Version 0.16 on a new host Note: If you encounter any bugs, post here or send me a PM. I'll try and take care of any problems as fast as possible. What does it look like? Here, all active missions are expanded, with the default state being collapsed. Hovering over the balance gives a detailed breakdown over income and expenses. What do you mean by “Campaign Managerâ€Â? Basically, it’s a web app that allows you to create and keep track of your own campaign. I started working on this when I tried to use [LordStimpy’s Campaign ruleset](“forum.kerbalspaceprogram.com/showthread.php/11778-Stimpy-s-Campaign-Mode-Budget-Rulesâ€Â) (more up-to date thread lost in forum crash). I really liked the idea of keeping track of money and trying to build the cheapest rockets possible to achieve a goal. However, I did not want to keep track of it all on a sheet of paper, some means to keep track of it digitally (and I do not mean Word or Excel) was needed. What can I do with it? At the moment, It allows you to either start a new mission on your own with an OK mission reward, but no penalties on failure. Alternatively you can request 3rd Party contracts. Third parties have modifiers to reward, time limit, advance and penalties on failure that are applied to missions belonging to those parties. Usually that means a bigger reward for completing a mission, but less time to do so and a penalty should you abort the mission. Once you’ve created a mission you can assign Flights (for lack of a better word. Launches? Rockets? Attempts?) to them. Those have a cost (building a rocket obviously costs money) and can either succeed or fail. A successful flight automatically completes the mission, but if you fail with a flight you can try again. You can also specifiy the amount of kerbals that died on a flight and the amount of debries dropped on those poor kerbals below for added penalties. To give you a bit more control over how much a mission pays, you can specify a custom amount of money you wish to receive or loose at the end of each flight. How does it integrate into the game? It does not. You create a campaign, missions and flights ond the website, then go into KSP and try to fullfill whatever goals you have set. Once your launch was succesfull or failed horribly, you go back to the website and enter your results. Writing a plugin that does all that for you would be somewhat out of my league - or would at the very least require way more time than what I have ony my hands right now. Do I need mods/plugins for it to work? See above. Nonetheless either MechJeb, Kerbal Engineer Redux, or some other plugin that can calculate your ship’s cost is highly recommended. Will I be able to create my own missions? Yes, you can create your own missions and use them in your campaigns or use mission packs that others have made public. What use is this if practically no mod I use has balanced prices for its parts? Here you go Any planned features? Lots Time management (time advances when you complete flights or missions (or manually). Mission rewards dependant on time. Linked Missions. Make missions require the successful completion of other missions as a prerequisite. More premade missions. Reputation for 3rd parties, influencing rewards, advance %, time limit and penalty on failure. You're only doing this to sell my mail adress or steal mail/password combinations Don't use a valid email or use a junk mail if you don't trust me. And don't use the same mail/password combination everywhere, it's as simple as that. There is NO email verification required. A valid email is only needed to reset your password. Also, Passwords are saved using BCrypt, which puts your password through an enormous amount of hash cycles to make reverse-engineering even stolen password hashes practically impossible. You can check all this in the sourcecode if you are familiar with ruby on rails. If you are really distrustful, just host the app yourself. Give me technical details The web app is written in Ruby on Rails 4.0.0beta1, uses devise for user authentication and cancan for user authorisation. The design is powered by Twitters Bootstrap. Most links and forms on the page use ajax to update the site, so disabling JS will most likely break it. If you want you can visit the project over on Github. It’s licensed under the MIT License, so feel free to do with it whatever you want. I’m not going into how to host your own rails app here, there are plenty of guides on the internet as to how to do it. Last but not least, I’d like to thank my brother for helping me out with the design, JS, any tougher programming/rails questions I had and for pushing me to write cleaner code (for what it’s worth. At some point I kinda threw that over board I’m afraid) Changelog 1.6: Mission Packs from other users are now displayed below your own packs Click on importable mission packs to see a list of missions they add To use them in your own campaigns, first add them to your pool by clicking on the checkmark Only mission packs in your pack pool can be added to your campaigns Fixed an issue with long mod lists that used to destroy the layout Fixed empty mission packs from showing up for anyone but the author