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Mission Mods?


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I don't know if it's possible or not... but I was hoping someone could pick up the much needed slack the game has left on the mission front.

I have seen the science archive and know there is some way to track that. My modding skills are limited to very simple Json text editing. 

I was looking through the way KSP1 specific contracts were set up with regard to code, but I have no earthly idea where to start.

Ii would love a simple science call. If you've been to the planet here are 5 random missions you can choose with no real mission flavor text.

 

I would help in anyway I can, but right now some cute dialogues are the limit of my skills.

Is this even possible with the way KSP2 is currently coded?

Is modding in a Bep/InEx incredibly difficult vs making buildings / troops or simple aiblogic in something like mindustry?

Seems daunting looking in from the outside, but the lack missions and gameplay to promote actually exploration is lacking.

 

Thanks to any helpful answers / insight or parties willing to tacke.

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This makes my day. The breadth of whats on the forums is huge and i often miss the things i am looking for. Thank you for Illuminating the darkness that is my KSP experience. I am beyond excited to here about this and will absolutely be reading about Kapitalism now.


Do you have a link to anything talking about the status of this or which sub thread may have snippets?
General searches return a bit of off handed comments by redditors liquided at the lack of contracts / currency but nadda in official capacity.

Edited by Fizzlebop Smith
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And in case you're interested in creating more of the classic stock-type missions (Shadow's mod is meant for procedurally generated contracts, if I'm not wrong), here's a preview of the mission editor that I've had kinda just sitting there since the end of December:

SYPCFxB.png

I was very busy with exams during January, but I'll resume working on it soon.

Edited by munix
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7 hours ago, munix said:

And in case you're interested in creating more of the classic stock-type missions (Shadow's mod is meant for procedurally generated contracts, if I'm not wrong), here's a preview of the mission editor that I've had kinda just sitting there since the end of December:

SYPCFxB.png

I was very busy with exams during January, but I'll resume working on it soon.

Yep my one is for procedural missions based on templates. And is oriented specifically for kapitalism.

Current progress on my one.

image.png?ex=65d1029d&is=65be8d9d&hm=cda

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I love all you awesome people thay bring us so much cool content. 

 

This has been the best news, related to my world of gaming, I quite some time.

My boss is gonna be so mad when i spend half the morning looking through the above and looking for rabbit holes.

 

Wooohoo

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On 2/6/2024 at 5:36 PM, munix said:

And in case you're interested in creating more of the classic stock-type missions (Shadow's mod is meant for procedurally generated contracts, if I'm not wrong), here's a preview of the mission editor that I've had kinda just sitting there since the end of December:

SYPCFxB.png

I was very busy with exams during January, but I'll resume working on it soon.

I would love to assist in helping to make some custom missions.
Give me a list of specific criteria and what order to list it in. 

I am not incredibly skilled in technical aspects but learn at a somewhat faster than moderate pace :}
Also, would love to contribute in some way to such an amazing project.

If given an example of what a filled out template would look like under each section and I would have way to spend non D&D weekends.
Now I am going to start making some fictitious agencies and try to determine what aspect of cosmic exploration falls under their purview. ..

but thats what i do anyway whether making missions or not.

 

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1. **BoomCraft Enterprises** :


   Specialty: Precision KER-BOOMS! These engineers meticulously time rocket detonations.
   Motto: "When it absolutely, positively has to explode on target."
   Mission Focus: Exploding and impacting distant celestial bodies.

2. **Giggle Galactical**:


   Known For: Unconventional approaches and dedication to laughter.
   Chief Goal: "Get it on tape."
   Mission Style: Silly construction, like using undersized engines to move massive payloads to orbit or landing absurdly large or strange objects on celestial bodies. Remember that time they put a space station on the Mun? Classic Giggle!

3. **Dynamic Kerbonautics**:


   Specialization: Training.
   Mission Challenges: Piloting skills—landing rockets on atmospheric bodies without chutes, surviving incredible G-forces, and deploying chutes at the last possible moment (less than 1000 feet).

4. **Echo Innovations**:


   Mission Statement**: Cover the cosmos in communication relays.
   Why?: So brave kerbonauts can catch the newest episodes of their favorite soap opera.
   Methods: Sometimes involves losing probe or relay control. They aim to "cover the vast emptiness of space with echoes of famed Kespian Doctor Blake Kerman's smooth voice"
   Missions: Geosynchronous relays, polar orbits, scanning orbits for celestial body surveys, and eventually creating a satellite grid around Kerbol.

5. **Serendipity Spaceworks**:


   Expertise: Accidental discoveries.
   Instrument Packages: Designed to stumble upon unexpected phenomena—cosmic doughnuts, wormholes to parallel universes, you name it!
   Exclusive Mission Objective: Gathering crucial "Datuhz" (Data).
   Unofficial Slogan: "Oops, we couldn't do it again!"

 

 

Have been making up more own Missions a little for fun and awarding small science chunks. 50-125 points

 

Landing on Kerbin with no Chutes,

Tried to land a functioning - esthetically representative space station on the mun

Exploring Discoverables not Mission related

 

 

Uh...oh does this violate that weird Forum rule about RP as a Kerbal? Lol

Edited by Fizzlebop Smith
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  • 1 month later...

I'd love seeing some missions where you just need to take x amount of Kerbals to various locations, similar to the last game.

Unrelated, but will we need to bring kerbals to a desired colony location to help set it up? Can't really have an establishment without anyone to tend it.

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  • 1 month later...
Posted (edited)

@Kerbal410

are you on the discord?

I have been wanting missions for so long.. Munix has made a mission editor.

it should allow you to make custom mission requirinf "X" kerbals to "Y" body.

 

 

ShadowDev is working on Kapitalism that will have a mission generator at some point.

 

It's hard to have such limited mission content when that was my primary source of Joy in KSP1

I loved the tourist missions. Not to shame for money, but in the spirit of the grand tour.

Some required that I leave the tourist on various stations for a week!

Little tourist vacation.

I especially loved the space casino / hotel mission and how it had its own chain that worked very well with civilian population.

 

Edited by Fizzlebop Smith
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  • 4 months later...
On 4/15/2024 at 8:00 PM, Fizzlebop Smith said:

@Kerbal410

are you on the discord?

I have been wanting missions for so long.. Munix has made a mission editor.

it should allow you to make custom mission requirinf "X" kerbals to "Y" body.

 

 

ShadowDev is working on Kapitalism that will have a mission generator at some point.

 

It's hard to have such limited mission content when that was my primary source of Joy in KSP1

I loved the tourist missions. Not to shame for money, but in the spirit of the grand tour.

Some required that I leave the tourist on various stations for a week!

Little tourist vacation.

I especially loved the space casino / hotel mission and how it had its own chain that worked very well with civilian population. By the way, talking about casinos - for those interested in exploring more casino-related content, you might want to check out this https://kaszinoworld.com/huf/ site for some helpful tips. Happy mission-building!

The mission editor by Munix and the upcoming mission generator in Kapitalism both sound promising for creating and customizing missions. It’s a bummer to hear that the current mission content feels limited, especially since the tourist missions and the space casino/hotel chains were such a blast in KSP1. I’m looking forward to seeing how these new tools can expand the gameplay and bring back some of that joy.

Edited by gentrificationzolaz
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Posted (edited)
On 8/26/2024 at 5:33 AM, gentrificationzolaz said:

The mission editor by Munix and the upcoming mission generator in Kapitalism both sound promising for creating and customizing missions. It’s a bummer to hear that the current mission content feels limited, especially since the tourist missions and the space casino/hotel chains were such a blast in KSP1. I’m looking forward to seeing how these new tools can expand the gameplay and bring back some of that joy.

I shared that excitement for a bit, but think the mod community of KSP2 has largely vanished. Those two mod developers specifically have stopped working on the game. 
There are still a couple people working on it.
I am a mission player, the only way i can really play for ever is if i have something to keep me going. I think the space tourism is a perfect example of what could have be a truly epic element of 2.  Not all things are meant to be.
I think adding procedural mission template at the launch of for Science would have generated a bit more sustained play. I could be wrong.
In the beginning, anytime i brought up missions being my favorite part of KSP1 i would get bashed "Thats a mod!!" or "those were stupid, redundant and easily exploited"

There is a mod for KSP2 on spacedock called KSRE (one of my favorite ksp2 mods)  the developer is very anti contact. But from what i remember it was a serious overhaul that is under constant
 development. The CKAN version is dead.

Edited by Fizzlebop Smith
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1 hour ago, Fizzlebop Smith said:

Those two mod developers specifically have stopped working on the game. 

Actually ShadowDev is back at it (Munix I don't know about yet). He was pulled from retirement by the hands of the remaining KSP2 modders (including myself in theory)

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