iamchairs Posted August 12, 2015 Share Posted August 12, 2015 (edited) StateFunding ~0.3.4 -------------------------- If upgrading from 0.1.0 to >= 0.2.0 please delete your save's statefunding.conf file at `saves/{your-save}/statefunding.conf`. # 0.3.4 Fix: Improve support for non-standard solar systems. [Thank You, Maeyanie] Fix: Base landed body check. [Thank You, JadeE1024] # 0.3.3 Fixed modulealias bug (incorrect file format) # 0.3.2 Packaged Properly # 0.3.1 Added module aliases to support more mods. Added fixed width for smaller resolutions. # 0.3.0 Added Rovers Added Space Stations Added Bases Mining Rigs and Science Labs exclude "Base" and "Station" types Updated StateFunding Hub Application Updated Descriptions # 0.2.6 Kerbals are considered stranded if they are out of fuel OR electric charge Kerbals aren't considered stranded until a 2 year grace period is up. The StateFunding Hub will show you how much time is left before a Kerbal becoms Stranded. Fixed duplicate app launcher bug # 0.2.5 Kerbals in a space station, base, or rover, wont be considered stranded # 0.2.4 Created Module Alias Config at data/modulealiases.settings to allow grouping similar modules together. This will let users add their mod's modules and avoid long if-else trees of edge cases. Updated Kill/Crash game events to be more predictable and accurate. Added Scrolling Views to StateFunding Hub. No more text overflow. # 0.2.3 Fatal Bug Fix # 0.2.2 Added 'data/government.settings' to allow editing/adding new governments Update GUI to use KSP GUISkin Made reviews quarterly and reduced review payout by 1/4th # 0.2.1 0.2.0 Incorrectly packaged # 0.2.0 Fixed Bugs Removed Unnecessary Assemblies Added SatelliteCoverage Modifier Added ScienceStation Modifier Added MiningRig Modifier Added "Stranded" Kerbal Modifier Added PO/SC Decay Added New Screens to StateFunding Hub StateFunding StateFunding is a Mod that tries to reward you for doing things you want to do. You can choose between two governments that have different play styles. Each quarter (106 Days) you will receive a review for that quarter and be paid out (or fined) depending on your performance. State Confidence (SC) / Public Opinion (PO) Your space program is tracked by both State Confidence (SC) and Public Opinion (PO). A combination of State Confidence and Public Opinion determines your funding for each quarter. Unlike Contracts, you can increase your SC and PO with permanent modifiers- or at least permanent while a condition is met. While SC and PO are equal when it comes to deciding your funding, depending on the government you choose, you will either receive more PO or SC for meeting a PO or SC condition. Public Opinion Modifiers Having Kerbals on Flights. Having Kerbals on a Space Station or Base. Having more Vessels docked with a Space Station or Base Having a Base with a Science Lab and/or Drill Having a Space Station with a Science Lab Having a Space Station landed on an astroid- additionally having a drill on that space station Having Rovers on other bodies Public Opinion Penalties Kerbals Die Kerbals are Stranded Kerbals are Left for Dead State Confidence Modifiers Having more Satellite coverage of a body Having Science Labs in orbit of bodies other than the Sun or landed on bodies other than the Home Planet Having Drills in orbit of bodies (landed on an astroid) or landed on bodies other than the Home Planet Having more Fuel on a Space Station / Base Having more Ore on a Space Station / Base Having higher Crew Capacity on a Space Station / Base Having more Docking Ports on a Space Station / Base Having a Science Lab on a Space Station / Base Having a Drill on a Base Having a Drill on a Space Station that is landed on an astroid Static Confidence Penalties Destroying Vessels Customization / Mod Support To add/modify governments. Update the contents of `GameData/StateFunding/data/governments.settings`. Many checks involve checking if a vessel has a module. For example, to see if a vessel has autonomous command, it checks for a ModuleSAS module on the Vessel. Since Mods have their own module names for similar types (i.e. RT's "ModuleSPU"), there is an aliases file mapping an alias to a set of similar Modules. You can update the aliases by changing the `GameData/StateFunding/data/modulealiases.settings` file. Github Source: https://github.com/iamchairs/StateFunding KerbalStuff Download: https://kerbalstuff.com/mod/1069/State%20Funding Edited February 11, 2016 by iamchairs New Minor Link to comment Share on other sites More sharing options...
ABZB Posted August 12, 2015 Share Posted August 12, 2015 (edited) Love it!One problem - none of my satellites are being detected as such. I *think* this is either due to my using Kopernicus, which I doubt as all the extra planets are listed in order (although the list spills over the end of the window, and is therefore kind of unreadable) or RemoteTech - are you detecting antennae by the stock module? if that is the case, could you add in an or-check for 'ModuleRTAntenna'?Thanks!EDIT:Found the problem - submitted a pull request on Github with a fix. Edited August 12, 2015 by ABZB Link to comment Share on other sites More sharing options...
Vandros Posted August 12, 2015 Share Posted August 12, 2015 This looks really nice! Will be trying this out tonight, really great that you made this so customisable. Link to comment Share on other sites More sharing options...
Wiseman Posted August 12, 2015 Share Posted August 12, 2015 Ominous backlit individual making demands, an emphasis on rushing out satellite coverage to secure confidence and funds... Someone likes XCOM Enemy Within as much as I do! Link to comment Share on other sites More sharing options...
SmashBrown Posted August 12, 2015 Share Posted August 12, 2015 Hmmmmmm.............- - - Updated - - -I'm going to try this, also, XCOM, hehehe. Link to comment Share on other sites More sharing options...
Caithloki Posted August 12, 2015 Share Posted August 12, 2015 Can we get a bit more of an explanation on how this works. It seems like an awesome mod but is the yearly budget given each year, so could you just fast forward multiple years and have hundreds of millions of $. Or would it penalize you for not sending any missions up.What does increasing/decreasing confidence and public opinion?Again seems like a great idea and can't wait to see where this goes. Link to comment Share on other sites More sharing options...
iamchairs Posted August 12, 2015 Author Share Posted August 12, 2015 yare you detecting antennae by the stock module? if that is the case, could you add in an or-check for 'ModuleRTAntenna'?.I have an update for this that will make it easier to incorporate with other mods. You can update it yourself, send me the names of modules via a PM, or submit a pull request to this file-https://github.com/iamchairs/StateFunding/blob/0.2.4/data/modulealiases.settingsI'll git it in for the next minor minor release. Link to comment Share on other sites More sharing options...
SmashBrown Posted August 12, 2015 Share Posted August 12, 2015 Yes can we get a more in depth explanation on how the intricacies of this work, when you get paid, etc etc. Link to comment Share on other sites More sharing options...
iamchairs Posted August 12, 2015 Author Share Posted August 12, 2015 Can we get a bit more of an explanation on how this works. It seems like an awesome mod but is the yearly budget given each year, so could you just fast forward multiple years and have hundreds of millions of $. Or would it penalize you for not sending any missions up.What does increasing/decreasing confidence and public opinion?Again seems like a great idea and can't wait to see where this goes.It was moved to quarterly but yes, you can cheese it- for a while. There is decay so unless you are achieving permanent modifiers your funding will disappear quickly. There could be more measures added to prevent cheesing.A confidence of State Confidence and Public Opinion is what determines your funding. They have equal weight in how much funding you will receive but are acquired differently. Depending on the government you choose it may be easier to raise one over the other. All modifiers can be seen in the StateFunding Hub window from the Application Launcher toolbar at the Space Centre.- - - Updated - - -You can also, from that window, see your current review status and how well you're performing that quarter. Link to comment Share on other sites More sharing options...
Doughy Posted August 13, 2015 Share Posted August 13, 2015 this is not detecting any of my satellites. unlike person above im not running kopernicus, just stock system. Link to comment Share on other sites More sharing options...
HarlyKin Posted August 13, 2015 Share Posted August 13, 2015 Figured out a partial solution to the stranded kerbal problem. If possible, have it ignore kerbals in a craft that is a base, station, or rover. This should fix small space stations, mks, oks, epl, and most other mods like that. Not sure how to fix crashed ships not registering.I also thought of another problem, rescue missions. Might be a non issue though. The mission would have to cross over when the report is run, and ifnthe hit to finance isn't too extreme then the mission reward would make up for it. Link to comment Share on other sites More sharing options...
iamchairs Posted August 13, 2015 Author Share Posted August 13, 2015 Release 0.2.4.Added fixes for issues @ABZB mentioned and fixed some known issues.@DoughyWhat version do you have? Try updating and see if that helps. If that doesn't work I'd be very interested in getting my hands on your save file if that's possible.@HarlyKinThat would probably work. It would be on the honor system for the person to label their vessels correctly. But that probably won't be an issue. I'll add that to the next minor minor.I think I resolved the events issue. By some dark magic it's *seems* more stable when I register the event listener *after* the game started. Maybe I'm going crazy. Additionally, since any piece can emit a crash event I'm only listening to command modules (manned and unmanned) and counting those as vessels. That would mean if you had multiple command modules they would count as vessels. I don't know if it's possible to search for vessels in the immediate vicinity of a vessel. That could help as I'd be able to see if multiple command modules are in meters distance of one another and not count multiple when it's not necessary. Link to comment Share on other sites More sharing options...
iamchairs Posted August 13, 2015 Author Share Posted August 13, 2015 Release 0.2.5@HarlyKinAn update is available that fixes the "stranded" issue.https://kerbalstuff.com/mod/1069/State%20Funding Link to comment Share on other sites More sharing options...
Akronymus Posted August 13, 2015 Share Posted August 13, 2015 I will give his mod a try. Looks pretty interesting. Btw: is it balanced when having kerbal construction time installed? Link to comment Share on other sites More sharing options...
Whirligig Girl Posted August 13, 2015 Share Posted August 13, 2015 I think that the mk3 Crew Container and the Hitchhiker Storage Container should be added to the stranded exclusion list. Link to comment Share on other sites More sharing options...
SmashBrown Posted August 13, 2015 Share Posted August 13, 2015 Duplication bug with the icons in the app stock toolbar. Link to comment Share on other sites More sharing options...
iamchairs Posted August 13, 2015 Author Share Posted August 13, 2015 @AkronymusI haven't made an effort to balance it with anything unless asked for (I usually just play with KerbalEngineer). So any bugs/suggestions for your mod would be appreciated.@GregroxMunFair point depending on how you're using it. What sort of vessel only has a crew module? Link to comment Share on other sites More sharing options...
ABZB Posted August 13, 2015 Share Posted August 13, 2015 @AkronymusI haven't made an effort to balance it with anything unless asked for (I usually just play with KerbalEngineer). So any bugs/suggestions for your mod would be appreciated.@GregroxMunFair point depending on how you're using it. What sort of vessel only has a crew module?well - both are used by that rescue-a-kerbal mission... Link to comment Share on other sites More sharing options...
iamchairs Posted August 14, 2015 Author Share Posted August 14, 2015 Just checking there aren't other uses. I was thinking about adding a 1-2 year period before stranded is in affect. for those missions Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted August 14, 2015 Share Posted August 14, 2015 Kerbals in bases or stations are no longer considered "stranded", eh?"Congratulations, Komrade Kerman! Eve Orbiter 1 is now Eve surface outpost!" Link to comment Share on other sites More sharing options...
MoeKitsune Posted August 14, 2015 Share Posted August 14, 2015 Hehehe. Love that. Link to comment Share on other sites More sharing options...
NotAnOrange Posted August 14, 2015 Share Posted August 14, 2015 Looks like I have another mod for the career mode series I'm planning... Thanks, iamchairs! Link to comment Share on other sites More sharing options...
iamchairs Posted August 14, 2015 Author Share Posted August 14, 2015 Kerbals in bases or stations are no longer considered "stranded", eh?"Congratulations, Komrade Kerman! Eve Orbiter 1 is now Eve surface outpost!"Lol. Honor system.Edit:Is there a reason to have Kerbals in orbit of eve without a science station? Link to comment Share on other sites More sharing options...
ABZB Posted August 14, 2015 Share Posted August 14, 2015 Lol. Honor system.Edit:Is there a reason to have Kerbals in orbit of eve without a science station?the view? Link to comment Share on other sites More sharing options...
iamchairs Posted August 14, 2015 Author Share Posted August 14, 2015 the view?S'fair. Not push my opinion on how you should play. You can change it to a space station as well. Link to comment Share on other sites More sharing options...
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