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Automatic Supply Mission's


bnsfc

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Routine Mission Manager was what I used. Listed as 1.0.4 - not sure if it works in 1.0.5. You put together a mission craft and fly it with recording on. The mod can then replay the mission for you when ever you schedule it (or at scheduled intervals if I remember correctly). The flight shows up at the destination after a delay of a day or two.

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If you actually want to see the rockets fly, you can also automate a lot of it with kRPC or KOS...  if you enjoy doing that sort of thing.

 

Or do it with a few clicks in Mechjeb -  Ascent Autopilot,  then Rendezvous Autopilot, then Docking Autopilot...  Essentially 3 button presses!

Edited by artwhaley
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13 hours ago, artwhaley said:

If you actually want to see the rockets fly, you can also automate a lot of it with kRPC or KOS...  if you enjoy doing that sort of thing.

But it seems like maybe what was desired is something that removes the *time* it takes in front of the game to do it.  Even if you script it, you still have to wait for the launch process to finish.  The only difference is you can get up and walk away from the computer while it happens.  Maybe a mod could exist that looks at the vessel design, works out its deltaV per stage, figures out how many stages it would use up and how much fuel it would use up to get to a given altitude orbit, and then just hyperedit's the ship to that orbit, minus the missing stages and missing fuel that it used up to get there, assuming optimal ascent profile.

 

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@Steve Mading. That's sort of what Routine Mission Manager does minus the calculations. You fly the first mission and it saves the cost of the ship and the config of the craft that arrives at the destination. When you schedule a follow on mission it creates the ship in orbit and docks it at the destination port. There is a delay before the ship arrives but you can go off and do other things or just warp forward.

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23 hours ago, Steven Mading said:

But it seems like maybe what was desired is something that removes the *time* it takes in front of the game to do it.  Even if you script it, you still have to wait for the launch process to finish.

USI Kolonization Systems (MKS/OKS) does exactly that, i mean the Logistic "part" of the mod.

 

Here's a chart by Roverdude (who's making this mod) : (Found there - on Reddit)

Spoiler

1SUCH9x.png

 

Edited by kaptain_kavern
Added Spoiler tag on the picture - Too big
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