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Geckgo

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Everything posted by Geckgo

  1. LOL, NICE! It's posts like this that keep me working on this script You should put on one of the lifesupport mods, they make the whole thing a bit more groovy, but that's just my opinion. When I get the spacestation section of the pack done they will definitely up the difficulty a bit.
  2. I sent malkuth a message about the trouble that I'm having with Passive missions to see if perhaps he knows what is wrong with my script and why the passive missions are not paying out. I'll keep you guys posted on the bug status. Doing some beta testing of the pack tonight and I'll hopefully be getting some more missions out soon.
  3. Just noticed a bug with the script and/or mission controller. The passive missions (daily payout) don't seem to be incrimenting the bank account. This could be caused by several reasons including updating mid-game. I'm going to keep researching this to find an answer, but if you experience this bug as well, please let me know. Also please include which version of the mission pack and MC you are using, as well as if you kept your save if/when you updated the mission pack. Thanks guys, sorry about this, I'll work on it as I get time. I'm back on the rig now working nights so my time will be limited.
  4. Yep, That's how they show up when you don't use a certain type of module in the script. It doesn't seem to affect how the mission plays so I've left it alone. I really don't want to group them with the submission{} module because it creates other problems. When I get all the missions finished I may take another look to see if I can polish it a bit but for now it's just the way that I need to write it to keep everything working smoothly.
  5. okay, Telescope mission bug fixed. inclination should now be 0-5 either north or south.
  6. Right on, I think something similar happened to me when I tried it before. I updated the landing portions of a bunch of the missions for 0.5. I was having a little trouble getting them to work properly before. I had to stop using the submissiongoal{} module to get them to work right. Should be fixed but I will be working on making them all a little tighter now that I figured out the issue.
  7. Can't believe that slipped by me. I'll get on this immediately and get the new upload as 0.51 so you can tell when it's been done. Thanks so much, good lookin out.
  8. Thank you for the compliment blspblackdeath. I'm glad to hear that my work is being enjoyed. The repeatable missions at the end of the pack (after spaceplane) should cover the cost of munar missions for now(They were sort of designed for if you wanted to send kerbals to other planets without making it mandatory), but I am planning more missions. I'll be concentrating on the space station and commercial missions next, and the commercial missions will include Kethane missions to Minmus. I'm gonna have to start figuring that out, but I'll try to fit in some more mun missions. For the XMs to work best, "finish the mission" as soon as you hit LKO. Hope that helps.
  9. Well meow, I've been away for a few days, sorry for the delay. I guess easiest first, RuBisCO, it's basically a script file. Just make a new text file named yourmissionpackname.mpkg and edit it with a text editor. If you are using windows I suggest notepad or wordpad, just make sure you save it as plain text. If you are using Linux you can use nano, but something like mousepad is much nicer and designed specially for writing code and scripts. The curly brackets each get their own line. Comments are lines that begin with a bash (#) and will be ignored by missioncontroller. There is a little txt file to help you in KSP/GameData/MissionController/missionpackages.txt and you can use other packs for an example. Stargate525: Thanks for the bug. Don't know what is going on there, I'm trying to repeat the problem without success. Which version of MissionController are you using? What other mods do you have installed? Have you had this issue with other packs? I assume that you have completed the previous mission, if not please note that. I had some problems with the original mission controller becoming un-usable at random times, but it seemed to be a key combination. Have you tried reloading the pack in mission controller? Of course you have, but I have to ask just in case. I also assume that leaving the game and reloading it doesn't help? Are you playing 0.20 or 0.21 KSP? Most important question, had anyone else had this issue?
  10. Hmm, that's an interesting point of view. .21 actually made them flyable, though the controls are still a bit iffy. I took the landing requirement off because it can be a pain to land a spaceplane if you have the weight balance wrong or too few control surfaces, and RemoteTech doesn't help anything. I wasn't even putting remotetech stuff on my planes because of the annoying stuff it does to ASAS. I haven't used FAR but after tinkering with them long enough I found that I can make them pretty easy now, even larger ones. Right now the exploration mods don't contain dependencies for anything else, so they are kind of their own thing. Specifically because of the long distances, but maybe I'll unlock all of them at once that way you can do the landing missions without needing a probe first, but then, if you put legs and landing engines on your probe you can knock I and II out with the same craft for a given landing spot Looks like I have some time today so I'm going to get back on it. The next update will probably break some saves b/c I plan on adding some more AKSF missions.
  11. Thanks for the report. "Fleshing out" the corporate missions is going to be one of my prime goals for the next release, focused directly on kethane. There are too many options with the kethane mod to be very specific in the mission profile without limiting the player, so it will be broken into smaller missions, that if they are not completed correctly will render later missions useless. I would like to put a repeatable mission in which a full keth tank landed safely on kerbin will net a nice sum similar to the cost of fuel. I'll probably also make repeatable missions for each fuel type (comparable to the set costs). Once up and running, xenon gas will probably prove to be very profitable, but it depends on how smooth your mining system is set up. I haven't had time to work on it much this week as I'm on vacation with the wife, but I'll be starting up again soon. My tweaks seem to be working well. I'm basically figuring a difficult way to complete the missions and then doubling that for the base cost on most. Thank you for the input on your heavy launcher, I'm adjusting that code right now, I still want those last missions to be rewards, so even on hardcore it should probably still give you 1.5M for a 1M launch. My original plan with the off-world probes was to make missions for every planet and moon, but with the end missions allowing exploration, I halted development in that area (because it would be kind of boring to do those missions only to complete the goals). I'm curious what you think about that part of the mission pack.
  12. Ratzap, I agree. After the spaceplane mission there is plenty of opportunity to get funds for any sized project, so that's kinda the reward for a spaceplane. I'm being careful not to over-tweak them. I'm guessing that when people start disagreeing on whether they are too lenient or too strict then it will be just about right Thank you for the input.
  13. Thanks Malkuth for the link, and thanks for keeping mission controller alive I appreciate your endorsement and I hope that I can polish the pack enough to show off the effort you guys have put into the mission controller mod for what it's capable of. I'm already at work on 0.4+ and my first effort was something that simply didn't occur to me before. Takes up the difficulty rating right off the bat but not so much to worry even the newbies, and at the same time deepens the story a bit. Gonna be a lot of work but hopefully the next release will come soon and the changes will shine. I appreciate all you guys taking the time to review the pack and give me your input. Thank you.
  14. Wow! This new update really IS awesome. Auto-recycle when you recover something! Takes away the Tedium. Taking another look at the money situation right now. First mission is going to stay 100,000, I made that one easy to give a newb a jump-start. Doing a quick run-thru now. My rocket cost 3859 minus the recycled tower struts, and it can definitely be done for cheaper, even less than 3000. A quick rocket for the second mission cost 3377. I'm going to do a run-thru again to test costs and see how it all turns out. I may need to tweak the pricing down to at least give the appearance of a challenge. Perhaps some unpaid missions?
  15. Too easy? I kind-of wanted this to be a stress-free storyline for the most part, so it's to be expected to some degree. You should never need a test flight with this pack unless you are new to spaceplanes, in which case, testing mode may be warranted. I've tossed the idea back and forth a hundred times as to how difficult to make the logistics. It's part of the feedback that I really need, I guess. This is also designed to be used with RemoteTech so a lot of my comms satellites took that into account too, but I still made it pretty easy to not fail. Would like to hear opinions on this so I can make it better. Thank you for your feedback. As an asside, for anyone who's been playing longer than a couple weeks and knows what delta-v is, most of the missions are going to be pretty simple. How are you enjoying the storyline?
  16. Just tested with .18 and everything appears to be working fine. I'm probably going to start a new save file to do a final beta test before I finish the rest of the missions. Maybe the update will have some better scripting commands in it that I can use to make my pack a little better all around before putting in the rest of the kethane missions, and of course checking spelling and grammar and making sure that the missions work as expected, etc. Been a lot more work than I thought it would be but it's fun.
  17. Just updated to 0.62. You are sooo welcome! http://kerbalspaceprogram.com/kismissionpack/ * KIS 0.51 was resubmitted to the server with the MIT license enclosed for it. The license is also viewable at the bottom of this post. Current release is 0.62 and 65 missions are included in the pack. My primary focus was a mission pack that at some point would allow the player to go into a sandbox-type fully funded program. I believe I've done this fairly well, but there is still a little testing that I need to finish up to make sure that everything works well together, and that the prices are right. Upon finishing the SSTO mission, several weight-based missions are unlocked that pay by payload delivered to LKO. Only MissionController is listed on the page as a requirement, but not installing the Kethane Mod will break some missions (one that is in the pack and others that have yet to be written). However, not installing kethane shouldn't break the mission pack and the end objectives can still be reached. Following is the long data from my release notes. Pack can be searched by typing KIS on kerbalspaceport. # Kerbals in Space! Mission Pack # Programmed by: Geckgo (Martin McConnell) # Email: bancensorshipfriends@hotmail.com # Officially Released: 15 August 2013 # Current Release Version: 0.63 # Mod Requirements: MissionController, Kethane # Reccomended Mods: Engineer Reddox, KSPX, KAS, RemoteTech, RemoteTech Probe Compatibility, TacLifeSupport # Other Mods loaded on Testing Platform: AviationLights, Proc. Fairings # Goal: This mission pack is designed around ease of playability to add depth to Kerbal Space Program. As such, running this mission pack to the extremes requires the use of other downloads availible for Kerbal Space Program. My goal with this project is to make a directed game that will focus the development of your KerbalSpaceProgram while still providing funds for independent research missions (as it should be). Thus, crashing a few rockets will not be held against you and you will be more or less free after the initial missions to continue the packs or set off on your own rocket designs for a while, comming back to the mission packs when you need more money. I hope you enjoy the laid-back pace as well as the depth that is added from these packs. Funding will change as you progress through the pack, but the intent is to give you a functional wallet from the get-go, so the first few missions are very generous. This is also explained through the dialogs to make it seemless so that it doesn't detract from gameplay. # Installation: After mods are installed, put the KIS.mpkg into /KSP main folder/GameData/MissionController/Plugins/PluginData folder and start the game. MissionController will do the rest. # All testing done with the above modifications installed. Functionality is not testing with other modifications other than parts add-ons. Deviation from the above modification packages may make this mission pack act buggy or unusable. You've been warned. # DEVELOPMENT HISTORY AND COMMENTS: # 08/01/2013 - Officially began the KIS (Kerbals in Space!) Mission pack development. I will be focusing on the primary pack and if possible make it the only pack, but it may require some name-changes as I add side-story missions. One story line is not acceptable, and failure is not an option! # 08/04/2013 - I've removed RemoteTech from the required mods just because the new ASAS is worthless when you have remotetech stuff installed. I hesitated to try it because of the lightspeed lag thing interfering with my rover landings and such, but after testing this mission pack it's become annoying, especially for planes. Use RemoteTech at your own discretion. I have the basic pack finished all the way to a "first kerbal in space" but I'm going to get a mun landing mission in there before I even consider release. Integration of the "Commercial" missions ended up better than I though and I now have a solid blueprint for how to keep these sideplots rolling. Kethane integration was a bit tricky but I think I have mod part issues sorted now. Going back to work tomorrow, do I release now or wait till I have more missions?? Hmmmm, I think I'll wait. # 08/09/2013 - Removed TacLifeSupport to Reccomended Mods, as it should be up to the user to assess which mods they would like to add. Not having this mod installed is no long mission-breaking. Like RemoteTech, this mission pack is still designed around its use, but it is not required. Beta tested the original pack and expanded the Exploration missions to include all planets and moons. # 08/11/2013 - Added more missions including spaceplanes. I'm thinking the exploration missions should have a generic "rover" mission that will offer cash for each landing or something, and the spaceplane missions will probably have generic missions based on weight. Bumping the dev to 0.3 tonight. Lots of missions still to be added and AKSF needs some refinement, but 1.0 is at least within sight. # 08/12/2013 - Version 0.33 - Added extended missions and finished testing SSTO missions. # 08/14/2013 - Version 0.36 - Fixed the extended missions to be a weight-based "full-sponsorship" for your kerbal space program as a reward for building your first SSTO. As of this revision the KIS mission pack is fully functional, if not a little buggy. I'm releasing this version to KerbalSpacePort, though there are still some kethane missions and possibly more exploration missions to add, so this will not be the final release. # 08/15/2013 - Version 0.37 - Tested with Mission Controller Extended (0.18.1) and everything appears to be working fine. Started revising the missions because the pack is too "easy" to play and there is no real threat of loss, thus taking away from the need to go beyond the sandbox and into some sort of mission based game. # 08/19/2013 - Version 0.37 - Did a rekit on the first 10 AKSF missions, added a mission and adjusted the pricing. Still working but hoping to get 0.5 out pretty soon. # 08/26/2013 - Version 0.50 - Finished tweaking the AKSF Missions. Tested landing requirement with different vessels, seems to be working now, so I got that goin for me. Focused on career funding more, with lots of the missions being modified to have recurring daily stipends as a reward, even considering removing the extra missions, but keeping them in for now. Added some Exploration missions and tweaked the spaceplane missions. I still have plans to add space stations to the AKSF missions and the current changes need to be beta tested. But I think this is ready for update as future revisions should not be game breaking, unless I find a bug. I think you guys will like the modifications. I'm still planning to put space station stuff in, but it's 2:30 in the morning and I'm a little worn out. # 08/26/2013 - Version 0.51 - Fixed a bug with the space telescope mission. # 08/30/2013 - Version 0.58 - Starting from the beginning, going through each mission and checking spelling/grammar stuff, adjusting rewards, and cleaning everything up. Most of the mission re-vamps are to increase the difficulty for hardcore mode, which should make the pack pretty tough for a noob but do-able. The total contract payouts are generous but because they are spread out over such a long time (1 year) I figured I could afford to be gererous. Verified that ClientControlled missions are paying out. Added some kethane missions to the commercial packs. Finished making exploration missions for every body in the Kerbol system. Changed the orbit distance on Commercial3 to get better mapping coverage, 200k is retracing itself. # 09/01/2013 - Version 0.62 - RELEASE - Wow, 65 Missions total and more to come in the future. I didn't get a chance to test the new kethane missions but I want to get this released by midnight, and that only gives me another 20 minutes. I added a couple of bonus spaceplane missions, 3 AKSF missions for building a basic space station, and did a lot more testing. Reformatted the cost structure of the exploration missions, AGAIN. Added landing requirements to several missions. More testing, huf, puf. Up next will probably be space infrastructure but that will be a 0.7 or 0.8 release. Thanks everyone for your input and mission ideas, as well as my bug-finders, you know who you are. I hope you guys will enjoy this release and those to come. Hopefully all missions from here forward will not break the pack anymore. #09/02/2013 - Version 0.63 - Doing some bugfixes tonight. I'll try to update 0.63 to the server tonight. Changing some mission requirements as a result of some very good input from NathanKell, one of the developers for MissionController. Some other little stuff here and there. Nothing too fancy, no new missions unless I find something easy to work on. #09/02/2013 - Version 0.63 - RELEASE - Bug fixes and little tweaks to make 0.62 run a little smoother. Onto version 0.7 missions after tonight. ****************************** KIS is licensed with a standard MIT License ********************* KIS (Kerbals in Space!) Mission Pack script. Granted for use under the MIT License Copyright © 2013 Martin McConnell "Software" refers the the script file KIS.mpkg. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  18. I almost fell out of my chair! My shirt thanks you for the cherry coke I just sprayed all over it. OP, yes, the orbit will decay, just do as noted. I had an elliptical orbit with a similar Pe but the Ap was about 7 million (comming back from Mun in my lander.... after burning the RCS out) and skipped off the atmo about 100 times before it finally came down. It was a long process, but I really wanted to save that kerbal. (Failure is NOT an option). Glad I didn't put TAC life support on yet at that point, but still was less than 3 game days. Don't sweat it, it happens. I hope your chutes still work when you get into the inner atmosphere.
  19. Polar orbit or close, any altitude unless you notice that you are tracking over your course. If you are, adjust altitude a little (5-10%) and it'll fix it. You don't need an equation, cause it's easy with kethane sats.
  20. With the stock versions 0.20.2 and 0.21.1 I've got kerbals on Mun and Minimus, but nowhere else. Probes to all the close planets (Eve, Moho, Dres, and Duna) but had to start over cause I decided to add a few new mods. Now that my kerbals need food and water, and I have a budget to consider, I will be attacking the Kerbol system slowly until the next update is released. Hoping to again start setting up mining operations and maybe there will be some new Kethane mission packs, or I may write one that requires Kethane, MissionControl, Resources, and KAS(just because I made a cool towing rig on my last game to bring back trash from space). Ahh someday, for now, more Munar Missions. I'm considering the communication sats mod but I'm scared of the idea of lag. OP, landing on Minimus is a big step, specially when you realize that you don't need a lot of extra D-V, just better aim. Are you running modded or stock? Cause the mods I've listed above make the game much more interesting and difficult. You may be at the point where you want to start adding some depth to the game if you haven't already.
  21. isp * 9.8 * Log(Wet/Dry) Assuming the same isp, the theoretical maximum has to do with the ratio of wet/dry or full weight/empty weight. That ratio for a fuel tank is 9/1, so, no matter how many fuel tanks you add you can never get a ratio higher than that. The most efficient engine is probably the LV-N, which has an isp of 900 in space. This renders a max of 8416 for a single stage (assuming an infinite amount of fuel to cancel the weight of the rocket). EDIT: Sorry about that, should be a natural log, the new ln gives 2.19 instead of .95, so the resulting max Delta-V would be 19380.
  22. Just to be sure for everyone, since I've seen one or two posts about my problem that were not related, it was my ignorance. I just hooked a "refinery" to my driller and that one is working fine.
  23. Thanks for the help. I tried using the connector the other way 'round and it's still not working. *sigh*. Looks like I need a new drilling platform with a liquid fuel tank attached, which is a bummer. I figured that using a KAS connector from the converter directly to a liquid tank would work but it's not, no matter which side I connect from. The two are docked but LF will not communicate through the converter. The really sad part is that I have another identical drilling platform in orbit (I launched 2 in-case my heavy lander crashed) ready to be put down, but it too should only be good for RCS or Xenon. So many hours wasted, but that's why I chose minimus as my first mining site instead of Duna.
  24. Thanks about 5 minutes after posting this I saw that the lines need to be run "backwards" b/c of the negative thing. I'll check your link out. I'm going to try "docking" with KAS from the other side (tank to Keth instead of keth to tank) but I think in the end I'm going to be stuck and need to scrap this mission in favor of a better drilling rig.
  25. Hey guys, I'm new to this forum, but been playing KSP for about a month and recently started installing mods to make the game more interesting. Had a heartbreaking moment when I got my crew to my mining site on Minimus. Hooked up the Drill/Converter to my silo (via KAS) and bam, 4000 kethane will not convert to liquid fuel or oxidizer. At first I thought it was the KAS mod not working properly so I started searching that down,, but I went to make monopropellent and everything worked as expected... Checked my kethane 7.4 folder and looked at the config files for the various parts, but I can't find any inconsistencies. I thought maybe they changed the variable names for LiquidFuel and Oxidizer with the update but the resources match the stock Squad parts. So basically. I can drill and transfer Kethane to the Kethane tank (build on same assembly) and transfer Mono to the Silo assembly at the same time, but I cannot make Liquid Fuel or Oxi. The mono tank is on the far side on the liquid fuel tank so I don't think it's a connection problem anywhere. Just strange. Restarted several times and the problem has not remedied himself, but I (so far) cannot find a record of anyone else having this problem. Running 0.21.1 and Kethane 7.4, other mods are KAS, Engineer, Procedural Fairings, KSPX, and Subassembly Manager (though this one is on my to-be-deleted list). Should I post a bug report on this?
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