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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018


StarCrusher96

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Hi everyone. I removed a few posts what were a bit rude. The side-effect is that some posts quoting the rude one(s) were also removed.

@Wright1331, welcome to the community, you didn't do anything wrong, sorry some of us jumped on you.

Everyone else: Please remember that it's not automatically rude to ask about updates. It's only rude if it's asked in a rude way. Does that make sense?

 

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The idea of water planets is great.  But how to get missions that require water exploration (A reason to land on the water surface and go underwater)? Able to get rocks or plants underwater?  Are these possible with a mod ?  I hope to see some water missions.

I made a simple submarine, but didn't see much underwater on Kerbin.

I also made a simple sea plane which was needed to rescue a Kerbal on the surface of a ocean.  But I don't think that Kerbal was meant to be in the ocean and the mission was bug. 

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@enewmen A contract pack would have to be written to make submarine missions a thing. The easiest or most likely thing would be the infamous Ore request contract. These already happen for stars; they can happen for ocean worlds. 

  • Bring samples from the sea floor (hopefully can apply to resources other than Ore)
  • Run this science experiment at this altitude (hopefully negative altitudes are valid)
  • Deliver something to x location on an ocean world?
  • Tour waypoints
  • Plant flags down there (why though? lol)

...I have my doubts that anyone who frequents this thread can write contracts. :/ 

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Contracts can be written using this it seems.

https://forum.kerbalspaceprogram.com/index.php?/topic/91625-142-contract-configurator-v1250-2018-04-15/

I think a more realistic mission is the science missions (science at the sea surface or x,y,z underwater location). Bring water and sea floor samples. Deliver something to x location. Like JadeOfMaar said - except for the ore & plant flag missions.    Lots or ore is needed just to get a vessel to go down until there's a Kerbal submarine ballast..   It was fun to just "flying" around underwater.

I am a professional programmer and I have some time - is there a need for water-world (and "normal" oceans) missions?

Edited by enewmen
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@enewmen Some of the most prominent or most hyped up KSS planets (not necessarily purely ocean worlds) have oceans, such as Blalo, the most Kerbin-like super-Kerbin. I can't say whether the need is there (I just help with the rocket parts for this mod) but I can say two water worlds exist: Aquel and Irke, and I'm sure everyone will welcome some/any method to make water worlds useful in gameplay.

--> KSS wiki for references

Edited by JadeOfMaar
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2 minutes ago, JadeOfMaar said:

@enewmen Some of the most prominent or most hyped up KSS planets (not necessarily purely ocean worlds) have oceans, such as Blalo, the most Kerbin-like super-Kerbin. I can't say whether the need is there (I just help with the rocket parts for this mod) but I can say two water worlds exist: Aquel and Irke, and I'm sure everyone will welcome some/any method to make water worlds useful in gameplay.

Ok.  I'll read about the Contract Configurator mod and see what I can do.  If useful, I hope it can be added to KSS.

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2 hours ago, enewmen said:

Ok.  I'll read about the Contract Configurator mod and see what I can do.  If useful, I hope it can be added to KSS.

I think it’s a very good idea but i’m already thinking of just more than sciencecontracts for waterworlds. 

It would be interesting to see specific contracts for all or particular exoplanets.

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6 hours ago, StarCrusher96 said:

I think it’s a very good idea but i’m already thinking of just more than sciencecontracts for waterworlds. 

It would be interesting to see specific contracts for all or particular exoplanets.

Let me try to make some simple missions for oceans on Kerbin first, then get fancier and may include Eve, Laythe, etc. . I may need help later from someone that understands the exoplanets and planet specific missions later.

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1 hour ago, enewmen said:

Let me try to make some simple missions for oceans on Kerbin first, then get fancier and may include Eve, Laythe, etc. . I may need help later from someone that understands the exoplanets and planet specific missions later.

you're talking to the KSS planet expert?

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22 hours ago, The Minmus Derp said:

May I make a suggestion? OK, then maybe an OPTIONAL lava Moho and an OPTIONAL purple Eve. (purple eve comes with teenytiny asteroid moon) @StarCrusher96 Maybe compatibility with Kerbol Origins by @amarius1

We're not making any more optionals other than the ones planned. We do have ideas for those to exist around future star systems though :kiss:

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7 hours ago, StarCrusher96 said:
9 hours ago, enewmen said:

Let me try to make some simple missions for oceans on Kerbin first, then get fancier and may include Eve, Laythe, etc. . I may need help later from someone that understands the exoplanets and planet specific missions later.

you're talking to the KSS planet expert? 

I was replying to StarCrusher96 because he wanted exoplanet specific missions. I'll let StarCrusher96 "the KSS Creator" decide how the mod is used and who is able to talk about it.  I'm assuming nothing.  

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Spoiler

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A science and way-point mission that's done underwater !

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Underwater Missions !!   These are missions that can be used on Water Worlds or Worlds with Oceans.  I made some simple examples. More can be done.
Recover a Kerbal from a water surface.

Edited by enewmen
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Save Kerbal.cfg

// Each CONTRACT_TYPE node represents a type of contract that can be offered
CONTRACT_TYPE
{
    // Unique name of the contract type (required)
    name = Save a Kerbal

    // Contract text details
    title = A Helpless Kerbal needs saving
    description = Bring the Kerbal back to dry Kerbin land.
    synopsis = Don't kill the Kerbal on the way back.
    completedMessage = You have saved the Kerbal !

    // Agent (agency).  If not populated, a random agent will be selected.
    agent = Integrated Integrals

    // Contract min/max expiry in days.  Default is a contract that does not
    // expire.
    minExpiry = 500.0
    maxExpiry = 1000.0

    // Contract deadline in days.  Default is no deadline.
    deadline = 500

    // Controls for whether a contract can be declined or cancelled, default is
    // true for both
    cancellable = true
    declinable = true

    // Prestige.  If not specified, this contract type will be available at any
    // prestige level.  Otherwise, locked to the level specified.  Values from
    // Contract.ContractPrestige:
    //     Trivial
    //     Significant
    //     Exceptional
    prestige = Significant

    // Target Celestial body - controls where the contract must be completed,
    // has some automated effects on numeric values (increasing science, etc.).
    // Also gets used in some of the parameter classes.
    //
    // Default = null (no celestial body)
    targetBody = Kerbin

    // The maximum number of times this contract type can be completed (0 being
    // unlimited).
    // Default = 0
    // maxCompletions = 3

    // The maximum instances of this contract that can be active at one time (0
    // being unlimited).
    // Default = 0
    maxSimultaneous = 1

    // Contract rewards
    rewardScience = 100.0
    rewardReputation = 20.0
    rewardFunds = 100000.0
    failureReputation = 10.0
    failureFunds = 10000.0
    advanceFunds = 10000.0

    // The PARAMETER node defines a contract parameter.  The following parameter
    // displays all the fields that are supported for a parameter across all
    // types.  See the Parameters page for examples of all supported parameters.

        
    PARAMETER
    {
        name = ReturnHome
        type = ReturnHome

        // Text for the contract parameter.
        //
        // Type:      string
        // Required:  No (defaulted)
        // Default:   Return home.
        //
        //title =
    }
        
    PARAMETER
    {
        name = RecoverKerbal
        type = RecoverKerbal
        // The Kerbal(s) to be recovered.
        //
        // Type:      Kerbal
        // Required:  No (multiples allowed)
        //
        // kerbal = Crusher Kerman

        // Alternate method of identifying the Kerbal - zero based index of the
        // entry in a SpawnKerbal or SpawnVessel BEHAVIOUR node.
        //
        // Type:      int
        // Required:  No (defaulted)
        // Default:   0
        //
        //index = 0

        // Text to use for the parameter
        // Default =
        //
        // Type:      string
        // Required:  No (defaulted)
        // Default:   <kerbal>: Recovered
        //
        title = Recover a Kerbal
    }


    BEHAVIOUR
    {
        name = SpawnKerbal
        type = SpawnKerbal

        // The KERBAL node indicates a Kerbal to spawn and can be specified
        // multiple times.
        
        KERBAL
        {
            // Use this instead of name/gender to use an expression that returns
            // a Kerbal object.
            //
            // Type:      Kerbal
            // Required:  No
            //
            // kerbal = NewKerbalWithTrait("Engineer")

            // If the name is not supplied, one will be autogenerated by KSP.
            //
            // Type:      string
            // Required:  No
            //
            // name = Crusher Kerman

            // Gender of the kerbal.  If not specified, will be assigned a random
            // gender.
            //
            // Type:      ProtoCrewMember.Gender
            // Required:  No
            // Values:
            //     Male
            //     Female
            //
            // gender = Male

            // Type of the kerbal.
            //
            // Type:      ProtoCrewMember.KerbalType
            // Required:  No (defaulted)
            // Values:
            //     Applicant
            //     Crew
            //     Tourist (Default)
            //     Unowned
            //
            kerbalType = Unowned

            // Whether the Kerbal should show up as owned or unowned.  If it is
            // owned, then it will be immediately selectable.
            //
            // Type:      bool
            // Required:  No (defaulted)
            // Default:   false
            //
            owned = false

            // Whether the Kerbal should get added to the roster on recovery.
            //
            // Type:      bool
            // Required:  No (defaulted)
            // Default:   true
            //
            addToRoster = true

            // Where the Kerbal should spawn - defaulted from the contract if
            // not supplied.
            //
            // Type:      CelestialBody
            // Required:  No (defaulted)
            //
            targetBody = Kerbin

            // The ORBIT node indicates the orbit the Kerbal is in.  The
            // easiest way to get this information is to create the orbit
            // you want in KSP (using HyperEdit or good old fashioned
            // rocket science), and save your game.  In the persistant.sfs
            // file, search for your craft, and find the ORBIT node.  Note
            // that this information does not need to be provided for a landed
            // Kerbal
            //
            // Note that REF represents the reference body - but will be
            // overriden by the targetBody.
        
        //    ORBIT
        //    {
        //        SMA = 1449999.99996286
        //        ECC = 1.07570816555399E-05
        //        INC = 0
        //        LPE = 270.690311604893
        //        LAN = 1.93635924563296
        //        MNA = 1.55872660382504
        //        EPH = 31.3999999999994
        //        REF = 1
        //    }

            // If you wish to specify a landed Kerbal, you must also
            // supply the following values.  The alt value represents the altitude
            // above seal level.  If it is not specified, the Kerbal will be spawned
            // on the ground (based on terrain height).
            //
            // Type:      double
            // Required:  See above
            //
            lat = 10.595910968977
            lon = 302.804476675472
            alt = 7.929475510377

            // Specifies the heading of the kerbal in degrees (0 = N, 90 = E...).
            //
            // Type:      float
            // Required:  No (defaulted)
            // Default:   0.0
            //
            heading = 180.0

            // The location name.  Use this instead of lat/long coordinates
            // to specify coordinates based on the location of a PQS city.
            //
            // Type:      string
            // Required:  No
            //   pqsCity = KSC  //This is the main launch pad.
      

            // An optional offset vector from the center of the PQS City.
            // Use this to make your Kerbal relative to the PQS City,
            // which will make it work even for RSS or other mods that may
            // move the PQS city.  To get the offset coordinates, position
            // your ship/kerbal at the desired location and go to the
            // Location tab in the Contract Configurator debug window
            // (alt-F10).
            //
            // Type:      Vector3d
            // Required:  No
            //
            //  pqsOffset = 447.307865750742, 5.14341771520321E-05, 24.9700656982985
        }
    }

}

 

 

Read Temp.cfg

// Each CONTRACT_TYPE node represents a type of contract that can be offered
CONTRACT_TYPE
{
    // Unique name of the contract type (required)
    name = Read Temp

    // Contract text details
    title = Read underwater temps
    description = You may need a submarine.
    synopsis = Don't catch a cold.
    completedMessage = You have completed the underwater task.

    // Agent (agency).  If not populated, a random agent will be selected.
    agent = Integrated Integrals

    // Contract min/max expiry in days.  Default is a contract that does not
    // expire.
    minExpiry = 500.0
    maxExpiry = 1000.0

    // Contract deadline in days.  Default is no deadline.
    deadline = 500

    // Controls for whether a contract can be declined or cancelled, default is
    // true for both
    cancellable = true
    declinable = true

    // Prestige.  If not specified, this contract type will be available at any
    // prestige level.  Otherwise, locked to the level specified.  Values from
    // Contract.ContractPrestige:
    //     Trivial
    //     Significant
    //     Exceptional
    prestige = Significant

    // Target Celestial body - controls where the contract must be completed,
    // has some automated effects on numeric values (increasing science, etc.).
    // Also gets used in some of the parameter classes.
    //
    // Default = null (no celestial body)
    targetBody = Kerbin

    // The maximum number of times this contract type can be completed (0 being
    // unlimited).
    // Default = 0
    // maxCompletions = 3

    // The maximum instances of this contract that can be active at one time (0
    // being unlimited).
    // Default = 0
    maxSimultaneous = 1

    // Contract rewards
    rewardScience = 100.0
    rewardReputation = 20.0
    rewardFunds = 100000.0
    failureReputation = 10.0
    failureFunds = 10000.0
    advanceFunds = 10000.0

    // The PARAMETER node defines a contract parameter.  The following parameter
    // displays all the fields that are supported for a parameter across all
    // types.  See the Parameters page for examples of all supported parameters.


    PARAMETER
    {
        name = VisitWaypoint
        type = VisitWaypoint

        // The index (0-based) in the WaypointGenerator behaviour of the waypoint we
        // wish to reference.
        //
        // Type:      int
        // Required:  No (defaulted)
        // Default:   0
        //
        index = 0

        // Distance tolerance to be considered at the waypoint.
        //
        // Type:      double
        // Required:  No (defaulted)
        // Default:   500.0 (if on the surface).
        //             / 5.0 (if not on the surface).
        // Notes:     Only defaulted if horizontalDistance isn't provided.
        //
        distance = 100.0

        // Horizontal distance tolerance to be considered at the waypoint.
        //
        // Type:      double
        // Required:  No
        //
        horizontalDistance = 100.0

        // Whether the waypoint should get automatically hidden after completing
        // the contract objective.
        //
        // Type:      bool
        // Required:  No (defaulted)
        // Default:   true
        //
        hideOnCompletion = true

        // Whether to show the "Entering/Leaving $waypointName." messages when a player gets within the
        // distance tolerance of the waypoint.
        //
        // Type:      bool
        // Required:  No (defaulted)
        // Default:   false
        //
        showMessages = true
    
        // Text to use for the parameter
        //
        // Type:      string
        // Required:  No (defaulted)
        // Default:   Location: <waypoint>
        //
        //title =
    }
        
    BEHAVIOUR
    {
        name = WaypointGenerator
        type = WaypointGenerator


        // Use this to generate a waypoint with fixed coordinates
        WAYPOINT
        {
            // The name of the waypoint - displayed on the marker.  If not
            // supplied a random one is generated.
            //
            // Type:      string
            // Required:  No (multiples allowed)
            // Default:   A random waypoint name
            //
            //name = Kerbal Space Center

            // The parameter that must be completed before the waypoint becomes
            // visible.  If not specified, the waypoint is always visible.  More
            // than one can be specified when there are multiple waypoints
            // generated.
            //
            // Type:      string
            // Required:  No (multiples allowed)
            //
            //parameter = SomeParameterName
    
            // Specifies that the given waypoint should be secret.  If this flag is
            // used, then the icon is not required.
            //
            // Type:      bool
            // Required:  No (defaulted)
            // Default:   false
            //
            //hidden = true

            // Use this to specify that the waypoint is part of a cluster.  Waypoints
            // that are clustered get a roman numeral appended to the name (based on the index).
            //
            // Type:      bool
            // Required:  No (defaulted)
            // Default:   false
            //
            clustered = true

            // Use this to specify that the waypoint is underwater.  This will
            // force randomly generated waypoints to be at a water location, and
            // change the range of random altitudes to be between the sea-floor and
            // surface.  Also, the minimum altitude is clamped to the sea-floor, so
            // to have a waypoint on the sea-floor, give a very large negative
            // value to the altitude attribute.
            //
            // Type:      bool
            // Required:  No (defaulted)
            // Default:   false
            //
            underwater = true

            // Body for the waypoint - defaulted from the contract if not
            // supplied.
            //
            // Type:      CelestialBody
            // Required:  No (defaulted)
            //
            targetBody = Kerbin

            // The icon to use when displaying the waypoint.  If the path
            // is not specified, the Squad/Contracts/Icons directory is
            // assumed.  Otherwise, the path must be from GameData/
            //
            // Type:      string
            // Required:  Yes
            //
            icon = thermometer

            // The altitude of the waypoint above the terrain.  Note that an
            // altitude of 0.0 means "on the ground".  If not specified, uses a
            // A random value between 0.0 and the atmosphere ceiling (which is zero
            // if there's no atmosphere).
            //
            // Type:      double
            // Required:  No (defaulted)
            //
            altitude = -100.0

            // The coordinates.
            //
            // Type:      double
            // Required:  Yes
            //
            latitude = -10.102668048654
            longitude = -70.5753856554
        }    
    }
}

Thanks.

You can load the missions by installing Contract Configurator [v1.25.0]   https://forum.kerbalspaceprogram.com/index.php?/topic/91625-142-contract-configurator-v1250-2018-04-15/

Then put these .cfg files in the /GameData/ folder.

 

Edited by enewmen
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