and reaction wheels, too). One has a fuel cell and the other has solar panels, yet apparently neither counts as a satellite.

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question: how many satellites does kerbin need in the stock game? I am playing with the new horizons mod, and kerbin needs 16 satellites - is that right?

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Hey, I'm cross-posting this here, as I just found this thread and realised you may not check the older one anymore...

I can't seem to get satellite coverage over Kerbin. I have two satellites over there, both with antennae and probe cores (Both probe cores have SAS and reaction wheels, too). One has a fuel cell and the other has solar panels, yet apparently neither counts as a satellite.

It sounds like it has everything- antennae, autonomous command, and is able to generate energy.

Does it have crew?

Is it orbiting a body other than the sun?

Here is the code to find a satellite (in VesselHelpers)-


public static Vessel[] GetSatellites() {
List<Vessel> ReturnVessels = new List<Vessel>();


Vessel[] Satellites = VesselHelper.GetVesselsWithModuleAliases(new string[] {
"Energy",
"Communication",
"AutonomousCommand"
});


for (int i = 0; i < Satellites.Length; i++) {
Vessel Satellite = Satellites [i];


if (!Satellite.Landed
&& Satellite.GetOrbit() != null
&& Satellite.GetOrbit().referenceBody.GetName() != "Sun"
&& !VesselHelper.HasCrew (Satellite)) {
ReturnVessels.Add (Satellite);
}
}


return ReturnVessels.ToArray ();
}

question: how many satellites does kerbin need in the stock game? I am playing with the new horizons mod, and kerbin needs 16 satellites - is that right?

Stock Kerbin should take 10 satellites to cover. It should be the radius of the planet divided by 60,000 (or 60km)-

Report.satCountForFullCoverage = (int)Math.Ceiling (Body.Radius / 60000);

So if your Kerbin needs 16 satellites it should have somewhere between a 900km radius and a 960km radius.

Make sure the expectations are fun and unwacky

Ok. If I implement this I will make it contextually aware.

Edited by iamchairs

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is it worth having a counter or something to count the number of manned missions in a period which resets every budget period?

Early on we usually have a lot of manned (Kerballed?) missions but not much in the way of permanent stations or planetary bases.

Also just thinking...as I understand your calculations..NASA's budget would have been pretty thin before skylab

Just a thought

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It appears that kerbals deaths, and destroyed ships, from reverted flights are being counted

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It sounds like it has everything- antennae, autonomous command, and is able to generate energy.

Does it have crew?

Is it orbiting a body other than the sun?

Here is the code to find a satellite (in VesselHelpers)-


public static Vessel[] GetSatellites() {
List<Vessel> ReturnVessels = new List<Vessel>();


Vessel[] Satellites = VesselHelper.GetVesselsWithModuleAliases(new string[] {
"Energy",
"Communication",
"AutonomousCommand"
});


for (int i = 0; i < Satellites.Length; i++) {
Vessel Satellite = Satellites [i];


if (!Satellite.Landed
&& Satellite.GetOrbit() != null
&& Satellite.GetOrbit().referenceBody.GetName() != "Sun"
&& !VesselHelper.HasCrew (Satellite)) {
ReturnVessels.Add (Satellite);
}
}


return ReturnVessels.ToArray ();
}

No crew and it's definitely orbiting Kerbin.

And, I'm sorry, but what is VesselHelper?

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is it worth having a counter or something to count the number of manned missions in a period which resets every budget period?

Early on we usually have a lot of manned (Kerballed?) missions but not much in the way of permanent stations or planetary bases.

Also just thinking...as I understand your calculations..NASA's budget would have been pretty thin before skylab

Just a thought

I have nothing that attempts to replace contracts in the early game. I'm beginning to think against doing my own contracts because there are so many great contract mods out there. If anything I could tie into those.

It appears that kerbals deaths, and destroyed ships, from reverted flights are being counted

That's a limitation of what I know about the KSP API. How can you tell if a flight gets reverted? I've been playing with no-reverts for so long I forgot you could.

No crew and it's definitely orbiting Kerbin.

And, I'm sorry, but what is VesselHelper?

Could you PM me your save or just the vessel from your persistence file?

The VesselHelper is a helper class for the mod.

https://github.com/iamchairs/StateFunding/blob/master/Helpers/VesselHelper.cs

Edited by iamchairs

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Request: Can the ratio of sats to planet size for coverage be not hardcoded? I'm giving this a try on a 6.4x-sized kerbin and needing 64 sats around kerbin seems a little high.

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Could you PM me your save or just the vessel from your persistence file?

The VesselHelper is a helper class for the mod.

https://github.com/iamchairs/StateFunding/blob/master/Helpers/VesselHelper.cs

Hey, I just wanted to let you know I worked out what the hell was going on. It was a mod I was using, "Antenna Ranges", that alters antennae so that the module that actually transmits data has a different name. This meant your mod wasn't detecting the antennae :P

On another note, you may want to include RTGs as potential energy sources - solar panels don't do much good on the far edges of the solar system.

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Request: Can the ratio of sats to planet size for coverage be not hardcoded? I'm giving this a try on a 6.4x-sized kerbin and needing 64 sats around kerbin seems a little high.

There could be a limit to the amount of satellites needed. But I think it's fair that if your planet is 10 times bigger then wouldn't you need 10 times the amount of satellites? You can still get decent coverage just by sending satellites to all of those small moons and planets first.

Hey, I just wanted to let you know I worked out what the hell was going on. It was a mod I was using, "Antenna Ranges", that alters antennae so that the module that actually transmits data has a different name. This meant your mod wasn't detecting the antennae :P

On another note, you may want to include RTGs as potential energy sources - solar panels don't do much good on the far edges of the solar system.

Noted. Will update.

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There could be a limit to the amount of satellites needed. But I think it's fair that if your planet is 10 times bigger then wouldn't you need 10 times the amount of satellites? You can still get decent coverage just by sending satellites to all of those small moons and planets first.

Noted. Will update.

well, if we are talking about something like remotetech's cover-every-point-on-the-planet, all you really ever need are three at a high equatorial orbit.... maybe a check for sufficient number with min(SMA of satellite >= geosynchronous,sphere-of-influence*.5) would be better....

even in my game, where I use remottech, I usually have 5 or 6 in end-game - the three geosynchs, and then a couple of high-eccentricity 45 degree ones with best dishes, to avoid being blocked by kerbin, moon, etc. to long-range stuff in sun polar orbit...

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That's a limitation of what I know about the KSP API. How can you tell if a flight gets reverted? I've been playing with no-reverts for so long I forgot you could.

It seems to happen after loading any previous save, like quicksaving/loading. My last quarter was quite amusing as I totalled 4 kerbal accidents and a bunch of crashes because of this, leading the government to actually take money from me :D (Don't know if that's intended, but I hope so because it's hilarious. Basically they're way of saying 'you're doing so badly we're taking money from you now')

Would be useful to have a fix, as playing with mods can require a fair few quickloads because Kraken. I think if you integrated the statefunding.conf data into save files it would fix this, but I'm just guessing as I have no clue how it works really :)

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I looked back through the thread and I haven't noticed this problem. So It seems that my screens don't look like the ones on the front screen. Am I missing something?

UUEO6Va.png

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Sharing my Government :)

Wanted something weighted evenly between PO and SC, plus it made sense for the USK and USSK to join forces in my current "campaign"

    Item
{
name = UKSA
longName = Unified Kerbin Space Agency
poModifier = 1
poPenaltyModifier = 2
scModifier = 1
scPenaltyModifier = 2
startingPO = 20
startingSC = 10
budget = 0.2
gdp = 100000000
description = In an alternate reality far, far away, an all-too-familiar storm was brewing. Two superpowers - the United States of Kirba (USK) and The Union of Soviet Socialist Kerbals (USSK)- were locked in an escalating political conflict (The Kold War) and began looking to the skies as the new stage for their displays of power and domination. Shortly before the launch of the first rocket, a little known Kerbal by the name of Jebediah Kerman, adrift with fledgling dreams of being the first Kerbal in space, happened to be passing by a meeting between government officials as he remarked 'how great it would be to be nice to Kerbals for a change'. Little was he aware of the gravity of his words, touching the leaders with his innocent Kerbality. A deal was made, resources were pooled, and a new site for launches was proposed at the equator, making life much easier for everyone. Thus the Unified Kerbin Space Agency was born.
}

(Add to 'GameData/StateFunding/data/governments.settings' if you want to use!)

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