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sarcazmotron3040

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    Bottle Rocketeer
  1. I've been using Kerbal Alarm clock mod to "simulate" the construction times of craft, and retrieval of manned craft. With Mission Controller I get the cost and use $1/sec to determine when the craft is ready to launch. For craft retrieval, it's distance from KSC in meters for every second before I can retrieve the craft.
  2. I think what I\'ll do is release v0.05 with a surface attachable part for those that only want the total cost without everything else, unless things like stats and milestones without the finances or missions seems like something people would want.
  3. Thank you for the comments and suggestions Amram! I have not thought of inflation, but it should be something I can implement as a configurable value. I\'ll add it to my 'to do' list. Thanks! Some of the things I am doing with public interest is relating the amount to the number of Kerbals involved in the flight (which can range between 0 and 3, though more may be possible, haven\'t tested 4+ yet) and increasing it when records are broken (highest altitude, speed, etc). So unmanned missions initially generate no public interest, however, since the command module is cheaper (no life support, seats, etc. needed), it is easier to add other parts and break certain records than with manned pods. I am thinking of keeping track of manned vs. unmanned records, so that manned records, even though they may be less than unmanned records, should generate a lot more Public Interest. I have implemented a kind of inactivity penalty to public interest for not launching flights, and all the variables involved (penalty amount, time for inactivity, etc) are configurable. R&D is on hold until I start Random Part Failure as I am not sure if I can stop someone from placing parts they have not researched yet, but prototype pricing is in (and configurable) for the next update. There are some bugs with how symmetry is affecting the prototype price calculations, but I may decide that those bugs are actually 'features.' Not sure yet. I do like your idea of making R&D time based. Here are some screenshots of my progress so far: Unmanned pod. Cheap to build. Single Seater. A little more expensive to produce, but now there\'s a skilled pilot in control of the craft! Prototype pricing can be seen here, along with a cleaner GUI. Prototype pricing can be configured to be on or off. Finance Tab. Time to Payday is configurable. The Advance Time button does not actually advance the game\'s universe time currently. Haven\'t been able to figure that out yet aside from editing the persistent.sfs file and I only want to do that as a last resort if I can\'t figure out another way. You can see that Public Interest is currently not very good. Had a few missions where the parachute didn\'t open fast enough... Statistics Tab. Eventually will include records. The onTouchdown() event does not seem to work at all, which is why it does not show any touchdowns. I will have to figure out a different way of detecting when that occurs. Kerbonaut heroes are those who paid the ultimate sacrifice for Kerbalkind... Milestones Tab. Right now, it\'s very simple, but I plan on expanding on it as I learn more. The other two tabs (missions and configuration) currently do nothing. Once I learn how to retrieve player input from text boxes I will implement the config tab. Right now, I\'m configuring by hand-editing a csv file. At the launch pad we see that the lone Kerbonaut awaits liftoff. He\'s in a single seater pod. There are also two and three seat variants, each more costly than the last. Thanks again for your comments and suggestions!
  4. Here\'s a sneak peek at a side effect I had not anticipated with the stuff I was experimenting with. Where\'s Jeb and Bill??? 8)
  5. You could try removing the plugin and any parts that are part of the plugin, then reinstall. Let me know how that goes.
  6. If you mean something that can attach to a surface of the rocket, sure. I\'ll look into adding another part that works with this plugin which isn\'t a command module for the next update.
  7. Yeah, I meant no custom model yet. I have re-uploaded the mod which uses the decoupler as a temp model for this plugin.
  8. I think you meant the part.cfg files for each part has the cost and other info listed. In any case, you are correct that I can grab the values I need from them. I put those values in a CSV as it is quicker to read from. I can write a utility to append to the CSV file for non-standard parts, but as I said before, if those values can be retrieved from the game as it is running (since it has already loaded those part data into memory), that would be the most optimal solution. This is a part that sits on the ship. There is no model yet and I may post an update with a stock model, as a temporary placeholder, if that\'s not against any rules. How does it work? At it\'s most basic level, it goes to each part of the ship, identifies it, keeps track of how many of that part exist on the ship, then multiplies that number by the cost to get the item total and adds all of those values together to get a grand total. It certainly isn\'t something that will fly your ship!
  9. Accountant - Alpha v0.05 Author: sarcazmotron3040, based on the Kerbal Engineer 0.2 plugin by jhultgre Example of the plugin calculating the cost for Daedalus by ccik v0.01 v0.04 - Now works with custom parts thanks to FlutteryChicken! v0.05 - Cleaned up Interface - Changed Part to be a Command Module I was inspired by jhultgre\'s Kerbal Engineer 0.2 plugin to start what I hope will become an eventual economic system. This plugin currently only works with stock parts. I have no idea how to grab the cost of a part from within KSP, so for now, it reads a static CSV file that contains the part name, cost and title located in the Plugins/Economy folder named parts.csv. If anyone can help with determining the cost of parts from within KSP, I would very much appreciate it. For now, if you want the Accountant to work with custom parts, you\'ll have to add them to that file manually. I can write a utility that will auto-populate that file when run by reading the parts folder, but would rather not if there is a more elegant way of obtaining part costs. This plugin works with any part, including custom parts you may have in your game, thanks to help from FlutteryChicken. This plugin does not currently have a custom model that goes with it. I\'m slightly better at coding than I am at modeling, so you will have to either copy an existing part and modify it to work with this plugin, or create your own part. I trust you know how to do this already. I\'m using the stock decoupler, RCS Fuel Tank Command Module as the model for the time being. Future plans [li]Budget that adds to Available Funds on periodic basis[/li] [li]Public Interest that modifies Budget positively or negatively as a percentage[/li] [li]Deduction of cost of rocket from Available Funds[/li] [li]Milestones (can only be obtained once for each) that increase Budget Amount (by $) and Public Interest when reached[/li] [li]Records and Record-Breaking which modifies Public Interest positively. The higher the difference between the current and previous record has a bigger impact[/li] [li]Inactivity causes Public Interest to decline[/li] [li]Loss of crew reduces Available Funds as penalty. Side-effect, if funds are sufficiently negative, will cause loss of Public Interest due to inactivity[/li] [li]Mission types (deliver passengers or payloads, perform maintenance, etc)- unlocked as Milestones are reached.[/li] [li]Prototype costs - Parts initially are more expensive. As more of that part are produced, the cost decreases.[/li] [li]Some parts/functions unlocked after exceeding certain metrics. Just an example: Automated circularizing orbit function only available after completing five manual circularized orbit missions (To obtain research necessary to automate that function) Another example: More efficient engines become available after so many of the first model have been produced. A friend came up with this idea.[/li] [li]Random Part Failure - very low chance, unless Available Funds happens to be less than the cost of the rocket when launching, then chance for Part Failure increases. The bigger the difference between Available Funds and Ship cost, the higher the chance. This represents taking shortcuts or under funding to produce the part(s). Type of failure depends on the kind of part affected.[/li] [li]Model for the part[/li] [li]Option to launch rockets in simulation mode, to test out new designs before actually spending time and money on the real thing. If possible have different scenarios available to simulate.[/li] [li]Parts take time to produce and assemble[/li] Suggestions/Comments are always welcome. Changelog v0.05 Changed part to Command Module Cleaned up GUI for displaying cost Moved drawGUI to onBackup() v0.04 Added beginning of finance system Modified code to enable this plugin to work with any part, even custom parts. Thanks goes to FlutteryChicken for this! v0.03 Changed temp model for another one that seemed to make more sense. v0.02 Added temp model for part. v0.01 Initial Release
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