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  1. Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do to complete the contract. Requirements - This is what is required before the contract will show up. Most of the ProgressTracking information is supported, along with a few other things. Behaviours - These are behaviours that are applied at the contract level. A behaviour can create additional objects related to the contract (such as spawning Kerbals), be used to store persistent data or any number of other things. Data nodes - These define new data for use within the contract using Contract Configurator's powerful expression language. And if the provided parameters and requirements aren't enough, Contract Configurator is extensible. New parameters and requirements can be added in as little as a dozen lines of code. Download Contract Configurator can be downloaded from GitHub. Source The full source and test configuration is available on GitHub. Documentation The user guide is hosted on the GitHub wiki. Change Log Version Checking This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Recommended Mods The following is a list of mods that enhance some of the things Contract Configurator does: Waypoint Manager - this will help with any contract using the stock waypoint system by drawing the waypoints in the flight view. Makes hitting targets more accurately much easier! License Contract Configurator is licensed under the MIT License. RemoteTech integration (CC_RemoteTech.dll) is licensed under GNU GPL v2.0. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  2. Contract Pack: Giving Aircraft a Purpose 2.11 For KSP 1.12.5+ Requires the latest release of Contract Configurator from https://github.com/KSP-RO/ContractConfigurator/releases/ Requires the latest release of Module Manager from https://ksp.sarbian.com/jenkins/job/ModuleManager/ Giving Aircraft a Purpose (GAP) is a contract pack for your aerospace program, providing aviation milestones to achieve, regular flights to service, and Coast Guard rescue . This contract pack is compatible with all stock and modded careers (except RSS). Purpose: To provide a useful purpose for the existence of aircraft in a Career game, and promote the use of stock runways, helipads, and DLC airfields. Spiel: Runways and helipads are meant to be used, not just sit there and look pretty. This pack provides a small set of repeatable contracts for early career aircraft, and thus provides the career player with a predictable source of income, science, or reputation return (depending on the type of contract) using a standard fleet of aircraft you design. It beats having to design a science car, or one-time use craft, or send a probe to nowhere, when all you need is just a little bit more cash, science, or reputation to advance your space program. Of course, you may have so much fun flying things around that you may forget you have a space program, but if so, then I've succeeded! All contracts and vessels included in this pack are completely playable in stock KSP (except the BDArmory expansion), but I highly recommend these mods to enhance your gameplay with GAP: AirplanePlus (Propellers, Jets, Airplane parts) (GAP recognizes AirplanePlus parts) Kerbal Aircraft Expansion (KAX) (Minimalistic set of stock-alike propellers and helicopter parts) (GAP recognizes KAX parts) Kerbal Rotor Expansion (Additional rotors for contract completion) Waypoint Manager (For better waypoint management and navigation) (GAP uses a lot of waypoints) Wider Contracts App (Increases the width of the contract checklist for better readability) To complete helicopter or part retrieval missions, I also suggest these mods: Kerbal Attachment System (KAS) (For attaching winches, fuel ports, and parts to parts on EVA) Kerbal Inventory System (KIS) (For carrying the above parts while on EVA) I recommend that you consider taking the helmet off your Kerbals when flying in the open air in a command seat: TextureReplacer with Cetera's Suits (get both on CKAN!) (Non space suit Kerbals while on Kerbin, smell the fresh air from your Command Seat flying machine) If You Stream or Record While Playing GAP: You sir/madam are amazing. Please post a note in this thread or PM to let me know if you use this mod in a recorded play through or mod review as I and others would love to watch! If your recording and play is fairly decent and will help players get familiar with GAP, I would love to reference it in this OP! Featured Reviews: Inter - YouTube: https://www.youtube.com/watch?v=gUe9-qPHLVs LupiDragon - Twitch: https://www.twitch.tv/lupidragon/profile million_mights - Twitch: https://www.twitch.tv/million_lights Allohmon - YouTube: GAP Episode 1 Contract Pack Goals: Missions to test aviation prototypes and achieve progressive aviation milestones. Regular repeatable stunt, tourist, and scheduled passenger flights. Rescue missions to retrieve mountain climbers, downed test pilots, and adrift sea crews. Fully compatible with new and existing stock and modded careers. To Get Started: The first immediate contracts are not contracts at all but rather GAP: Economy contracts that are originally intended to give starting players basic parts from which to fully enjoy playing GAP. Originally intended so that Wright Flyer type aircraft could be built, the part contracts were free in previous versions of GAP, but now require funds to purchase these prototype technologies. The economy contracts are designed to help bypass any need for GAP to recommend a tech tree for starter technologies. There are three contract trees each with starting contracts: The Wright Aeronautical: Build and fly your first glider! contract will appear when you've acquired a Command Seat, and any flying control surfaces. The KSC Airclines: Flight 101 contract will appear when you flown to completed the 2500 meter altitude contract. The KSC Coast Guard: Coast Guard Rescue Certification contract will appear when you've completed the helipad mission. Agencies: These are the agencies in the pack that will offer regular or semi-regular contracts, and special missions: Prototype Marketplace - Offering loans, and part prototypes for aeronautical and utility parts for a fledgling aviation program. Giving Aircraft a Purpose - Aerospace milestones, and stunt goals for your aviation program. KSC Coast Guard - Our motto is Always Ready - Kemper Keratus! Providing air, land, and sea rescue. (Used for occasional rescue and recovery opportunities, mostly near KSC ocean) KSC Airlines - The official airline of the Kerbal Space Center. Download & Installation: SpaceDock GitHub Changelog: https://github.com/inigmatus/GAP/blob/master/CHANGELOG.txt KNOWN ISSUES: Please raise any and all issues or enhancement requests on the GAP GitHub issue tracker. Recovering a vessel via the Space Center View or Tracking Station will not complete a contract if it requires recovery of a vessel. Work around is to simply recover all vessels in flight mode view. https://github.com/inigmatus/GAP/issues/7 Failing a contract may not always clean up any extra Kerbals used for the contract. If you can't revert, or don't wish to, then to clean up, simply recover the affected Kerbals, and then simply remove them from your roster. All failed contracts will reappear in Mission Control eventually. Use Alt F12 and access the Contract cheat menu to decline multiple contracts quickly and force regeneration of any contract that fails to appear, if necessary. CREDITS: Thanks goes to the following individuals for their contributions to this contract pack. Without them, none of this would have happened: @nightingale - creator of Contract Configurator. tirelessly responsive and an amazing coder and modder without whom this mod would not exist. @theonegalen - graciously donated funds for the KSP DLC Making History expansion and ongoing development, so I can continue developing GAP for DLC users. Also an awesome tester of GAP contracts! @ThunderofZeus - graciously donated funds for KSP DLC Making History expansion and ongoing development, so I can continue developing GAP for DLC users. @seanmcdougall - creator of Take Command mod @keptin - creator of Kerbal Aircraft eXpansion @maculator- creator of Kerbal Aircraft Builders, for inspiring me with his pioneering example into aircraft based contracts @severedsolo - always a great resource for contract development @pandoras kitten - designer of a number of craft seen in the series above @RixKillian - designer of the KSS Rix aircraft carrier @Speeding Mullet - designer of a number of props for GAP and dozens more who have contributed their time and talent to make this pack one of the most useful for KSP.
  3. Increase the variety of tourism contracts available! Have tourists visit your stations, and build new attractions for them! (image credit MalevolentNinja) Description This is a Contract Pack that gives contracts to take tourists into space. There are contracts for: Taking tourists all around the Kerbin system. Taking tourists to your existing stations and bases. Building space tourism attractions. Taking tourists to your newly built attractions. Unlike the stock tourism contracts, all tourists for a given contract want to go to the same place. You'll also start receiving tourist contracts for 20-50 Kerbals to visit your attractions at a time. There are 10 randomly regenerating tourism contracts and 4 one-time contracts that progress your space tourism program. Will you be able to build the space casino and start printing funds? Download CKAN: In CKAN, Select and download the mod "Contract Pack: Tourism" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Tourism contract pack can be downloaded from GitHub. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff It is recommended that you install Waypoint Manager, as there is one contract that involves touring the KSC, and it will be more difficult to hit the waypoints without it. The contract pack works for RSS and planet packs - there's a late-game contract to visit gas giants that will pick up any gas giant loaded in the game. Source The full source is available on GitHub. Change Log License The Tourism Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  4. Ladies and Gentlemen, presenting for your entertainment and delight, Exploration Plus - an overhaul of the stock Exploration Contracts. So, I really like the new Exploration contracts introduced in 1.2, but they aren't without their problems. Do I really need to prove that I can rendezvous or dock around every body before I can move on? Aren't the skills transferrable? I also feel like your progression can get bogged down, as you only have one of these contacts at a time. So here is an attempt to fix this: Features Multiple exploration contracts at a time. The moment you perform a flyby of a body, the mod will encourage you to push to the next one, while offering follow up contracts for the body you just reached. Works better with Monthly Budgets. The stock exploration contracts make heavy use of parameter level rewards, which my Monthly Budgets mod doesn't like, as it can't intercept the rewards. This pack only uses contract level rewards, so if you are using Monthly Budgets the budgeting system will work better. Better Progression. No more "must perform a rendezvous/docking around x body before you move on" - You will be asked to demonstrate your skills once around the homeworld and then we assume you know what you are doing. Even if you are dragging your heels on that mission, the other contracts will still generate. In addition, if you miss any of the "minor milestones" (returning, planting flags etc) you'll get a follow up mission to finish it off. Obviously this will disable the stock Exploration Contracts Fully Planet Pack compatible - The screenshot above is from Galileos Planet Pack, as that's what I'm playing at the moment. I can safely say, if it works on that one, it will probably work on almost any planet pack. If you do find any issues, let me know. Known Issues: Rewards have been generally balanced against what the stock contracts would pay you, but there may be some hiccups. For instance, "Mopping Up" assumes you have missed all the potential milestones and pays you accordingly. If you find any others, please report them. [Not really a bug] - You'll get a "perform a spacewalk" mission, even if you've already done it without the contract. Unfortunately I can't check for this. Licensing CC-BY-SA 4.0 Download First you'll need Contract Configurator Then grab the pack from here Acknowledgements As ever thanks to @nightingale for Contract Configurator.
  5. Field Research - Get paid to do science! Description This is a Contract Pack that gives contracts to perform various science experiments. There are contracts for: Biome studies - collecting results from a number of experiments in a single biome. Climate studies - performing various climate experiments on bodies with atmospheres. Geological studies - performing geological experiments on various biomes of a celestial body. Experimental studies - run one experiment under multiple conditions (including experiments from mods). KSC Science - contract to go around and collect all the various small science around the KSC. Scientist Ferry - bring a scientist to a specific location to perform a specific experiment. Rare Science - contract with suggested location for difficult biome/situation combinations (eg. Splashed down at Kerbin's Mountains). Re-run experiment - contracts for science completionists - re-run an already done experiment to get a little bit more science out of it. Notes: The contract pack works for RSS and planet packs - you will receive contracts for any celestial body that is loaded in the game. This mod disables the stock "Collect Science" contracts, as they become somewhat redundant when this is installed. https://imgur.com/a/R9WvJ Download CKAN: In CKAN, select and download the mod "Contract Pack: Field Research". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Field Research Contract Pack can be downloaded from GitHub. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff Crowd Sourced Science - You're likely going to be getting a lot of science reports with this mod. Why not make the reports into some more interesting reading with hundreds of unique science reports. Science Alert - Never miss an opportunity to collect science. Also includes a super convenient UI for collecting multiple experiments. [x] Science! - Contains a great GUI for tracking how much science is remaining for various biomes/experiments/etc. No More Science Grinding - Get 100% science from running stock experiments (no more need to re-run experiments multiple times). Waypoint Manager - For viewing contract waypoints in-flight to much more easily hit your target (recommended for the scientist contracts in particular). Source The full source is available on GitHub. Change Log Special Thanks @arkie87 - For giving me the idea and getting me started on making this. @DMagic - For providing code and general KSP science systems support. @xEvilReeperx - For providing a great block of code to get the list of science subjects out of KSP. @amorymeltzer - More general science support! @ObsessedWithKSP - For all the things you do. Everyone else who posted in this thread where the idea got started. @Zeenobit - For his very cool mod Historian, (now maintained by @Aelfhe1m) which I used to put together the images for this post. License The Field Research Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the beer fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  6. Contract Pack: Historical Progression This contract pack is designed to take you through the history of the human space program. This entire contract pack was inspired by Whitecat106's Historic Missions contracts. He has created an incredible selection of close to 700 missions! For me, that is too much, and I wanted to go through the history of human spaceflight and progress how we have done in real life. I did not want to have to launch a mission that was almost the smae thing over and over again. This contract pack takes you from the first sounding rockets to New Horizons and into the future. You will be tasked with recreating some of the most ambitious missions like the Apollo Program, Voyager and the International Space Station. It is up to you to guide the Kerbals into the cosmos through a historical progression. Some of these contracts are very involved and require you to use gravity assists to accomplish the contract parameters. Others give you the option to complete certain goals in order to gain bonuses. For example, in your Space Shuttle contracts, you get bonus funds if you land your shuttle on the Runway back at KSC. One of the best examples of this is the MESSENGER contract. It requires you to enter a polar orbit of the first planet in the solar system. We will use the stock system with the Real Solar System planets as an example. MESSENGER Contract Parameters General Goal: Design an unmanned craft to Orbit Moho (Mercury) with a minimum Inclination of 70 degrees Design an unmanned craft with an antenna (also with 3 SCANsat scanners if you have the mod installed) Launch MESSENGER Enter Orbit of the Sun OPTIONAL BONUS: Flyby Kerbin (Earth) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for the third time for a gravity assist Enter Orbit of Moho (Mercury) with a minimum Inclination of 70 degrees Transmit Science Data from Space around Moho (Mercury) If you have SCANsat installed, have 80% mapping of Low Quality, Biome and High Quality Most of the missions are not that difficult or that involved, but MESSENGER was launched in 2004 after more than 50 years of spaceflight and we knew some new tricks to help us achieve an orbit. HISTORICAL PROGRESSION CONTRACTS REQUIRED MODS Contract Configurator - http://forum.kerbalspaceprogram.com/threads/101604 Module Manager - http://forum.kerbalspaceprogram.com/threads/55219 HIGHLY, HIGHLY, HIGHLY RECOMMENDED MODS These are not nessecary to use the contract pack, but it makes the pack much better Historical Progression Tech Tree @Yemo Unmanned Before Manned - http://forum.kerbalspaceprogram.com/threads/106130 This lets you start with the proper probe cores instead of manned missions, the contract pack might not be possible to complete without this or something similar Outer Planets Mod - http://forum.kerbalspaceprogram.com/index.php?/topic/93999-112-outer-planets-mod-20-complete-overhaul-better-terrain-nicer-terrain-textures-improved-scatter-etc-21-may/ If you are playing with stock KSP, this will give you the extra planets that simulate the outer solar system and will allow you to explore these places with contracts like New Horizons and Voyager 1 and 2 Real Solar System If you are up for it, you can recreate some of the most famous missions in different scaled Real Solar Systems Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/50471-113-real-solar-system-v1140-july-3/ Half Size Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/142336-113-half-size-rss-v15/ Stock Size Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/138572-wip-113-117-stock-size-real-solar-system/ DMagic Orbital Science - http://forum.kerbalspaceprogram.com/index.php?/topic/59009-113-dmagic-orbital-science-new-science-parts-v132-6272016/ This gives you more science experiments to use on your various missions around the solar system SCANsat - http://forum.kerbalspaceprogram.com/index.php?/topic/72679-113-scansat-v163-real-scanning-real-science-at-warp-speed-june-27-2016/ This provides you with parts to map the planets in the solar system. The contracts have support for Scanning missions if SCANsat is installed. Life Support Mods There are many to choose from, but I reccomend picking at least one of them. Some of these contracts are setting new duration records in space and there is no real challenge to them without having Life Support of some kind. OTHER MODS TO CONSIDER There are many part mods to consider that will give you the ability to construct realistic looking, or in some cases replicas of the spacecraft that are simulated in this contract pack. Bluedog Design Bureau (NASA / ESA) FASA (NASA) @raidernick Awesome Collection of Mods Skylab US & Soviet Solar Panels Pack Salyut Stations Soviet Spacecraft Soviet Probes US Probes Pack US Rockets Pack Antares & Cygnus Tantares NOTES The contract pack removes the World Firsts and Explore Body stock missions as we are already covering this with the pack This contract pack works with all planet packs, but you will experience some weird contracts if your Home planet is not the 3rd rock from the sun Full support for Stock, Stock x2, Stock x6.4, Outer Planets Mod Full support for Real Solar System, Half Size Real Solar System, Stock Size Real Solar System I do not know how this will play with other Contract Packs unless listed below, as it is designed to go through all major "firsts" of our space history so will duplicate similar contracts from other packs Most missions cannot be cancelled nor will they expire. There are a set of optional missions and more will be coming down the line. These optional missions can be cancelled and do not need to be completed. COMPATIBLE CONTRACT PACKS Anomoly Surveyor AntennaRange Relays Clever Sats Field Research Giving Aircraft a Purpose (GAP) Kerbal Academy Maritime Mission Pack RemoteTech Contract Pack SPECIAL THANKS @nightingale for creating Contract Configurator as well as helping me with many questions along the way @severedsolo for answering some questions I had about some contracts @Whitecat106 for inspiring me with your Historic Missions pack @TheReadPanda is streaming a career with the Contract Pack active DOWNLOAD Github Spacedock INSTALLATION Make sure you have Contract Configurator and Module Manager Installed as they are NOT included with the download Download the Contract Pack Copy to GameData folder Enjoy! FUTURE PLANS Add Remaining Missions Falcon Flight 20 - First Powered Landing of First Stage of Rocket Moon / Mun contracts will require specific biomes to be reached (want to stop players from landing on the far side) Add a requirement to deorbit and destroy Space Stations after Add additional SCANsat mission support Add additional DMagic Orbital Science Mission Support Add OPTIONAL MISSIONS Additional Mars / Duna Missions Landers Phoenix Insight Orbiters Mars Global Surveyor MAVEN Rovers Spirit Opportunity Curiosity ISS Construction Apollo Applications Program Manned Venus Flyby (this was a proposed mission using Apollo hardware) Future Missions OSIRIS Rex Asteroid Redirect Mission Mars Sample Return Mission Europa Mission Red Dragon Mars 2020 LICENSE CC-BY-NC-SA (http://creativecommons.org/licenses/by-nc-sa/4.0/) CHANGELOG
  7. Welcome To Kerbal Academy's Kerbonaut Training Program Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals. These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide logical and simpler Kerbal experience progression contracts for a better training experience! (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions) Version 1.2.0 Released "A Fresh Coat Of Paint" **Version 1.2.0 Changes** -Added New Logos And Flags -Updated All The Contract Descriptions -Cleaned Up Spelling And Syntax Errors -Rebalanced Contract Costs -Contract Costs Now Generated Based On Kerbal Experience Level -Boot Camp Contract Cost Now Generated Based On Cost Of Next Kerbal -Boot Camp Now Uses New Drill Craft -Bugfixes Full Change Log Here; [Change Log] *Report Issues On The Forum Page Or The Issues Section Of The Github Repo* What does this contract pack currently do? Kerbal Academy provides a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. For example; the Pilot training scheme will have your Pilots practicing changing orbital inclination, as well as how to do flyby's of various bodies. (More mission scenarios, as well as in atmosphere missions are being investigated) Scientists will be practicing going actually collect science, and engineers will be doing simulated repairs on various craft. Only after they have demonstrated their skills in their field will experience be awarded. Kerbal Academy is a for-profit venture* , you pay them to provide missions and programs in order to train your kerbals. Think of it as an investment. Contract prices are currently being re balanced for training missions, and the "Boot Camp" mission as it allows for the recruitment of new Kerbalnauts without the expense of rescuing them from various wrecks. *(Ingame) Current Available Missions (v1.2.x) : There are three programs available at Kerbin Academy: Boot Camp - If the pack finds that you are lacking in a certain role, you will be offered the chance to put a Kerbal through Boot Camp. This involves proving basic skills in that role. On completion of the course you will be reimbursed half of your hiring cost, plus your new applicant will be advanced to level 1. For pilots this mission consists of a quick takeoff, flight, and landing at a predetermined location Scientists must complete and collect a experiment specified by the contract Engineers complete a quick intro to vessel operations and maintenance The Basic Program - Where a kerbal is severely lagging behind their colleagues in terms of experience, or one Kerbal is much further advanced than the others, the more experienced kerbal can "mentor" one of their less experienced peers. Obviously only kerbals of the same skillset can be mentored. So a pilot couldn't mentor a scientist (because that would be silly). On completion of the course, the less experienced kerbal will be given a hefty experience boost, which can (but is not guaranteed to) bring them to within 1 level of their mentor. Pilots are tasked with flying a course complete with way point markers Scientists are tasked with doing some more science! Engineers are tasked with completing simulated repairs on a vessel The Advanced Program - If a Kerbal is near the top of their field they will be put forward for the advanced program. This involves demonstrating their skills in the field. On completion of the course, the Kerbal will be advanced one level. Pilots do some orbital maneuvering to improve their skills Scientists do some more science! (Improving Scientist Missions Has Been Made A Priority, Please Suggest Some Ideas) Engineers complete tours of duty on various bases and stations, performing a few simulated maintenance tasks. Known Issues/Workarounds (1.2.x) : -Drill Ship spawning may have been fixed. Further Testing Needed Other Stuff This contract pack will disable the stock rescue missions by default, as they are a horribly cheaty way to get new kerbals perfectly valid player choice, if you like that sort of thing, and this pack already provides a way to recruit new kerbals cheaply. In order for Engineers to advance through the program, vehicles must be marked properly. So a lander (with legs) should be marked as a lander (by clicking rename vessel in the flight scene), stuff with wheels should be a rover, and stations and bases should be marked as such. If you don't do this, you won't see any Engineering contracts offered. Future Plans By Version; Version 1.2.0 Released May 12th Version 1.2.1 Released May 12th v1.2.0 (May 2-4) Flair Overhaul Add updated logos Add mission patches Kerbalize contract descriptions Rebalance Contracts Change Advance Payment Add Completion Payment (Shouldn't Effect Current Active Contracts) v1.3.0 More Missions For Engineers Better Missions For Scientists Release TBD, work not started General Future Plans; Bugfixing for spelling/grammar errors reported in v1.1.8 (v1.1.9) Rebalance Contract Pricing (v1.2.0) Add updated logos (v1.2.0) Add mission patches (v1.2.0) Kerbalize contract descriptions (v1.2.0) New Atmospheric mission profiles for Pilot training (TBD) New Station/ Base "maintenance simulation" mission profiles for Engineer training (TBD) New Docking/ Rendezvous mission profiles for Pilot training (TBD) New mission profiles for Scientist training (TBD) Add Spacedock page under @Mark Kerbin (v1.2.0) (Spacedock Page Added) Investigate CKAN support (TBD) (CKAN Support Added, I Clicked A Button.) Continue investigating flipped contract ship spawning. Likely caused CC, has been reported to dev. Current Version is 1.2.1 For KSP 1.4.3 Dependencies Contract Configurator 1.25 & Module Manager 3.0.7 Downloads; (v1.1.9-10) (v1.2.x) (v1.1.x) (v1.2.x) Dependencies (Make Sure These Are Installed); Legacy Thread by @severedsolo: Licensing Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Kerbal Academy pack, and a good bit of this forum page @severedsolo 's wife for creating the original Kerbal Academy flag.
  8. Find Easter eggs and other anomalies! Description This is a Contract Pack that gives contracts to go search out the various Easter eggs that are included in KSP. There are 14 one-time contracts included in the pack of varying difficulty. There's some bonus new content that is only available as part of the mod. If you want to see it then you will need to finish both the Kerbin and Mun monolith contracts. Download CKAN: In CKAN, Select and download the mod "Contract Pack: Anomaly Surveyor" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Anomaly Surveyor Contract Pack can be downloaded from GitHub. SCANsat is an optional dependency and can be downloaded from the SCANsat release thread. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff It is recommended that you install Waypoint Manager, as there is one contract that involves touring the KSC, and it will be more difficult to hit the waypoints without it. If you use SCANsat, then the contracts will have an extra requirement before they show up - you must have done a multi-spectral scan of the area in question. To offset this, if you have SCANsat, the contract rewards are slightly better. Source The full source is available on GitHub. Change Log Special Thanks 5thHorseman for the video featured on this page. He did an absolutely incredible job! Nicholander, who gave me permission to use his monolith part for the final Jool Monolith contract. License The Anomaly Surveyor Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  9. I really like the satellite contracts in KSP, but I get fed up of KSP asking me to move my Remote Tech or SCANsat probes. So, I decided to try and fix it. I present to you: Clever Sats. A replacement for stock Satellite Contracts. How is this different to the stock Satellite contracts? Intelligent target selection. Instead of just picking anything that "might" be a satellite at random, you will only be asked to move satellites deployed by this pack. Like your remote-tech comm relay where it is? That's fine, CleverSat will leave it alone. Moved your sats into a constellation? Don't worry about it. CleverSat knows that satellites in a constellation should stay in a constellation. (please see known issues). RemoteTech Integration - CleverSats will not ask you to deploy a satellite unless you have 50% RemoteTech coverage (assuming you use that mod of course). Highly recommended that you combine this pack with the RemoteTech pack by nightingale. What sort of contracts can I expect from this pack? Right now, I have these missions: The basic "launch a satellite into orbit" mission. This is pretty much like the stock missions. The harder the contract, the further out, and the wilder the orbit. You'll probably find that one star contracts will give you mainly equatorial, low orbits. Three stars, well all bets are off. Create a satellite constellation - this is a bit of a clever one. It will try and find two satellites which are close by. If it finds them, you'll be asked to synchronise their orbits. Any satellites that are part of a "constellation" should be ignored by other missions (but see Known Issues) Move a Satellite - this is basically like the stock enhanced contracts, you'll be asked to move your satellite to a new position. Move a Constellation - move a constellation of satellites to a new position. Repair a Faulty Satellite (Coming Soon) - Decommission a satellite (Coming at some point - maybe.) Deploy a GPS network Please feel free to suggest more. Known Issues: One satellite in a constellation may not be marked as protected, and you may be asked to move it. Probably some reward balancing issues at the moment. On the move a constellation mission - the orbital parameters will be displayed multiple times (one for each sat in the constellation). I know how to fix this, I just haven't got round to it yet. Special Thanks @nightingale as ever, for his tireless hard work on Contract Configurator. Installation: Highly recommended that you install from CKAN (when available). However, if you insist on installing manually you will need: Module Manager (available here) Contract Configurator (available here) The CleverSat contract pack (duh) (available here) License CC-BY-NC-SA 4.0 This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Source available at the release link above.
  10. Contract Pack: GAP for JNSQ - a missionpack with milestones, airline and rescue missions. This mod is aimed for use with JNSQ and Kerbal Konstructs only. If you play without a planet pack, you should look at the original GAP mod instead. Main Features: Milestones to complete and to unlock all the other missions. Airline flights to different Airports on Kerbin Coastguard Missions Air Freight Missions Autoloading Passengers Communications Dependencies: Contract Configurator Module Manager JNSQ Kerbal Konstructs Recommended: Airplane Plus or other part mods for more airplane parts AtmosphereAutopilot for better cruse flight at timewarp Waypoint Manager Download: Github SpaceDock Notes: You need to finish some of the milestones first, to unlock other missions. If you dont see the different runways in JNSQ: "JNSQ provides at least 14 facilities powered by Kerbal Konstructs and requires Omega's Stockalike Stuctures. (also on CKAN) If you have performance issues with 60 kerbals spawned on the bigger flight missions: LowPerformancePatch Gap-for-JNSQ. This lowers the spawned kerbals to 4-6 on these missions but keeps the rewards and requirements for these missions. Read the README file for install instructions !
  11. Contract Pack: Sounding Rockets 1.4 beta for KSP 1.4.x or Contract Pack: Sounding Rockets 1.2 for KSP 1.3.x A simple contract pack developed by @inigma for USI Sounding Rockets by @RoverDude "Sometimes it's just the simple mods that fill a niche that are treasured the most..." - a KSP mod fan SpaceDock Download Description: A simple set of 6 altitude contracts requiring the use of USI Sounding Rockets. Perfect for any fledgling beginner space program. This Contract Pack is CCF Certified - guaranteed to work with any Community Career Framework based career games!
  12. Hi everyone. I am considering a colonising mod that utilises Contract Configurator to allow kerbals to be 'spawned' on a base that you establish. The idea is that you are tasked in a contract to establish a base. The basic plan is that you have to launch and move several VERY heavy parts to a location on a body, possibly needing to construct in orbit to transfer them. Once landed, the contract completes and CC deletes what you Once this base contract is complete, another contract fires giving initial kerbonauts. Hopefully you'll be able to see what types you are getting. There will be a delay before getting ongoing contracts to receive them. But basically every half year or so another couple will pop out. Bases will be scaled stock models (maybe re-textured?). The idea is that each base is a closed arcology - no-one in, no-one out. Colonials maybe treated as a resource if at all. This would be a late game career only feature obviously. Unless a modder wishes to create some code that gives the option of spawns a kerbal after a certain amount of time, perhaps connected to a resource - then it won't work in a science or sandbox game. Happy for feedback. I'm slowly working on this at the moment. If someone thinks this is a great idea, has a different way of implementing it and releases under their own name/concept/whatever then I'd be happy with that! Peace.
  13. Contractpack: Dawn of the Space Age (aka: KSP Campaign) I'm new to mods, so be kind. I play KSP already for a longtime and like the game very much but I think the game lacks a good mission structure. I think you are send to quickly to other planets, whereby you mostly lack the technology/science or you have to make ridicules multi biome missions sending kerbals on the first rocketish vessel to minmus. I like a more realistic approach where some sort of caution and care for kerbals is present, more robotic exploration before we send the kerbals (although Jebediah will probably challenge this ). Also I like a more structured approach like they also do in real life (Mercury to Gemini to Apollo, etc) Anyway, because im not a modder and could not find (at the time) something that filled my wish, I use (quite long already) a spreadsheet and prebuild roadmap beside KSP to track my progress and future mission plans (also documenting rocket design states and kerbal mission records) . Currently im slowly working to make a contractpack based on the spreadsheet. Download: Beta version 0.1 for download: https://github.com/KSPJack/Dawn-of-the-Space-Age/releases/tag/DotSA_vB01 Still a rough version, a lot of polishing must be done. Issues tracker: To report issues: https://github.com/KSPJack/Dawn-of-the-Space-Age/issues Changelog: Planned for next release: Mods: You need Contract Configurator to use the contract pack: http://forum.kerbalspaceprogram.com/index.php?/topic/91625-105-contract-configurator-v1931-2016-01-11/ Recomended : SETI unmanned before manned (or an other mod with same goal): http://forum.kerbalspaceprogram.com/index.php?/topic/95645-105-seti-unmanned-before-manned-patreon/ RemoteTech: http://forum.kerbalspaceprogram.com/index.php?/topic/75245-105-remotetech-v169-2015-11-10/ SCANsat: http://forum.kerbalspaceprogram.com/index.php?/topic/72679-105-scansat-v145-real-scanning-real-science-at-warp-speed-december-22/ Credits: Nightingale - for Contract Configurator! Campaign mission roadmap: Preview picture of some completed test missions (with typos ): Program description: Note: not al programs included yet, see roadmap for all missions and future plans. Note: [R] = mission can be repeated. Dawn Program Main objective First rocket development and early robotic space exploration Preconditions to start program None Program Description The Dawn missions are the first rocketry steps made by the Kerbals. After Wernher von Kerman researched the first rocker parts, we are eager to see what we can do with them. The goal of the program is to get a basic idea how to design and create rockets. Also we would like to get the first looks into space to see how it is up there. Missions Dawn-1 ; unmanned rocket test reaching 15km Dawn-2 ; unmanned rocket test reaching 40km Dawn-3 ; first unmanned sub orbital flight Dawn-4 ; unmanned sub orbital flight with a safe return and landing Dawn-5 ; first unmanned orbital flight Dawn-6 ; unmanned orbital flight, sending science back from low orbit Dawn-7 ; unmanned orbital flight, sending science back from high orbit Dawn-8 ; unmanned orbital flight, bringing science back to Kerbin Eagle Program Main objective Airplane development Preconditions to start program None Program Description The Eagle missions are the first steps made by the Kerbals to atmospheric flight. Wernher von Kerman is not really interested in this project but others see it as a necessary project for future developments in space flight. Jebdiah can’t wait to get in this “planes” to get into to sky. Missions Eagle-1 ; Make a test flight at 2.500m and land safely at the KSC Eagle-2 ; Make a test flight at 5.000m and land safely at the KSC Eagle-3 ; Make a test flight at 10.000m and land safely at the KSC Eagle-4 ; Make a high altitude test flight at 20.000m and land safely at the KSC Exer Program Main objective Kerbalnaut training Preconditions to start program Complete the Eagle-1 mission Program Description Missions for Kerbalnaut training to get some base experience, Missions Exer-1 ; Trainingsflight at 2.500m Falcon Program Main objective Airplane speed tests Preconditions to start program Complete the Eagle-1 mission Program Description The Falcon missions has two origins, first the desire of Jebediah to go faster and faster and the second the concerns of the technicians about breaking the “sound” barrier. To successfully develop a space plane we need to know what will happen at high speed Mission overview Falcon-1 ; Make a test flight at Mach 1 (341m/s) and land safely at the KSC Falcon-2 ; Make a test flight at Mach 2 (682m/s) and land safely at the KSC Falcon-3 ; Make a test flight at Mach 3 (1023m/s) and land safely at the KSC Falcon-4 ; Make a test flight at Mach 4 (1364m/s) and land safely at the KSC Aura Program Main objective Manned rocket development and First manned orbital flight Preconditions to start program Complete the dawn program Program Description After the success of the Dawn missions our next goal is to get a kerbal into space. We need a heavier rocket for it and test it to make sure its safe. Werner has some great idea for a rocket powered escape system and Jebediah loves it. Missions Aura-1 ; unmanned (but with a capsule) sub orbital test flight with a safe return and landing. Aura-2 ; unmanned (but with a capsule) orbital test flight with a safe return and landing. Aura-3 ; Launch Escape System Test Aura-4; first manned sub orbital flight with a safe return and landing. Aura-5; first manned low orbital flight with a safe return and landing. Aura-6; first manned high orbital flight with a safe return and landing. Gaia Program Main objective Mapping Kerbin Preconditions to start program Complete the dawn program Program Description After the science we gathered with the dawn missions we want to make a map of Kerbin to see how it really looks. Some people say there’s more water than land, we need to get a clear answer. Missions Gaia-LR ; Make a Low Resolution Radar Altimetry scan of kerbin Gaia-HR ; Make a High Resolution Radar Altimetry scan of kerbin Gaia-BA ; Make a Biome and Anomaly scan of kerbin Muna Program Main objective Robotic exploration of the Mun Preconditions to start program Complete the dawn program Program Description After we gathered some science from around Kerbin we are curious about our neighbor, a lot of speculation is going on that there might be other life forms over there. We just need to find out, because we don’t know what to expect we want to send some robotic probes to investigate the Mun. Who know what we will discover. Missions Luna-1 ; Make a high orbit fly-by Luna-2 ; Make a low orbit fly-by Luna-3 ; Impact a probe on the surface Luna-4 [R]: Bring a probe in a high orbit and send science back Luna-5 [R]: Bring a probe in a low orbit and send science back Luna-6 : Make a Low Resolution Radar Altimetry scan of Kerbin Luna-7 [R]: Land a probe on the surface and send science back Luna-8 [R]: Land a probe on the surface and bring samples back to Kerbin Luna-9 : Make a High Resolution Radar Altimetry scan of the Mun Luna-10 : Make a Biome and Anomaly scan of Kerbin RCOM Program Main objective Establish a communication network for kerbin and deep space communication. Preconditions to start program Complete the Dawn-6 mission Program Description To successfully communicate with probes and manned flights without depend on brief communication windows we need some sort of relay communication satellites in orbit. Missions RCOM-KB[R] ; Bring a relay communication probe in orbit covering the Kerbin orbits RCOM-KBS[R] ; Bring a relay communication probe in orbit covering the Kerbin system RCOM-ED[R] ; Bring a relay communication probe in orbit covering Eve and Duna RCOM-DS[R] ; Bring a relay communication probe in orbit covering deep space AGIS Program Main objective Development of a space plane Preconditions to start program Complete the Eagle and Falcon Program, AGIS-5 and AGIS-6 can be done after completing the Gateway-1 mission. Program Description After the success achieved in the Eagle and Falcon program we are confident we can develop a space plane. Although Werner is still skeptical and prefer rockets above planes he also see the benefits of controlled vehicle. Missions AGIS-1 ; Unmanned suborbital testflight and return with a safe landing at the KSC. AGIS-2 ; Unmanned orbital testflight and return with a safe landing at the KSC. AGIS-3 ; Manned orbital testflight and return with a safe landing at the KSC. AGIS-4[R] ; Bring a satellite in orbit and return with a safe landing at the KSC. AGIS-5[R] ; Bring a new crew to the Gateway Station and return with a safe landing at the KSC. AGIS-6[R] ; Bring a supplies to the Gateway Station and return with a safe landing at the KSC. CRONUS Program Main objective Manned endurance tests Preconditions to start program Complete the Aura program Program Description To further study the effect off space on the kerbalnauts body we need to perform some endurance test in space. Missions Cronus-1 ; Manned 5 day orbital testflight Cronus-2 ; Manned 10 day orbital testflight Cronus-3 ; Manned 20 day orbital testflight Cronus-4 ; Manned 40 day orbital testflight RECON Program Main objective Orbital maneuver tests Preconditions to start program Complete the Aura program Program Description To make further space exploration and construction possible we need to exercise orbital maneuvers and test if they are possible. Missions Recon-1 ; Perform an EVA Recon-2 ; Perform a rendezvous with a probe Recon-3 ; Perform a rendezvous with a manned capsule Recon-4 ; Perform a rendezvous and dock with a manned capsule MORE PROGRAM DESCRIPTIONS WILL FOLLOW, see roadmap above for complete program overview.
  14. Hi, I'm nightingale. Some of you may know me (I make a couple of mods...). If you don't, then there's a good chance that means you don't play career in KSP - which is what most of my mods deal with. I started modding back in 0.24 because career mode just wasn't quite what I wanted it to be and creating contracts was way more difficult that I thought it should be (hence the creation of Contract Configurator). I've always had lots and lots of plans for what I want to do mod into KSP, most of which just bounce around in my head. I wanted a place to document and share some of those plans with you (and in some cases, give you guys the chance to influence the direction of stuff). Sort of along the same lines as what I was doing while Strategia was in development, but on a bigger scale. First, a Word From Our Sponsors Before I get into the fun stuff, I need to talk a little bit about Patreon. I'm on Patron! Really, there isn't much to say about that isn't already said on my Patreon page, so go visit there, and have a read through it (even if you're not interested in contributing): Planned Modding Work So here's my current high level plan for what I'm going to build in order of priority. Of course, these priorities will change at a whim. Contract Configurator: Contract Generation & Mission Control overhaul Currently Secret Contract Pack Science System Overhaul Mod Story Based Contract Pack Kerbal Golf That's all for now! Make sure to follow this thread, as I'll be providing updates to the items above as I'm working on them.
  15. Contracts for RemoteTech, built using Contract Configurator! Description This is a Contract Pack for the popular RemoteTech mod. Note that I am not affiliated with the Remote Technologies Group, but think the work they do is awesome! There are 14 one-time contracts included in the pack of varying difficulty. Here's a peek at what some of the contracts look like: Download CKAN: In CKAN, Select and download the mod "Contract Pack: RemoteTech" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. RemoteTech is a required dependency and can be downloaded from the RemoteTech release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The RemoteTech Contract Pack can be downloaded from GitHub. Source The full source is available on GitHub. Change Log Note for Existing RemoteTech Saves If you are installing this on an existing save with RemoteTech, the contracts will work - but the coverage system will need about two minutes either in flight or in the tracking station to fully initialize. Until then it will assume 0% coverage of all bodies - which means that the contracts offered may not be the ones you expected. New saves are not affected. License The RemoteTech Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  16. Welcome To The Clever Sats Development Thread (Marketing) Clever Sats is a contract pack for Contract Configurator aimed at improving the stock satellite contracts. Contracts added by the pack are intended to improve the realism replayabilty and depth of satellite contracts. ^Clever Sats's New Logo^ Tired of satellite contracts asking for the same thing over and over again with no end insight? Finding that launching satellites feels pointless? Unrealistic orbits annoying the space nerd in you? Try Clever Sats for some realism replayabilty and depth in your satellite contracts! [Clever Sats Github] Development "Continued" by @Mark Kerbin and @VaPaL with permission from @severedsolo Future Development Plans; This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =) Less colorful tho. [Roadmap On Github] Info/Key; (P) This is planned but not necessarily going to happen (T) This is in testing (D) This is ready for next release (R) Planned And Required For Release (TBD) Planned Feature But Not Currently Worked On Rewards are marked based on the "level" of funds and rep. This is for comparisons sake. Plans; Contract Types (R) Generic (T) Rewards: 1 fund : 1 reputation Launch generic satellite into a generic orbit - very common Weather (T) Rewards: 3 fund : 3 reputation Launch a weather satellite into keostationary orbit Mass Cap = 3t Uncommon Launch a weather satellite into polar orbit Mass Cap = 3t Rare Satellites must be above a certain region Spy (T) Rewards: 4 fund : 2 reputation Launch a spy satellite into keostationary/tundra/kolniya orbit Mass Cap = 5t Very Rare Communication (T) Rewards: 3 fund : 3 reputation Launch a communication satellite (3-5t) into keostationary orbit Mass Cap = 3-5t Common Launch a communication satellite (3-5t) into tundra orbit Mass Cap = 3-5t Uncommon - Rare Satellites must be above a certain region and have a relay antenna Observation (R) Rewards: 2 fund : 3 reputation : 2 science Launch a Kerbin observation satellite into polar orbit Common Miniaturized (T) Rewards: 1 fund : 2 reputation Launch a cub/mini/micro satellite (500-100kg) into generic orbit Mass Cap = 500-1000kg Common Multiple satellites per launch per launch (could be a bonus parameter) Science (T) Rewards: 3 fund : 3 reputation : 3 science (body dependent) Launch a science probe to another body (Mun, Duna...) Uncommon The idea is to give science points even when there are no more to be collected Survey (R) Rewards: 2 fund : 1 reputation Launch satellite equipped with scanner into a LKO generic orbit Uncommon Navigational (T) Rewards: 5 fund : 4 reputation Launch a navigational constellation Size = 24-27 Satellites Max Completed = 2 Rare Multiple contracts, one for each orbit inclination in the constellation Move (R) Rewards: (?) fund : (?) reputation : (?) science Move a satellite to a new orbit (within reason if possible) Uncommon Only launched by this pack contracts Excluding Weather Spy Communication Navigational Investigate (R) Rewards: 2 fund : 1 reputation Investigate a malfunctioning satellite (only manned?) Uncommon Decommission (R) Rewards: 1 fund : 1 reputation Decommission a science probe outside Kerbin system by crashing it into a sterile body Mission Time = 5+ Years Rare Decommission a science probe inside Kerin system by deorbiting it Rare Decommission a satellite (in LKO/MKO) by deorbiting it Common Decommission a satellite (in HKO) by moving it to a graveyard orbit Common Licensing Clever Sats 1.5(?) + licensed under MIT @Mark Kerbin & @VaPaL Clever Sats 1.4 & prior versions licensed under CC-BY-NC-SA 4.0 @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin and @VaPaL with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Clever Sats pack.
  17. Contract Pack: Bases and Stations Continued This is an update to severedsolo's fantastic Bases and Stations contract pack since they have stopped supporting it. Original thread: http://forum.kerbalspaceprogram.com/index.php?/topic/102390-122-contract-pack-bases-and-stations-361-30042017-formerly-kerbin-space-station/& I plan to add a few more features and try to fix some of the lingering bugs, please let me know if there's anything specific you want me to add! Introduction A complete overhaul of the stock Space Station and Base missions. Featuring no fewer than 15(!) extra missions for your stations/bases when they are in orbit. Also stops continuous "build a new space station" or "build a new base" missions. You'll only be asked to build one if there isn't one already on that celestial body. The Pack This pack will completely disable the stock space station (and build a base) missions, and replace them with my own flavour of missions: The Missions Additional Mods that are required or supported by Bases and Stations. (that isn't to say other mods won't work, but these are the ones that B&S is specifically aware of). Contract Configurator by nightingale - available here - REQUIRED DEPENDENCY Module Manager by sarbian - available here - REQUIRED DEPENDENCY StationScienceContinued by ethernet and tomf is highly recommended because it's one of my favourite mods and the pack is specifically written with it in mind. It is available here NearFutureElectric available here TAC Life Support available here USI Life Support available here IFI Life Support available here Kopernicus Support available here Contract Pack: Tourism Plus by nightingale is also recommended The Legal Bit This pack is licensed under MIT License It also contains elements of CosmoBro's Base Construction pack (with permission) which is licensed under MIT License (see below). I have sublicensed this under CC-BY-SA-NC 4.0. Contract Configurator is licensed under MIT License. Mini-AVC is licensed under GNU General Public License v3 Thanks/Credits Massive thanks to Nightingale for all your help, and Contract Configurator - without which this would not be possible. Thanks to metl for your time, patience and massive amounts of code contributed to this project. Thanks to CosmoBro for allowing me to take over Base Construction Agent Flag by Dale Humphries on www.flaticon.com and is licensed under CC-BY 3.0 Thanks to severedsolo for the original creation of this pack Known Issues Possible problem with vessel definitions. More Data needed. Please see this post if you can help. ScienceExperimentModule may require a scene change before it will complete once you recover the science at KSC. This is a minor enough issue that I let it through the net. I think it's a CC bug and nightingale is investigating. Life Support checking is... sloppy to say the least. Don't rely on the pack telling you to send up a crew only when you have LS on board. Check first (working on this) Planned Features Installation CKAN Download: https://github.com/LemonSkin/KerbinSpaceStation/releases
  18. Still working fine for 1.3 Initial release of the revamped, scaled down, Additional Progression Contracts mod. This is a replacement for my old "Advanced Progression Contracts" mod, since most of the contracts in it were merged into the base game by Squad. DOWNLOAD Requires Contract Configurator 1.15 or higher. Contracts included on launch: Send the first probe to another planet. Send the first manned flyby of another planet (and return). Send the first manned landing on another planet (and return). Land a rover on the Mun. Land a rover on Minmus. Land a rover on another planet. Perform an EVA in Solar orbit. Future plans: More contracts itemized for planet moons. Jool-system specific contracts (Jool 5 challenge, etc). Repeatable "send a probe to X planet" generic contracts - the ones in stock are often a bit too specific, and don't usually help career-mode missions get funding. Unmanned probe sample-return missions (to Mun, planets, etc) More stuff to do with rovers - distance records, etc (as soon as I get the contract scripting logic for it to work correctly) In-atmosphere aircraft circumnavigation. (as soon as I get the contract scripting logic for it to work correctly) Ideas people suggest/request Released under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  19. Attention: This thread is now outdated. Kerbal Academy is now maintained by @Mark Kerbin - new thread here: Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enrol your Kerbonauts in the Kerbal Academy today! What does this do? Simply put, it's a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. So, to give you an example, the Pilot training scheme will make your Pilots learn to change orbital inclination, how to do flyby's of various bodies. Scientists will have to go out and, you know, actually collect science. Only after they have demonstrated their skills in their field will experience be awarded. One thing to note: This is not a contract pack in the conventional sense of "do this and get paid". This will cost you funds. To be precise, you will have to pay (approximately) 100k (on normal - scales with difficulty level) for each level advanced using this pack. Why you ask? Well, most of these contracts can be completed without leaving the Kerbin system, and I felt there needed to be a trade-off. Besides, it's not like Funds are a problem in Career anyway. Available Missions: Known Issues/Workarounds Other Stuff This contract pack will disable the stock rescue missions by default, as they are a horribly cheaty way to get new kerbals perfectly valid player choice, if you like that sort of thing, and this pack already provides a way to recruit new kerbals cheaply. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. In order for Engineers to advance through the program, vehicles must be marked properly. So a lander (with legs) should be marked as a lander (by clicking rename vessel in the flight scene), stuff with wheels should be a rover, and stations and bases should be marked as such. If you don't do this, you won't see any Engineering contracts offered. Licensing Versions of Kerbal Academy prior to 1.1.7 licensed under CC-BY-NC-SA 4.0 Kerbal Academy 1.1.7 licensed under MIT Download Highly recommended you grab through CKAN (where available) However, if you insist on installing manually you will need: Contract Configurator Kerbal Academy Pack Acknowlegments @nightingale as ever for his tireless work on Contract Configurator (you rock!) My wife for creating the Kerbal Academy flag for me.
  20. I believe it is ContractConfigurator but during flights (usually when i have a running contract), Green info text show AP, PE, Orbital Period and biome will appear in the middle of the screen...If anyone knows how to disable this that would be great
  21. WARNING: This not just a contract pack! It is a totally different way to play career mode. Do not install this on a currently-running career, or uninstall it once installed; I'm not sure what would happen. But if you DO try it, tell me what happens WARNING: This is an alpha release! What does that mean? It means if it screws up your career game, it's not my fault . Please report it but do not expect sympathy, only thanks for the bug report. You should NEVER install this and use it on a current career anyway, even when it's considered a solid release. This is for advanced users who want to modify some of the core gameplay mechanics of Kerbal Space Program's career mode. DESCRIPTION: This contract pack does 3 things: Screws up R&D to the point where you can't use it. Science - therefore - is meaningless in your career. You can ignore it, convert it via a Strategy, or whatever. Adds one contract per part, the cost of which is relative to the part's cost and the reward of which is the use of the part. There is no part testing, no going to Moho or traveling 1500m/s. No right clicking. You take a contract, pay the up-front cost, and get the part. Easy peasy. (You don't notice this in-game, but will see its effects) Sets up each part in it's own hidden tech tree node. This means you don't get to - or have to - unlock a set of parts. You only unlock those parts you need. For many of us, this could significantly lessen the visible parts while building in the VAB. Never use that micronode? Don't take the contract. Ever. It'll never show up in your list. NOTES: The basic starter parts are still available from the start. You gotta have SOMETHING to attach your test parts to! You should turn negative funds ON, or you may accidentally cheat by accepting a contract you can't pay for! The first time you load Mission Control the game may pause as it generates over 200 contracts, one for each part. It will be much quicker from that point on. You pretty much MUST use the new "All" tab that Contract Configurator provides. The Available tab will be way too crowded whenever you have a lot of money. If you have a low resolution, you may have to scroll to see all contracts even when everything is collapsed. There's not much I can do about this. Ironically, this was better before they added the new part categories. DOWNLOAD: Spacedock GitHub INSTALLATION: Within the install zip file is a GameData folder. Within that folder is a ContractPacks folder. Within THAT folder is a PartsUnlimited folder. Put that folder in your KSP GameData\ContractPacks folder that you got when you installed ContractConfigurator. See Requirements below. REQUIREMENTS: Contract Configurator (This is a set of configs for that mod, after all) Module Manager (but what doesn't these days?) COMPATIBILITY: This mod will hopefully be compatible with most if not all other part mods. I tested it quickly with KIS and it seems to work just fine. It may have trouble with any procedural parts mods that unlock size upgrades incrementally, but honestly I don't know how those mods work and don't use them. I'd love to know if they work or not, and if they don't work I'll see what I can do. CHANGELOG: 0.1: Initial test release - missing only balancing of part costs, agency art, and descriptions. Any and all mods should be supported unless they add their own part categories (like Utilities, Pods, Aero, etc) BUGS: You can accept contracts in many situations when you don't have the available money to pay for them. This is outside of my control, but I'm releasing anyway because in KSP 1.2 you can enable "Allow Negative Funds" and your funds show up in red. In previous KSP versions, negative funds was an option but didn't display in red so were confusing. Contracts do not auto-complete in Mission Control. You must exit out, let them complete, and then to back in. It's clunky, but not too bad as you generally won't be taking more than a few of these contracts at a time. TO DO: Balance part costs. Right now most of the contract costs are 30 times the part's cost to unlock in the stock game. I think that'll be okay but I want to balance it between being able to unlock things super quick (which is bad) and slogging through endless missions to earn enough cash to unlock an I-beam (which is also bad). Let me know if you think costs should be higher or lower, and I'll be testing this myself. Part images in the contracts. I don't know if this is possible but if it is, I'll find a way to do it If it's not, I'm working on a "descriptive.cfg" to modify those parts with particularly uninformative descriptions, to better describe what part they are and what they do. To keep the number of contract folders down, I may combine certain categories, like say Payload and coupling with structural. I'm not sure yet if this would be better or worse. Opinions welcome. LICENSE: GNU GPL3. THANKS: To nightingale. Not only for making Contract Configurator and making countless changes to it to accommodate my inane requests, but also for endless patience in helping me understand his frighteningly configurable mod. DONATIONS I do not need donations, but if you want to contribute, please donate to SpaceDock:
  22. Contract Pack: Bases and Stations B&S is now maintained by @LemonSkin - please see the new thread: Introduction A complete overhaul of the stock Space Station and Base missions. Featuring no fewer than 15(!) extra missions for your stations/bases when they are in orbit. Also stops continuous "build a new space station" or "build a new base" missions. You'll only be asked to build one if there isn't one already on that celestial body. The Pack This pack will completely disable the stock space station (and build a base) missions, and replace them with my own flavour of missions: The Missions Additional Mods that are required or supported by Bases and Stations. (that isn't to say other mods won't work, but these are the ones that B&S is specifically aware of). Contract Configurator by nightingale - available here - REQUIRED DEPENDENCY Module Manager by sarbian (included in download, but also available here) - REQUIRED DEPENDENCY StationScience by ethernet is highly recommended because it's one of my favourite mods and the pack is specifically written with it in mind. It is available here NearFutureElectric available here TAC Life Support available here USI Life Support available here IFI Life Support available here Contract Pack: Tourism Plus by nightingale is also recommended The Legal Bit This pack is licensed under CC BY-SA-NC 4.0 It also contains elements of CosmoBro's Base Construction pack (with permission) which is licensed under MIT License (see below). I have sublicensed this under CC-BY-SA-NC 4.0. Contract Configurator is licensed under MIT License. Mini-AVC is licensed under GNU General Public License v3 Thanks/Credits Massive thanks to Nightingale for all your help, and Contract Configurator - without which this would not be possible. Thanks to metl for your time, patience and massive amounts of code contributed to this project. Thanks to CosmoBro for allowing me to take over Base Construction Agent Flag by Dale Humphries on www.flaticon.com and is licensed under CC-BY 3.0 Known Issues Possible problem with vessel definitions. More Data needed. Please see this post if you can help. ScienceExperimentModule may require a scene change before it will complete once you recover the science at KSC. This is a minor enough issue that I let it through the net. I think it's a CC bug and nightingale is investigating. Life Support checking is... sloppy to say the least. Don't rely on the pack telling you to send up a crew only when you have LS on board. Check first (working on this) Planned Features .Changelog Installation I highly recommend you download from CKAN - however, if you really insist on installing manually, see the link below, and grab Contract Configurator and Module Manager from the Dependencies section. Download: https://github.com/severedsolo/KerbinSpaceStation/releases Source: https://github.com/severedsolo/KerbinSpaceStation/releases
  23. Activated Subassemblies: Engines & BDArmory The goal of this mod is to streamline the creation of crafts for Contract Configurator contract packs. Normally, when crafts are created for contract pack the author has to go through each .craft file and set engine staging & ignition values to true to get crafts engines to activate when spawned by a mission. If authors want their crafts to take off & fly autonomously they will need edit their .craft files to set the pilot activation value to true. If the author wants their crafts to attack other crafts of a different team, .craft files will need to be edited so that Guard Mode is set to true. This mod allows authors to build crafts from scratch using these activated subassemblies so that they don't have to do any craft file editing outside of the game. There are 3 different variants of this mod: Activated Subassemblies: Engines: Stock engine subassemblies that have been pre-staged and pre-ignited. Requirements: None Download on SpaceDock & CKAN: https://spacedock.info/mod/1376/Activated Subassemblies: Engines Activated Subassemblies: BDArmory: BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1377/Activated Subassemblies: BDArmory Activated Subassemblies: Engines & BDArmory: Stock engine subassemblies that have been pre-staged and pre-ignited & BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1378/Activated Subassemblies: Engines %26 BDArmory Installation: 1) Download one of the 3 variants 2) Extract zip file 3) Drop the saves folder from the extracted zip file into the KSP installation directory. 4) Use the activated_bdarmory, activated_engines or activated_engines_bdarmory sandbox game save to access the subassemblies. 5) Alternatively, copy the Subassemblies folder within the installed game save into your own existing game save folder to access the subassemblies. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ Let me know if there's any additional parts that people would like activated and add to this download.
  24. As I am playing on a low-end laptop, I'm pressed to minimize the number of parts on my vessels. In a lot of cases I simply edit config files to make parts "denser" (for example, more weight, cost, and electric charge on batteries) instead of spamming the same parts, but fiddling with crew capacity causes issues. I need a low part count solution to building craft with 50-100 crew capacity for completing the TourismPlus hotel and casino contracts, and for transporting dozens of tourists to them without loading in 600 parts during docking. Ideally, I would like some 2.5m parts with 10+ crew capacity and some 3.75m parts with similar capacity. The Mk3 crew container obviously fits these parameters, but I would like something that fits into the other form factors. Edit: I'm specifically looking for parts mods that are compatible with 1.1.3, although advice on config editing is also 100% welcome.
  25. Hello, I recently installed Realism Overhaul onto KSP 1.1.3. It has been fully functional and I decided to add RP-0 to utilize Career Mode. When I start a new career mode and enter mission control. There are contracts available. I select the contracts, exit mission control. They appear under the contracts tab. I then enter the VAB or SPH and the contract tab wipes itself. I have searched through the KSP log and could not find a blatant issue. Mind you I don't fully understand the log. Any help is much appreciated!
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