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[WIP][Beta][1.0.4]Contract Pack: Base Construction


CosmoBro

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Now it has a release----LINK

Well I'm starting to create a Contract Configurator Contract Pack for base construction with various stages since I haven't seen nothing like this. If someone don't like the name this project es open right now so any request or suggestion es welcome.

For now this CP supports : TACLS, IFILS, USILS, KAS and MKS. Since the base doesn't have to dock with the other parts just land very close to the base core, MKS proximity logistics are supported and KAS too. Now it also support SCANSat for the scanning contract.

This uses a new sistem for letting the player choose where to build the base. I mean to choose the Celestial Body with the Scanning contract. The player just need to orbit the Celestial Body he wants and there is ready, all the base is going to be build there.

Also this is fully compatible with planet packs such as RSS and Outer Planets.

Here is a github link for the source. All vessels listed as Bases are going to be affected by the Manteinance contracts.

Beta v0.0.3 download

Please Test and report anything weird also check the balance from the contracts.

Contract Configurator (min. v.1.5.0)

Contract Configurator is licensed under the MIT License.

Module Manager (min. v.2.6.5)

Module Manager is licensed under the CC share-alike license

//Create Contracts

1. Scan for a suitable location for the new Base: Choose a body for the new base

2.Land a rover on the choosen body

3.Base Creation on choosen body: A simple base created on the choosen body

4. Base Population: Put kerbals on the base(just appears if there aren't kerbals on the base

5.Science Expansion for the choosen body Base: Put a science lab near the base

6.Crew Expansion for the choosen body base: Add extra crew space to the base

**Repeat 2 times** All Base Create Contracts

//Manteinance Contracts

7.Do a supply run to the choosen body Base.(It'll only appear if you have TACLS,USILS or IFILS): Bring food down to the base

8.Life Support Expansion for the Base: (It'll only appear if you have TACLS or USILS): Add some LS converters

9.Do a crew rotation to the Base: Just take 2 kerbals from the base and put another 2 there

Extra

10.Medical Emergency on board the Base(thanks to severedsolo for this one): Evacuate a kerbal from the base

Planned features:

-Release

-Check Balance

-More Contracts

License

This is released with the MIT License

Edited by CosmoBro
0.0.3
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This sounds pretty cool! A few questions (some for my own curiosity, some are the questions that I ask myself when doing my own contract packs):

  1. What will make it different/better than the stock "base" contracts?
  2. Any inspiration from the KSS contract pack? (I'd say that severedsolo has done a very good job on that one)
  3. Are you planning on supporting/requirement any mods? MKS almost seems like a must for base building. EL is another one that could play nicely into this.
  4. What are your thoughts on ISRU/mining? Karbonite support could be an interesting thing too (ie. another reason for doing bases).
  5. Will the contracts jump straight into base building, or will there be contracts to do surveys to set up (might only make sense if there's stuff like MKS in play).

Oh, and totally unrelated to the questions above, but I just thought of a neat mechanic for supporting the player choosing where to build the base - have Any parameter wrapping a whole bunch of parameters for different bodies for putting a scanner (or something else) in orbit. Then when the one for the given body is complete, you can save that scanner vessel (or save an expression value, or something) for use in future contracts for determining the body. Might not work 100%, but just an idea at this point.

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This does sound very similar to what I tried to achieve with KSS, especially in the early days. If you need any help give me a shout! I've probably ran into alot of the issues you're about to. I was looking at base missions to, but I couldn't think how to get around the fact that it's verydifficult to dock on the ground.

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This sounds pretty cool! A few questions (some for my own curiosity, some are the questions that I ask myself when doing my own contract packs):

  1. What will make it different/better than the stock "base" contracts?
  2. Any inspiration from the KSS contract pack? (I'd say that severedsolo has done a very good job on that one)
  3. Are you planning on supporting/requirement any mods? MKS almost seems like a must for base building. EL is another one that could play nicely into this.
  4. What are your thoughts on ISRU/mining? Karbonite support could be an interesting thing too (ie. another reason for doing bases).
  5. Will the contracts jump straight into base building, or will there be contracts to do surveys to set up (might only make sense if there's stuff like MKS in play).

Oh, and totally unrelated to the questions above, but I just thought of a neat mechanic for supporting the player choosing where to build the base - have Any parameter wrapping a whole bunch of parameters for different bodies for putting a scanner (or something else) in orbit. Then when the one for the given body is complete, you can save that scanner vessel (or save an expression value, or something) for use in future contracts for determining the body. Might not work 100%, but just an idea at this point.

Well I'm trying to do it with no mods but I think it would be great with MKS. Also I'm planing to make orbital scanning for mining before the base construction (maybe with SCANSat?) and then a rover to found a flat place and after that start adding modules to the base, resupply missions, maybe visitors and for the last part mining.

And yes my inspiration came a lot from KSS contract pack. And from a request.

This does sound very similar to what I tried to achieve with KSS, especially in the early days. If you need any help give me a shout! I've probably ran into alot of the issues you're about to. I was looking at base missions to, but I couldn't think how to get around the fact that it's verydifficult to dock on the ground.

Thanks severedsolo love your work on the KSS CP and with SCANSat lite and I am thinking that maybe MKS optionally and KAS for the MKS FlexOtubes might help for ground docking

Edited by CosmoBro
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Thanks severedsolo love your work on the KSS CP and with SCANSat lite and I am thinking that maybe MKS optionally and KAS for the MKS FlexOtubes might help for ground docking

Just be careful the way you set up the contracts if you're going to support MKS, because it has something called "proximity logistics" that allow it to automagically transfer resources between different MKS vessels within range. So a player can choose to set up their MKS "base" as a a bunch of MKS vessels that aren't all connected.

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Just be careful the way you set up the contracts if you're going to support MKS, because it has something called "proximity logistics" that allow it to automagically transfer resources between different MKS vessels within range. So a player can choose to set up their MKS "base" as a a bunch of MKS vessels that aren't all connected.

But the "proximity logistics" connections count as docked vessels or like what?

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But the "proximity logistics" connections count as docked vessels or like what?

It does not. Ive tested it :) If you do decide to go with MKS let me know, ive pretty much completed an MKS Contract pack , at least for the Kerbin SOI(almost sort of a Kolonization Tutorial via contracts) , id be happy to Cooperate with anything :)

I've only held off on releasing it since Roverdude announced the Mk. V Modules, (which completely change how the base starts :P) So its gonna totally change around my contract orders LOL

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It does not. Ive tested it :) If you do decide to go with MKS let me know, ive pretty much completed an MKS Contract pack , at least for the Kerbin SOI(almost sort of a Kolonization Tutorial via contracts) , id be happy to Cooperate with anything :)

I've only held off on releasing it since Roverdude announced the Mk. V Modules, (which completely change how the base starts :P) So its gonna totally change around my contract orders LOL

Oh ok can you send me a pm with some of your contracts to see how do you make it?:D

And RoverDude that look nice:D

Edited by CosmoBro
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Are you looking to make the player create specific bases and use ContractVesselTracker to generate missions for your bases, or do you want it to be all bases that the player creates?

If it's the former, I have a couple of missions from KSS that I could easily modify to work for your pack. (if you are willing of course). For example, Emergency medical evac, literally would just need to change the vessel name its looking for, and it would work.

If all bases, I'll remove the Base stuff from my KSS lite pack I'm working on.

I thought of a good idea for Base crew rotations: you could use expressions to look for (say) 2-3 random kerbals from the Base, and make sure the player returns them to kerbin before the contract will complete.

I'm very interested in this! I think bases in stock are a bit rubbish.

Edited by severedsolo
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Are you looking to make the player create specific bases and use ContractVesselTracker to generate missions for your bases, or do you want it to be all bases that the player creates?

If it's the former, I have a couple of missions from KSS that I could easily modify to work for your pack. (if you are willing of course). For example, Emergency medical evac, literally would just need to change the vessel name its looking for, and it would work.

If all bases, I'll remove the Base stuff from my KSS lite pack I'm working on.

I thought of a good idea for Base crew rotations: you could use expressions to look for (say) 2-3 random kerbals from the Base, and make sure the player returns them to kerbin before the contract will complete.

I'm very interested in this! I think bases in stock are a bit rubbish.

Well thanks for the interest and I want that the player creates new bases and do resupply missions and stuff like that to all the complete bases even if they were created before the CP was downloaded by looking for all the vessels listed as a base that's my idea

I'm using some of your contracts as a reference now but having those emergency evac contracts will be great

And obviously some crew rotation and I have even thought on tourist visiting the base but that is still a idea

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As far as mods go, I would think that Kerbal Attachment System (KAS) would be a must.

Yeah maybe but right now I'm planning just stock. that could change obviously. maybe with MKS, Karbonite or even EL.

Right now I'm figguring out how to support MKS maybe.

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Two ideas:

- A whole line of tourist contracts. Create a space hotel that can hold X number of tourists. Deliver tourists to a base. Pick tourists up from a base.

- Like the other "first time" contracts, you could do some for self-sufficiency.

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Two ideas:

- A whole line of tourist contracts. Create a space hotel that can hold X number of tourists. Deliver tourists to a base. Pick tourists up from a base.

- Like the other "first time" contracts, you could do some for self-sufficiency.

Ok the first idea is good but that is like another CP. it can be done like the stock stations that after the creation of the station anybody cares about them but i dont know maybe it'll work

I dont really understand the second idea:)

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I was thinking in a way to support MKS proximity logistics maybe if you land the first stage a waypoint is created for the the next contract so the player is obligated to land maybe like 200 meters near the base for the completiotion so the player doesn't need to dock. Is that possible?

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I'm on developing one of the last mun base contract:D I was thinking on when the contracts should appear? because i have made it for middle career and then the stock minning for now. The first contract appears when you have orbit the mun. After that the rover contract appears. The base contract appears when the docking node is unlocked. And when mining is unlocked a contract for mining appears to dock with the core base. After that ISRU. All contracts need prior one to be completed for appearing

what do you think about this order?

Also the base contracts doesn't require docking for now you just need to get very close to a waypoint that is on the base position so MKS proximity logistics are supported:)

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Ok the first idea is good but that is like another CP. it can be done like the stock stations that after the creation of the station anybody cares about them but i dont know maybe it'll work

I dont really understand the second idea:)

By self-sufficiency, I meant the base can mine/recycle it's own resources, even export them. I can see missions that guide you through a complex colonization game with mods like USI and TAC life support.

More ideas:

  • "Concerned citizens are worried about our life support supply missions sending Kerbin's air irreversibly into space. I'm sure the protesters will go home if we build a self-sufficient base." Build a base [on ____] that recycles 100% of its oxygen. Assemble it with no more than X units of oxygen. At least N kerbals must live there (stay within e.g. 5 km) for Y days without resupply or mining more oxygen. (Where Y days is set long enough that you have to recycle 100% of your oxygen to make it that long.)
  • A similar mission for each life support consumable, the final one for all of them. Protesters could say, "Eat the space program!" and "What will we eat at the movies if you send all of our Snacks into space?"
  • "The protestors are back! They say our Mun base has mined so much water, they can see the damage from Kerbin. We told them that those craters have always been there, but they're not satisfied." Make your existing Mun base self-sufficient. The quests continue until all your bases are abandoned or self-sufficient.
  • Another one: Hide your non-life support resource mining operations on the far side of Mun.
  • "A big breakthrough for Kerbin's land pioneers was realizing they didn't have to carry their own logs across the continent to build houses. We think we just made a similar breakthrough." Build a base with in-situ minerals with [list of Parts]. These parts must be made on [planet]. No more than X tons can be landed from Kerbin. (Needs Extraplanetary Launchpads.)
  • "Our scientists say we can mine oxygen on [planet]. I have no idea how you'd breathe rocks, but that's a problem for our engineers." Generate X units of oxygen on [planet]'s surface from ore [or rock-like community resources that can be turned into oxygen].
  • "Komercial aviation only really took off when we realized we could refuel planes instead of blowing them up each flight. Let's do the same thing with a rocket. Refuel it, that is." Land a craft on [planet] with less than 20% of the delta V to take off. Mine enough fuel to return it to low Kerbin orbit!
  • "Bottled water conglomerate Keslee realized they could charge absurd prices for Space Water. Build them a base on [planet] that produces X units of water per month." Further contracts could be to return said water. "Kerka Kola wants to enter the Space Water market. They think water from Laythe would have twice the psychotropic placebo of their competitors' Mun water." You can get similar contracts from Kudweizer, Kepsi, etc. You could string out this hilarious contract chain telling the story of the Space Water boom and bust... and the next venture, Space Air.
  • "Ice cream giant Koldstone Kreamery thinks the next great flavor can be found in space! Their flavor lab needs samples." Return them surface samples from each of Minmus ' biomes. Next mission, "Koldstone wants to send two of their flavor scientists to Minmus to investigate: How did nature make an entire moon so minty and sparkly?" Build them a research outpost with [instruments], host them for N months supervised by 1+ experienced Kerbalnaut then return them to Kerbin. On success, "Koldstone's food scientists have released a new flavor - Minmus Mint ." Next mission: After an expose and lawsuit revealed that Minmus Mint doesn't actually contain bits of Minmus, they need us to build a base that will mine them some." Build a base that produces N units of ore or minerals per month in the [biome] if Minmus. On success, "Our new Genuine Minmus Mint flavor tastes like sand, but marketing says it'll be a hit anyway. Thanks!"


    The korporate clients could give lots of funds but less reputation whereas the self-sufficiency/space environmentalist ones give science, lots of reputation and less funds (because sustainability is its own reward).
Edited by beabop
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Maybe a TACLS support and a self -sufficience expansion of the base. On the other ideas well that is like a whole new contract pack i'll take a look on maybe doing another CP but for now i'm only focussed on this one. If you really want this you could do it yourself it isn't hard so I recomend you to take a look into this and give me a shout if you start making it I could help you.

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Can base contracts only satisfy with parts docked or connected via KAS? Is it possible to check for distance, instead? Seems like ground bases should care about proximity more than being "docked."

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