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[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]


Volwen

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Kerbin on Fire (KoF) is a military themed contract pack.

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[Features]

Kerbin on Fire currently consists of 12 missions that occur within a ~120km radius of the KSC. Two of these missions are aerial combat, where you are approaching a target that is already in the air.

There are 2 types of aircraft with 3 and 6 variants for the player to use, if they are unable or unwilling to create their own in the space plane hangar.

The player is assumed to always be Team A. All enemies are Team B and will automatically fire at you if you are within their angle/range.

The current method used to spawn enemy aircraft above ground level is not perfect. They have no starting velocity, and there is currently no way to have them spawn with one.

Unless requested for future versions, the tech tree is unchanged. There is an additional optional mission offered to provide a boost of science and funds for a player.

[Requirements]

BDArmory

Contract Configurator

[Download]

Kerbalstuff

Extract .zip into \Kerbal Space Program\

The full path should be \Kerbal Space Program\GameData\ContractPacks\KoF

[Plans]

Future updates/plans include:

-Polishing

-More contracts

-More in-air contracts

-Space contracts

-More "Kreigslist" vessels

-Reward balancing

-Tech Tree tweaks

I will be changing contracts around to provide a "cleaner" experience. There are currently no failure conditions for missions. For example: if you are destroyed during an aerial combat mission and quit to space center, the enemy vessel is destroyed by the game for being in the atmosphere and you magically complete the contract. I want the player to be able to fail the contract, and start over by accepting the contract again. Be ready to quicksave/quickload if you want an honest experience.

I hope to be able to have a few contracts that are infinitely repeatable. It depends if I can figure out how to get enemies or packs of enemies to randomly choose one of several locations to spawn at.

[License]

Kerbin on Fire is licensed under CC-BY-NC-SA-4.0.

[Changelog]

07-25-15 Version 0.1 release.

Edited by Volwen
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Oh, and a quick recommendation on how you've packaged it - instead of having a KoF root folder in your zip with instructions to put it in GameData/ContractPacks, include the full GameData/ContractPacks/KoF path in your zip file. That'll reduce the frequency of bad installs (which cause contract agents to fail loading, which cause contracts to not be generated, which cause people to come to my thread for support ;)).

Oh and for CKAN, I'd recommend hosting your contract pack on KerbalStuff - you'll it automatically added to CKAN for "free" by doing that.

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Oh, and a quick recommendation on how you've packaged it - instead of having a KoF root folder in your zip with instructions to put it in GameData/ContractPacks, include the full GameData/ContractPacks/KoF path in your zip file. That'll reduce the frequency of bad installs (which cause contract agents to fail loading, which cause contracts to not be generated, which cause people to come to my thread for support ;)).

Oh and for CKAN, I'd recommend hosting your contract pack on KerbalStuff - you'll it automatically added to CKAN for "free" by doing that.

I hadn't thought of putting in the full path, I'll change it tonight as well as put it up on kerbalstuff.

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Oh, and a quick recommendation on how you've packaged it - instead of having a KoF root folder in your zip with instructions to put it in GameData/ContractPacks, include the full GameData/ContractPacks/KoF path in your zip file. That'll reduce the frequency of bad installs (which cause contract agents to fail loading, which cause contracts to not be generated, which cause people to come to my thread for support ;)).

I actually was having this exact problem. Upon closer reading in the original post, I figured out why none of the contracts were working. Granted, I haven't had the opportunity to test it yet and see if it is fixed.

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Thank you for all the work, I initial took one look at the cfg and realized this is not where my expertise lies and i'm going to play the .... out of this and hopefully give you some useful feedback.

1. Started a brand new career, and the first contract asked me to recover 'Volven' (Love the name!) I got confused because I'm thick and Volven was already in my Crew complex, however a second contract then appeared spawning him and a turret, which I then actioned and completed both contracts. Do you think expanding the description in the first contract to refer that this is completed by accepting another contract, as at the start of my career we only have two contract slots.

2. Is there a way to make that mysterious contract that gives you a billion science and cash a one time thing, I've declined it, but it comes back every now and again and I would be very upset to accidentally accept it. (I'm confident I could just delete that mission file, but if there was a tweak it would allow the process to feel a bit more seamless)

So far that's all I've done as I've a few more rungs to unlock in the tech ladder before I get my weapons and I would be much more interested in building my own crafts and have not tried your kreigslist ones.

My ideas:

1. I recall a rocket with translational thrusters in the Armoury pack which would be great for a contract asking you to shoot down satellites, debris, stations in space or on other orbital bodies.

2. Mission that requires larger aircraft, ie the contract parameters state that you must have a certain mass, or 4 engines, carry x no. of bombs and that the target is spawned 600k away. I would just like to build a larger bomber and want a contract to pay for it.

Thanks again.

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Thanks for the initial feedback.

I'm not sure why I decided to make the intro contracts a double mission. It will get changed eventually.

The mysterious contract can only be accepted once, I need to find a way to make it stop appearing if you decline it.

Both of your ideas are planned additions. Contracts will eventually be in space and the far reaches of kerbin. Specialty vehicles will be for a few missions, but I want the player to retain creative freedom.

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I must ask Two questions. How much time are you going to put into this? I don't want a mod like this to stop development, as it seems pretty awesome. two. Will there be "random contracts" like an attack the convoy that I could get infinitely on different planets, including modded ones? If so i'm sold. Good luck on development!

Edit: also, I could help on designing some enemy AI military crafts. I'm willing to make anything on a grand scale, I would probably do best with aircraft. I've also done a lot of ground vehicles in my past to.

Edited by Andrewx21
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I must ask Two questions. How much time are you going to put into this? I don't want a mod like this to stop development, as it seems pretty awesome. two. Will there be "random contracts" like an attack the convoy that I could get infinitely on different planets, including modded ones? If so i'm sold. Good luck on development!

Edit: also, I could help on designing some enemy AI military crafts. I'm willing to make anything on a grand scale, I would probably do best with aircraft. I've also done a lot of ground vehicles in my past to.

I intend on working on this mod for the foreseeable future. That being said I can't 100% promise that something won't come up that takes me away from it.

Randomized "infinite" contracts are planned in future updates. All missions are currently in a progressive order.

I suppose I could accept craft submissions, however the current hangup is finding decent locations and creating a variety for contracts.

Its more of a problem finding where to put them than actually inventing them.

Note that all crafts (with some leniency on player owned crafts) are created with low part count, weapon balance, "killability", stability and coolness in mind. An enemy aircraft that can outmaneuver and outgun you is a challenge but can be frustrating more than fun. The same goes for a pile of goalkeeper turrets.

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I intend on working on this mod for the foreseeable future. That being said I can't 100% promise that something won't come up that takes me away from it.

Randomized "infinite" contracts are planned in future updates. All missions are currently in a progressive order.

I suppose I could accept craft submissions, however the current hangup is finding decent locations and creating a variety for contracts.

Its more of a problem finding where to put them than actually inventing them.

Note that all crafts (with some leniency on player owned crafts) are created with low part count, weapon balance, "killability", stability and coolness in mind. An enemy aircraft that can outmaneuver and outgun you is a challenge but can be frustrating more than fun. The same goes for a pile of goalkeeper turrets.

I understand that real lifw is obviously still present and you never know, and as for crafts, ill keep an eye and see if or when you accept community craft. Thanks for the feedback, looking forward to the mod

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Just wanna give you a heads up that you list CC-BY-NC-SA-4.0 as the license for the mod in your thread and KerbalStuff page, but the license.txt file in the .zip says CC-BY-SA-2.0.

Edit: Also wanted to add, you currently have versions "0.1" and "v0.10", if your next release is "0.2" or "v0.2" CKAN will not properly catch the update (2 < 10) so either version accordingly, or drop us a line if you update the mod and don't see the update on CKAN.

Edited by plague006
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Just wanna give you a heads up that you list CC-BY-NC-SA-4.0 as the license for the mod in your thread and KerbalStuff page, but the license.txt file in the .zip says CC-BY-SA-2.0.

Edit: Also wanted to add, you currently have versions "0.1" and "v0.10", if your next release is "0.2" or "v0.2" CKAN will not properly catch the update (2 < 10) so either version accordingly, or drop us a line if you update the mod and don't see the update on CKAN.

Thanks for the heads up. I'll fix the license version.

The v0.1 vs v0.10 is from when I reuploaded the mod to include the full gamedata folder path. I'll change version numbers accordingly so that CKAN doesn't get confused.

Edited by Volwen
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Hey Volwen,

Enjoying this mission pack a lot! :) Thanks for making it.

One thing I noticed though: the ground targets at the airstrip and the "destroy this camp to the north" had their weapons managers disarmed. The moment I turned them on manually they started firing at m units right away, but up until that time I had encountered no resistance.

Is this something I need to enable manually for every emplacement or is it something you can change in the global settings for your mod?

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Hey Volwen,

Enjoying this mission pack a lot! :) Thanks for making it.

One thing I noticed though: the ground targets at the airstrip and the "destroy this camp to the north" had their weapons managers disarmed. The moment I turned them on manually they started firing at m units right away, but up until that time I had encountered no resistance.

Is this something I need to enable manually for every emplacement or is it something you can change in the global settings for your mod?

Thank you.

They are supposed to be enabled automatically. Its something that is specific to each craft file for the enemies. I'll have to look and see if I missed enabling those ones.

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Any idea when an update for this great mod will be available? I really like it. I haven't finished all the contracts yet.. but maybe you could have some enemy craft on other planets and moons? .... destroy the enemy base on the moon.. on duna ... etc. Raid an enemy cargo ship.... with or without escort... destroy the enemy space station.... stuff like that would be great too! Thanks for the great work.

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Hey Volwen, would you like to add some Space / Off-Kerbin Missions?

Eventually, yes.

Been working on a few things, but have just been playing the game lately. I'll get an update out by the end of the week I hope.

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