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johnqevil

[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!

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I apologize guys, life is kinda kicking my butt right now. Expect a compatibility update for this plugin this weekend.

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The thirty-percent interest rate seems unrealistic because even payday loans, the quickest and riskiest kind, charge only six percent more. Whereas the Kerbal Space Program is presumably a federal government agency, which would float treasury bonds rather than take loans, which in turn would be upon the sovereign's "full faith and credit," which finally would reduce the interest rate almost one-hundred-fold (1). Also, even if the sovereign were nearly-insolvent or agency borrowing on its own credit, the yield would be three to ten times less (2, 3). The mod therefore bizarrely implies that Kerbal Space Program debt is only slightly better than unsecured personal debt to people of dubious solvency.

1.) http://www.bankrate.com/rates/interest-rates/1-year-treasury-rate.aspx

2.) http://www.bloomberg.com/quote/GGGB10YR:IND

3.) http://www.fmsbonds.com/Market_Yields/index.asp

-Duxwing

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The thirty-percent interest rate seems unrealistic because even payday loans, the quickest and riskiest kind, charge only six percent more. Whereas the Kerbal Space Program is presumably a federal government agency, which would float treasury bonds rather than take loans, which in turn would be upon the sovereign's "full faith and credit," which finally would reduce the interest rate almost one-hundred-fold (1). Also, even if the sovereign were nearly-insolvent or agency borrowing on its own credit, the yield would be three to ten times less (2, 3). The mod therefore bizarrely implies that Kerbal Space Program debt is only slightly better than unsecured personal debt to people of dubious solvency.

1.) http://www.bankrate.com/rates/interest-rates/1-year-treasury-rate.aspx

2.) http://www.bloomberg.com/quote/GGGB10YR:IND

3.) http://www.fmsbonds.com/Market_Yields/index.asp

-Duxwing

You've hit the nail on the head. That high of an interest rate only shows up when you have poor credit (Reputation), so that fits. A credit card typically has a 29% interest rate for people with bad credit.

To wit, this is by design.

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You've hit the nail on the head. That high of an interest rate only shows up when you have poor credit (Reputation), so that fits. A credit card typically has a 29% interest rate for people with bad credit.

To wit, this is by design.

Oh, OK. You consider the KSP a nearly-insolvent agency borrowing on its own credit.

-Duxwing

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I apologize guys, life is kinda kicking my butt right now. Expect a compatibility update for this plugin this weekend.

We all have lives so no need to apologize. I'm just so ecstatic to know you're going to continue to support this mod. I consider this, along with Kerbal Construction Time, to be the two key mods to fix career mode.

Edited by yardpup01

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Oh, OK. You consider the KSP a nearly-insolvent agency borrowing on its own credit.

-Duxwing

If you're at low reputation, yeah. Imagine the difference in borrowing costs between Virgin Galactic and SpaceX right now. The former has had high profile disasters, setbacks, and even a death lately. The other has consistantly delivered good results and looks to grow rapidly.

That said, I doubt Virgin Galactic is still getting better rates than most people do on credit cards.

Edited by irbisgreif
Forgot to quote~

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Known Issues:


Right now, nothing. Let me know if you find something!

I can't find the app launcher button. I know there was a working GUI back in KSP 0.90? pretty sure, but might have been 0.25.

I installed Kerbanomics along with a bunch of other mods, so didn't notice immediately, only when a notification message arrived when the first payment was due. Editing the config file to autopay helped, but I still can't do any stuff that requires the UI.

Confirmed the issue on a stock KSP 1.0.2 Linux-x86_64 with only Kerbanomics-0.2.0RC3. Boy does that load fast 8)

Screenshots and logs on request, but I didn't find anything suspicious in there.

A single

NullReferenceException: Object reference not set to an instance of an object
Kerbanomics.KerbanomicsMain.DestroyButtons ()
Kerbanomics.KerbanomicsMain.OnDestroy ()

on scene load each in the loading screen and main menu, when there is no active toolbar, and complaints about missing the settings file. Once the spacecenter scene loads, there are no more NREs, and the Settings.cfg and Financials files are created in the saves directory.


[EXC 23:08:22.046] NullReferenceException: Object reference not set to an instance of an object
Kerbanomics.KerbanomicsMain.DestroyButtons ()
Kerbanomics.KerbanomicsMain.OnDestroy ()
[LOG 23:08:22.481] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics'
[WRN 23:08:22.481] File 'Settings.cfg' does not exist
[LOG 23:08:22.523] The SpaceNavigator driver is a Windows-Only feature at the moment.
[LOG 23:08:23.594] Agent: Found 18 agent mentality types
[LOG 23:08:23.596] AgentList: 27 agents parsed and loaded.
[LOG 23:08:23.598] 6/20/2015 11:08:23 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types...
[LOG 23:08:23.970] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 59s long
[WRN 23:08:23.977] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled.
[WRN 23:08:24.001] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU =====================
[EXC 23:08:24.231] NullReferenceException: Object reference not set to an instance of an object
Kerbanomics.KerbanomicsMain.DestroyButtons ()
Kerbanomics.KerbanomicsMain.OnDestroy ()
[LOG 23:08:24.440] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics'
[WRN 23:08:24.440] File 'Settings.cfg' does not exist
[LOG 23:08:24.491] 6/20/2015 11:08:24 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types...
[LOG 23:08:34.464] ExperienceSystem: Found 0 trait types
[LOG 23:08:34.465] ExperienceSystem: Found 9 effect types
[LOG 23:08:36.973] ScenarioTypes: List Created 13 scenario types loaded from 2 loaded assemblies.
[WRN 23:08:36.986] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) =====================
[LOG 23:08:37.359] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics'
[WRN 23:08:37.359] File 'Settings.cfg' does not exist
[LOG 23:08:37.398] 6/20/2015 11:08:37 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types...
[LOG 23:08:38.072] AddonLoader: Instantiating addon 'AddScenarioModules' from assembly 'KSP'
[LOG 23:08:38.073] AddonLoader: Instantiating addon 'ContractDefs' from assembly 'KSP'
[LOG 23:08:38.089] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics'
[WRN 23:08:38.089] File 'Settings.cfg' does not exist
[LOG 23:08:38.989] 6/20/2015 11:08:38 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types...
[LOG 23:08:39.601] ContractSystem: Found 15 contract types
[LOG 23:08:39.602] ContractSystem: Found 38 parameter types
[LOG 23:08:39.603] ContractSystem: Found 5 predicate types
[LOG 23:08:39.619] StrategySystem: Found 0 strategy types
[LOG 23:08:39.620] StrategySystem: Found 4 effect types
[LOG 23:08:39.628] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 23:08:39.630] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered
[LOG 23:08:39.633] Loading Depletion Nodes
[LOG 23:08:39.633] DepNodeCount: 0
[LOG 23:08:39.634] Loading Biome Nodes
[LOG 23:08:39.634] BiomeNodeCount: 0
[LOG 23:08:39.634] Loading Planet Nodes
[LOG 23:08:39.634] PlanetNodeCount: 0
[LOG 23:45:30.044] Flight State Captured
[LOG 23:45:30.048] Saving Achievements Tree...
[LOG 23:45:30.052] Saving Financial Data
[LOG 23:45:30.052] Saving Settings
[LOG 23:45:30.059] Game State Saved to saves/default/persistent
[WRN 23:45:30.070] [HighLogic]: =========================== Scene Change : From SPACECENTER to MAINMENU (Async) =====================
[LOG 23:45:30.815] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics'
[WRN 23:45:30.815] File 'Settings.cfg' does not exist
[LOG 23:45:30.854] 6/20/2015 11:45:30 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types...
[LOG 23:45:31.487] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics'
[WRN 23:45:31.487] File 'Settings.cfg' does not exist
[LOG 23:45:31.520] 6/20/2015 11:45:31 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types...
[LOG 23:45:31.563] [ScenarioUpgradeables]: Back to Main Menu. Clearing persistent data.
[LOG 23:08:21.838] Loading Systems: Elapsed time is 9.98722s

Edited by Corax
no Kerbanomics back in KSP 0.25

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I'm curious for peoples' thoughts concerning balance. I haven't played with this in a while because it was out of date. But I love the idea and keep track of it until johnqevil has a chance to update.

I always felt that the numbers were unbalanced. It seemed that the funding I received always outpaced my Kerbals' wages. If I was low on money I could just wait a few months and I was back in business. I also play with Kerbal Construction Time, which essentially requires you to eat up more time as you wait for vessels to be built. I made too much money without trying very hard.

Did I have some setting tweaked the wrong way or am I missing something? I wonder if it would be possible for funding to decrease based on how many contracts you do? So if you don't do anything for a few months or for a year or more then the funding would decrease. Preventing you from making money by waiting.

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I'm curious for peoples' thoughts concerning balance. I haven't played with this in a while because it was out of date. But I love the idea and keep track of it until johnqevil has a chance to update.

I always felt that the numbers were unbalanced. It seemed that the funding I received always outpaced my Kerbals' wages. If I was low on money I could just wait a few months and I was back in business. I also play with Kerbal Construction Time, which essentially requires you to eat up more time as you wait for vessels to be built. I made too much money without trying very hard.

Did I have some setting tweaked the wrong way or am I missing something? I wonder if it would be possible for funding to decrease based on how many contracts you do? So if you don't do anything for a few months or for a year or more then the funding would decrease. Preventing you from making money by waiting.

At this point I would settle just for a functioning mod :(

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So I noticed this hasn't been updated to 1.0 yet, and there's a lot of overlap between its userbase and KCT's, and the license is GPL v3, and I'm pretty sure the only other time based funding mod is no longer maintained either.

So I guess what I'm here to ask/say is, "Would you, johnqevil, permit me to release a compatibility update for 1.0, and, if desired by you and the users of this mod, permit me to become primary maintainer, potentially under a different name if desired?" I'll also send you a PM, if you'd like to talk there instead, but I also want to gauge interest from the other people in this thread. I think this is a mechanic that can play well with KCT, and while I haven't used this mod myself I don't want to see its concept die.

If you do not permit me to continue this mod, or at least release a compatibility update, I may develop my own time-based funding mod for use with KCT, but it'd be hugely beneficial to me to have the solid starting point you've created to work off of.

I hope that everything is well with you, I just want to help where I can :)

-magico13

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So I noticed this hasn't been updated to 1.0 yet, and there's a lot of overlap between its userbase and KCT's, and the license is GPL v3, and I'm pretty sure the only other time based funding mod is no longer maintained either.

So I guess what I'm here to ask/say is, "Would you, johnqevil, permit me to release a compatibility update for 1.0, and, if desired by you and the users of this mod, permit me to become primary maintainer, potentially under a different name if desired?" I'll also send you a PM, if you'd like to talk there instead, but I also want to gauge interest from the other people in this thread. I think this is a mechanic that can play well with KCT, and while I haven't used this mod myself I don't want to see its concept die.

If you do not permit me to continue this mod, or at least release a compatibility update, I may develop my own time-based funding mod for use with KCT, but it'd be hugely beneficial to me to have the solid starting point you've created to work off of.

I hope that everything is well with you, I just want to help where I can :)

-magico13

Help us magico you're our only hope :D

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I agree that Kerbanomics and KCT go hand in hand, and would support a merging of the two (with johnqevil's blessing).

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and would support a merging of the two (with johnqevil's blessing).

It'd be less a merging and more a coexistence. They'd still be totally separate things, but I would probably balance things for KCT a bit more, while still trying to keep them balanced for Stock gameplay. That's if I do more than a compatibility update. If I just (or should say if I even) make a compatibility update then I won't touch the balance.

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It'd be less a merging and more a coexistence. They'd still be totally separate things, but I would probably balance things for KCT a bit more, while still trying to keep them balanced for Stock gameplay. That's if I do more than a compatibility update. If I just (or should say if I even) make a compatibility update then I won't touch the balance.

Sorry, I meant merging like the USI umbrella rather than one combined mod. Anyway, I was trying to say that they go perfect together and are both key to "fixing" career mode for me, but chose poor wording.

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So I went ahead and did a compatiblity update for 1.0. Most of the issues were with the toolbar button, and that's what prevented 0.1.8 from actually loading. On top of that, I fixed the numerous ways I discovered of getting free money from loans (seriously, in about an hour of testing [never using the mod before] I discovered minimally two separate ways of getting infinite money). Additionally, since saving data to an external file when you need your data to be synced to the save state is an absolute nightmare, I've made all the Financials data get stored inside the save file (under a node called FinanceData).

In my testing everything seemed like it was working mostly properly. If/when I end up doing this on a more permanent basis I'll be going through all the code with a fine toothed comb to make sure it's working as it should be.

This update is based on 0.1.8, not the 0.2.0 RC available on GitHub. License is still the same GPL v3. Source and license are in the download (which is hosted on mediafire for now, so no CKAN support yet. Still waiting to hear anything back from johnqevil. If he doesn't get back to me in the next few days I'll put it up on KerbalStuff, which means CKAN support).

99% of the credit goes to johnqevil. 1% goes to me for fixing bugs :P

Download - Kerbanomics for 1.0 - 0.1.9 (8/1/15)

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I don't think the billing period setting is sticking I tried setting it to 90 for my earth time plaything and it keeps resetting to 106. Other than that seem to be working well so far glad you fixed persistence it was funny how often a KCT sim sent me in the future to pay bills, and I'd pay them end the sim go back in time to real time and never have to actually pay them. Wasn't intentional on my part as I can mod+F12 if I want at anytime, but it was like :confused:.

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I've created a new thread to talk about what I'd like to do in the future with Kerbanomics, or more specifically with a mod based on Kerbanomics, here: http://forum.kerbalspaceprogram.com/threads/131505-1-0-4-Kerbanomics-for-1-0-Looking-for-Name-Suggestions-8-13-15

Svm420 I haven't gotten a chance to take a look at the settings issue yet, but since I'm planning on rewriting a good portion of things it's not something I'm too worried about at the moment.

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7 hours ago, PrathamK said:

Download Link for 1.2.2 if comp able.

@PrathamK, I'm gonna go ahead and say that this mod is likely taking its final rest. I can open up the thread again if the OP comes back and decides to update, but the mod is old and outdated, and it's not looking like it will be soon.

Rest in piece, EvilCorp Kerbanomics.

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