Tudor Aerospace Posted December 29, 2020 Share Posted December 29, 2020 (edited) Planes With Purposes v1.5 Hello! This is my first mod, Planes with Purposes. The purpose of this mod is to make Aircraft useful. Big thanks to @inigma for making the mod that inspired this one! His mod: Link to GAP The mod is by no means finished or bug free, so please report any bugs encountered in the comments of this forum page, the Github issues thingy or my discord (Tudor#8762) Known bugs: There are no bugs because I'm the best (Anyone that says otherwise will be given an internship at the experimental rocket testing program) _______________________________________________________________________________________________________________________________________________________________ To do: Fix bugs Add rescue contracts Add more distance/flight time contracts Add KSC Airlines (transport passengers) _______________________________________________________________________________________________________________________________________________________________ Changelog: v1.0 Mod Released ---------------------------------------------------- v1.1 Fixed Bugs ---------------------------------------------------- v1.2 Added 1 stunt contract Added 2 flight duration contracts ---------------------------------------------------- v1.3 MADE SSTO CONTRACTS WORK!!!!!! Also added 2 sunt contracts ---------------------------------------------------- v1.4 Added more SSTO contracts ---------------------------------------------------- v1.5 Added Mach 9 Kontract Fixed bugs _______________________________________________________________________________________________________________________________________________________________ Dependencies: Module Manager ContractConfigurator _____________________________________________________________________________________________________________________________________________________________ You can download the mod on: SpaceDock CurseForge GitHub CKAN: (I don't think I can link to that, but you can find it by searching for PWP or Planes With Purposes) Edited February 9, 2022 by Tudor Aerospace Added version 1.5 Quote Link to comment Share on other sites More sharing options...
Nitojmg Posted December 30, 2020 Share Posted December 30, 2020 First, Thank for the mod, for planes i´ts super useful. But please can you describe a bit more about your mod? like: what tipe of contract we are going to encounter, there are contracts for SSTO building? Contracts for rescuing kerbals on surface? SSTO deliver on a mun or planet besides kerbin? a bit more of info would be really good, or some pinctures with the contracts. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 30, 2020 Share Posted December 30, 2020 (edited) Thanks @Tudor Aerospace for improving the OP, it is now much clearer what the mod does. Those missions sound somewhat familiar, were you inspired by another similar mod? In any case many thanks, I cant get enough of those aircraft contracts. Edit: btw... that airplane on the image.... so the blast goes right over the rudder hum? Edited December 30, 2020 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted December 30, 2020 Author Share Posted December 30, 2020 (edited) 2 hours ago, Daniel Prates said: Thanks @Tudor Aerospace for improving the OP, it is now much clearer what the mod does. Those missions sound somewhat familiar, were you inspired by another similar mod? In any case many thanks, I cant get enough of those aircraft contracts. Edit: btw... that airplane on the image.... so the blast goes right over the rudder hum? Yes, they are inspired by another mod (first one), the rest are made so that the progression seems realistic/they don't progress too fast or too slow The mod that inspired this mod was getting buggy (flags not showing up and other things) because it hadn't been updated since 1.5 or 1.6 Oh and it is named GAP And yes, the blast goes right over the rudder because it makes the plane look cool Edited December 30, 2020 by Tudor Aerospace Forgot about the rudder Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 30, 2020 Share Posted December 30, 2020 23 hours ago, Tudor Aerospace said: Hello! This is my first mod, Planes with Purposes. Welcome to the show! Planes are the best part of the game as far as I'm concerned. It's nice to see more people working on them. If you ever need any help or advice with it I'm just a mention away. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 30, 2020 Share Posted December 30, 2020 4 hours ago, Tudor Aerospace said: Yes, they are inspired by another mod (first one), the rest are made so that the progression seems realistic/they don't progress too fast or too slow The mod that inspired this mod was getting buggy (flags not showing up and other things) because it hadn't been updated since 1.5 or 1.6 Oh and it is named GAP And yes, the blast goes right over the rudder because it makes the plane look cool I am glad to see it back. If you are taking suggestions, consider adding some distance or flightime milestones too. Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted December 31, 2020 Author Share Posted December 31, 2020 12 hours ago, Daniel Prates said: I am glad to see it back. If you are taking suggestions, consider adding some distance or flightime milestones too. I sure will add those, but first I have to figure out how to make the SSTO contracts work Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted December 31, 2020 Author Share Posted December 31, 2020 (edited) On 12/30/2020 at 6:59 AM, Nitojmg said: First, Thank for the mod, for planes i´ts super useful. But please can you describe a bit more about your mod? like: what tipe of contract we are going to encounter, there are contracts for SSTO building? Contracts for rescuing kerbals on surface? SSTO deliver on a mun or planet besides kerbin? a bit more of info would be really good, or some pinctures with the contracts. First, you will encounter contracts that lead you to reaching Mach1,2.... and altitude contracts that will lead you to the edge of space, then you will get a contract that will require you to build a plane that can get to space and back, then are SSTO contracts to Kerbin orbit and to the surfaces of the Mun and Minmus, but those aren't working. There are also stunt contracts but those also don't work. They will be fixed in the next update though! Edit: The SSTO contracts were not fixed. Maybe next year Edited December 31, 2020 by Tudor Aerospace SSTOs still not fixed Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 31, 2020 Share Posted December 31, 2020 Just a note about GAP code that I've run into that you might run into as well. Spoiler When you use the following parameter checks in a GAP like contract; //Recovery Parameter - Craft & Kerbal Safety Check PARAMETER { name = All type = All title = safely PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = or killing anyone vessel = @/craft } completeInSequence = true disableOnStateChange = true } It sets up a chain reaction of contract failures if you have multiple contracts active with this check code enabled. This is because the "VesselNotDestroyed" and "KerbalDeaths" parameter fail the contracts immediately when triggered and nesting them in an ALL parameter doesn't stop this. The trick is to set up the Vessel parameter that defines the craft very precisely so that a craft on one contract cannot fulfill the Vessel parameter of another contract at the same time. This can be done with; Specific observer passengers that are boarded at launch and checked with "hasCrew" Specific non-standard part(s) onboard Another option is to remove the check from contracts that don't really require them. For milestone flights, a kerbal could achieve the specific milestone and be honoured for the achievement but still perish in a freak accident. That kerbal's glory would not be diminished. So is the check necessary? You could complete the contract when the deed is done... but what happens after that is just fate. From a player's point of view (history with the original GAP) it's a little frustrating to fail one contract and have several other active contracts fail because the flight fulfilled multiple conditions at the same time which triggered this code in each active contract. This segment of code is also responsible for "Tourist Spam". If your flight is carrying tourist passengers and fails due to this code any tourists that survive the crash are returned to the Astronaut Complex as tourists unattached to any contract. They just sit there. Fail enough flights and it becomes an infestation. The only way I've found to prevent this is to use the destroy vessel behaviour on contract failure. It kills the crew and the tourists, but it stops the overcrowding. Quote Link to comment Share on other sites More sharing options...
Urus28 Posted January 1, 2021 Share Posted January 1, 2021 Interesting set of contracts. =) My suggestion would be to add plane contracts on other planets with an atmosphere, perhaps with electric motors for Duna and Eve. Quote Link to comment Share on other sites More sharing options...
sumghai Posted January 8, 2021 Share Posted January 8, 2021 [MOD - Moved to the main Add-on Releases subforum, as this is content that is directly used in-game rather than a standalone software tool.] Quote Link to comment Share on other sites More sharing options...
Hemco Posted January 9, 2021 Share Posted January 9, 2021 Perhaps instead of saying "fly up to" say "to an altitude of". I thought was saying fly up to a distance of X, not a height of X. Quote Link to comment Share on other sites More sharing options...
Lunes0mbre Posted January 9, 2021 Share Posted January 9, 2021 Definitely gonna try that mod ! Thanks Tudor Aerospace. Quote Link to comment Share on other sites More sharing options...
DasSkelett Posted January 9, 2021 Share Posted January 9, 2021 Hey @Tudor Aerospace, this mod is now indexed on CKAN. A few things I've noticed while indexing your mod: You are currently bundling a "MiniAVC.dll" in your releases. Since your mod doesn't have a AVC .version file, this isn't necessary and only adds more noise and increases loading times for KSP (although negligible). There's also a ".gitignore" file included, which doesn't need to be in the release zip either, The "README.txt" doesn't mention the "ContractConfigurator" dependency, only the forum thread does. You might also want to list the dependencies in the SpaceDock description, for people that directly download from SpaceDock without reading the forum thread first. The GitHub repository is basically just a collection of release zips. Git and GitHub are supposed to be used as source code repositories though, i.e. the repo should contain the contents of the zip, not the zip itself. This allows others to contribute and help you developing your mod. Older versions of the mod don't have to be included side-by-side, that's what the commit history is for. The release zips can be uploaded in the "Releases" section after you created a new release. Here are a few links to help you getting started with Git(Hub): https://guides.github.com/introduction/git-handbook/ https://docs.github.com/en/free-pro-team@latest/github/using-git https://docs.github.com/en/free-pro-team@latest/github/administering-a-repository/managing-releases-in-a-repository#creating-a-release Nothing major though, congrats on your first mod! Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted January 10, 2021 Author Share Posted January 10, 2021 On 1/9/2021 at 4:47 AM, Hemco said: Perhaps instead of saying "fly up to" say "to an altitude of". I thought was saying fly up to a distance of X, not a height of X. Noted! Will be changed in the next update, which should come out today SSTO contracts not included On 1/1/2021 at 11:21 PM, Urus28 said: Interesting set of contracts. =) My suggestion would be to add plane contracts on other planets with an atmosphere, perhaps with electric motors for Duna and Eve. That's a good suggestion! It will be added after I make the SSTO contracts work, so probably never On 12/31/2020 at 7:24 PM, Caerfinon said: Just a note about GAP code that I've run into that you might run into as well. Hide contents When you use the following parameter checks in a GAP like contract; //Recovery Parameter - Craft & Kerbal Safety Check PARAMETER { name = All type = All title = safely PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = or killing anyone vessel = @/craft } completeInSequence = true disableOnStateChange = true } It sets up a chain reaction of contract failures if you have multiple contracts active with this check code enabled. This is because the "VesselNotDestroyed" and "KerbalDeaths" parameter fail the contracts immediately when triggered and nesting them in an ALL parameter doesn't stop this. The trick is to set up the Vessel parameter that defines the craft very precisely so that a craft on one contract cannot fulfill the Vessel parameter of another contract at the same time. This can be done with; Specific observer passengers that are boarded at launch and checked with "hasCrew" Specific non-standard part(s) onboard Another option is to remove the check from contracts that don't really require them. For milestone flights, a kerbal could achieve the specific milestone and be honoured for the achievement but still perish in a freak accident. That kerbal's glory would not be diminished. So is the check necessary? You could complete the contract when the deed is done... but what happens after that is just fate. From a player's point of view (history with the original GAP) it's a little frustrating to fail one contract and have several other active contracts fail because the flight fulfilled multiple conditions at the same time which triggered this code in each active contract. This segment of code is also responsible for "Tourist Spam". If your flight is carrying tourist passengers and fails due to this code any tourists that survive the crash are returned to the Astronaut Complex as tourists unattached to any contract. They just sit there. Fail enough flights and it becomes an infestation. The only way I've found to prevent this is to use the destroy vessel behaviour on contract failure. It kills the crew and the tourists, but it stops the overcrowding. I did notice the chain of failures, and that part of the contract will be removed. Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted January 10, 2021 Author Share Posted January 10, 2021 18 hours ago, DasSkelett said: Hey @Tudor Aerospace, this mod is now indexed on CKAN. A few things I've noticed while indexing your mod: You are currently bundling a "MiniAVC.dll" in your releases. Since your mod doesn't have a AVC .version file, this isn't necessary and only adds more noise and increases loading times for KSP (although negligible). There's also a ".gitignore" file included, which doesn't need to be in the release zip either, The "README.txt" doesn't mention the "ContractConfigurator" dependency, only the forum thread does. You might also want to list the dependencies in the SpaceDock description, for people that directly download from SpaceDock without reading the forum thread first. The GitHub repository is basically just a collection of release zips. Git and GitHub are supposed to be used as source code repositories though, i.e. the repo should contain the contents of the zip, not the zip itself. This allows others to contribute and help you developing your mod. Older versions of the mod don't have to be included side-by-side, that's what the commit history is for. The release zips can be uploaded in the "Releases" section after you created a new release. Here are a few links to help you getting started with Git(Hub): https://guides.github.com/introduction/git-handbook/ https://docs.github.com/en/free-pro-team@latest/github/using-git https://docs.github.com/en/free-pro-team@latest/github/administering-a-repository/managing-releases-in-a-repository#creating-a-release Nothing major though, congrats on your first mod! Hello! First of all, thanks for adding the mod to CKAN! The MiniAVC.dll and .gitignore files will be removed with 1.3 I will also make sure to make a release in github. Version 1.3 isn't coming out today because KSP doesn't want to start Quote Link to comment Share on other sites More sharing options...
Urus28 Posted January 10, 2021 Share Posted January 10, 2021 2 hours ago, Tudor Aerospace said: That's a good suggestion! It will be added after I make the SSTO contracts work, so probably never Never.... That's sad. Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted January 10, 2021 Author Share Posted January 10, 2021 2 hours ago, Urus28 said: Never.... That's sad. Well, I have to make the SSTO contracts work at some point Quote Link to comment Share on other sites More sharing options...
Hemco Posted January 12, 2021 Share Posted January 12, 2021 I decide to launch a rocket instead of fly a plane after accepting some contracts. I failed all three because I didn't "safely" land (for some reason, rocket parts blow up when they hit the ground). Not sure if there's a way to fix that, but a warning needs to be there to say to not accept unless you are going to fly a plane next. Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted January 12, 2021 Author Share Posted January 12, 2021 7 hours ago, Hemco said: I decide to launch a rocket instead of fly a plane after accepting some contracts. I failed all three because I didn't "safely" land (for some reason, rocket parts blow up when they hit the ground). Not sure if there's a way to fix that, but a warning needs to be there to say to not accept unless you are going to fly a plane next. Wait, that's illegal Also, most land safely, don't kill anyone etc. parts of the contracts will be removed, as @Caerfinon pointed out that Quote A kerbal could achieve the specific milestone and be honoured for the achievement but still perish in a freak accident. That kerbal's glory would not be diminished. So is the check necessary? You could complete the contract when the deed is done... but what happens after that is just fate. Quote Link to comment Share on other sites More sharing options...
musubk Posted January 12, 2021 Share Posted January 12, 2021 (edited) The 'get a plane to space' contract isn't working because the condition it checks for is 'Situation: FLYING' above 70000m. But in KSP you can't 'fly' above 70km because there's no atmosphere, the situations change to the 'in space' situations instead of 'flying' situations. If you change the contract to check for 'Situation: SUB_ORBITAL' it works. Edited January 12, 2021 by musubk Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted January 12, 2021 Author Share Posted January 12, 2021 Thanks for pointing that out! I'll fix it by changing the altitude to 69999m Also, I'm happy to announce, the SSTO contracts are finally working! Quote Link to comment Share on other sites More sharing options...
BTAxis Posted January 12, 2021 Share Posted January 12, 2021 (edited) There appears to be a problem with path to the flag images in Agencies.cfg, causing the image to not work in Mission Control: logoURL = ContractPacks/PWP/Assets/Flags/TA However, at least when installed via CKAN, the actual path is ContractPacks/PlanesWithPurposes/PWP/Assets/Flags. Edited January 12, 2021 by BTAxis Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted January 12, 2021 Author Share Posted January 12, 2021 1 minute ago, BTAxis said: There appears to be a problem with path to the flag images in Agencies.cfg, causing the image to not work in Mission Control: logoURL = ContractPacks/PWP/Assets/Flags/TA However, at least when installed via CKAN, the actual path is ContractPacks/PlanesWithPurposes/PWP/Assets/Flags. Hmm... That's weird... I'll see what I can do Quote Link to comment Share on other sites More sharing options...
inigma Posted January 14, 2021 Share Posted January 14, 2021 Yay, glad to see someone wants to continue making planes a thing in Career. I heartily approve. Feel free to use anything from GAP! It's free and open source. Quote Link to comment Share on other sites More sharing options...
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