Tudor Aerospace Posted April 8 Share Posted April 8 (edited) Hello! This is the continuation to my first mod, Planes with Purposes. Unfortunately, I previously abandoned this mod because I was very busy with school work, but after 4 years, I can finally continue work on it. 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 Original PWP forum: Link to PWP 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 (tudor69420) 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) _______________________________________________________________________________________________________________________________________________________________ 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) _____________________________________________________________________________________________________________________________________________________________ Dependencies: Module Manager ContractConfigurator _____________________________________________________________________________________________________________________________________________________________ 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 ---------------------------------------------------- v1.6 - Major Update Added Tourism Contracts Fixed some old contracts v1.6.1 Changed Contract Rewards (I don't know what I was thinking giving 500 Prestige for a Duna mission) Fixed Contracts Added a new contract Changed contract groups Edited April 29 by Tudor Aerospace v1.6.1 Released - Minor Update Quote Link to comment Share on other sites More sharing options...
Shadow Wolf TJC Posted April 8 Share Posted April 8 A bit of a forewarning: As of now, the mod doesn't seem to be compatable with any mods that replace the stock Kerbolar system, such as Galileo Planets Pack or Real Solar System. To remedy this, for starters, I'd recommend replacing any instances of "Kerbin" with "HomeWorld()" (and also find ways to replace the other planetary bodies, such as the Mun and Duna, in an adaptable way), so that the contract configurator mod can auto-detect where the homeworld is located (along with other nearby challenge-appropriate worlds). Spoiler For Real Solar System in particular, I've opted to adjust the challenges accordingly through making my own personal modifications to the mod. For example, I've doubled the target ceiling for all altitude challenges to go with Earth's atmosphere extending twice as high as Kerbin's atmosphere. However, since getting to orbit in Real Solar System generally requires roughly 3x-4x as much delta-V as with Kerbin, I've also opted to make several challenges easier by, say, permitting the usage of non-air-breathing, non-solid-fueled engines for both altitude and speed challenges, and even permitting the use of solid-fuel boosters for any space flight challenges, so that space shuttles that could take off vertically and land at the runway horizontally could be used instead of any spaceplanes that would've been designed to take off and land at the runway. On the other hand, I've also opted to make all of the challenges more challenging in other ways, such as generally requiring the spacecraft to land back at the KSC runway safe and sound, even when returning from another world, and even when performing altitude challenges. Oh, and since designing a functional airplane/spaceplane/space shuttle wasn't as easy as designing a functional rocket, I've opted to include a bunch of tutorial text within these contracts to help players design and fly their own planes. Methinks that should've been part of the whole experience, since wasn't this mod's point to increase plane usage? If you'd like, I could try uploading my mod changes onto the cloud for others to download and see for themselves (especially if they have Real Solar System installed). Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted April 9 Author Share Posted April 9 22 hours ago, Shadow Wolf TJC said: A bit of a forewarning: As of now, the mod doesn't seem to be compatable with any mods that replace the stock Kerbolar system, such as Galileo Planets Pack or Real Solar System. To remedy this, for starters, I'd recommend replacing any instances of "Kerbin" with "HomeWorld()" (and also find ways to replace the other planetary bodies, such as the Mun and Duna, in an adaptable way), so that the contract configurator mod can auto-detect where the homeworld is located (along with other nearby challenge-appropriate worlds). Reveal hidden contents For Real Solar System in particular, I've opted to adjust the challenges accordingly through making my own personal modifications to the mod. For example, I've doubled the target ceiling for all altitude challenges to go with Earth's atmosphere extending twice as high as Kerbin's atmosphere. However, since getting to orbit in Real Solar System generally requires roughly 3x-4x as much delta-V as with Kerbin, I've also opted to make several challenges easier by, say, permitting the usage of non-air-breathing, non-solid-fueled engines for both altitude and speed challenges, and even permitting the use of solid-fuel boosters for any space flight challenges, so that space shuttles that could take off vertically and land at the runway horizontally could be used instead of any spaceplanes that would've been designed to take off and land at the runway. On the other hand, I've also opted to make all of the challenges more challenging in other ways, such as generally requiring the spacecraft to land back at the KSC runway safe and sound, even when returning from another world, and even when performing altitude challenges. Oh, and since designing a functional airplane/spaceplane/space shuttle wasn't as easy as designing a functional rocket, I've opted to include a bunch of tutorial text within these contracts to help players design and fly their own planes. Methinks that should've been part of the whole experience, since wasn't this mod's point to increase plane usage? If you'd like, I could try uploading my mod changes onto the cloud for others to download and see for themselves (especially if they have Real Solar System installed). Hey, I haven't really thought about making it compatible with Planet Packs, but I think It's a great idea. If you want, you can upload the mod changes to the GitHub, and I can take a look at it. Quote Link to comment Share on other sites More sharing options...
Shadow Wolf TJC Posted April 10 Share Posted April 10 11 hours ago, Tudor Aerospace said: Hey, I haven't really thought about making it compatible with Planet Packs, but I think It's a great idea. If you want, you can upload the mod changes to the GitHub, and I can take a look at it. I don't know how to upload to GitHub, so I hope that uploading the mod here instead would be acceptable. Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted April 11 Share Posted April 11 (edited) On 4/10/2024 at 2:09 PM, Shadow Wolf TJC said: I don't know how to upload to GitHub, so I hope that uploading the mod here instead would be acceptable. For your future reference: (If you do it browser only) Log in, go to the mod github page, press the Fork button, then you should have your own copy of his mod on Github, upload files, there should be a big banner with a button telling you you can make a pull request, press it Edited April 11 by ssd21345 Quote Link to comment Share on other sites More sharing options...
pbristow Posted April 11 Share Posted April 11 I'm currently playing KSRSS, so I can't try your mod right now. Sounds interesting though, so I've flagged it in my CKAN install as "interesting". (I've developed a strong habit of ignoring the "planes/aeronautics" branches of whichever tech tree I'm playing until I've researched everything else, so this mod might finally break that habit!) I look forward to future developments... =:o} Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted April 15 Author Share Posted April 15 On 4/10/2024 at 9:09 AM, Shadow Wolf TJC said: I don't know how to upload to GitHub, so I hope that uploading the mod here instead would be acceptable. That's great, thanks! I'll take a look tomorrow On 4/11/2024 at 9:36 PM, pbristow said: I'm currently playing KSRSS, so I can't try your mod right now. Sounds interesting though, so I've flagged it in my CKAN install as "interesting". (I've developed a strong habit of ignoring the "planes/aeronautics" branches of whichever tech tree I'm playing until I've researched everything else, so this mod might finally break that habit!) I look forward to future developments... =:o} I hope you'll have fun with it when you try it! :)) Quote Link to comment Share on other sites More sharing options...
theonegalen Posted April 23 Share Posted April 23 Glad to see this is being updated again! Thanks for removing the dependency on KAX and Airplane Plus - I'm trying a new, streamlined loadorder now that I'm finally playing KSP again. Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted April 25 Author Share Posted April 25 On 4/24/2024 at 2:27 AM, theonegalen said: Glad to see this is being updated again! Thanks for removing the dependency on KAX and Airplane Plus - I'm trying a new, streamlined loadorder now that I'm finally playing KSP again. Thanks for playing! I hope you'll like the new tourism contracts Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted April 26 Share Posted April 26 (edited) Sweet, new update! One point I'd like to see is letting the early "go to space" and "space shuttle" contracts to also qualify if you've splashed down. Spaceplane should land properly of course, but for the first 2 space missions landing might be too much. Edited April 26 by RunaDacino Quote Link to comment Share on other sites More sharing options...
Shadow Wolf TJC Posted April 26 Share Posted April 26 14 hours ago, RunaDacino said: Sweet, new update! One point I'd like to see is letting the early "go to space" and "space shuttle" contracts to also qualify if you've splashed down. Spaceplane should land properly of course, but for the first 2 space missions landing might be too much. IMO, being able to land ANYWHERE on the homeworld safely instead of back at the KSC would've gone against the spirit of this mod's focus on reusable spaceplanes by making these missions little different from the stock game missions, where a traditional rocket design would've likewise sufficed, with a command pod that would've been designed to be jettisoned and land back into the water or on the surface without any form of guidance. It was for these reasons why I opted to modify those missions, plus the interplanetary missions, with objectives to land the command vehicle back at the KSC safe and sound, either as a spaceplane or as a SpaceX-styled tailsitting lander. Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted April 28 Author Share Posted April 28 On 4/26/2024 at 9:27 AM, RunaDacino said: Sweet, new update! One point I'd like to see is letting the early "go to space" and "space shuttle" contracts to also qualify if you've splashed down. Spaceplane should land properly of course, but for the first 2 space missions landing might be too much. Well, for the space shuttle contract especially, you're supposed to do something similar to the real life Space Shuttle, and it would be kind of weird if it landed in a field somewhere Quote Link to comment Share on other sites More sharing options...
Ashey-P Posted April 28 Share Posted April 28 Am having trouble on the mission "fly at 2500m for 200secs at mach 1". I can tick off the main part (flying at 2500m mach 1, 200secs) but then when I alter course for home to land, to fill the second part, it unticks. If I go over 2500m, speed up and time again etc to get the tick back, again when I change course it goes. Am I missing something? Will provide any information needed if I have to. Am not a tech-spert but would like to try and help get this sorted Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted April 29 Author Share Posted April 29 12 hours ago, Ashey-P said: Am having trouble on the mission "fly at 2500m for 200secs at mach 1". I can tick off the main part (flying at 2500m mach 1, 200secs) but then when I alter course for home to land, to fill the second part, it unticks. If I go over 2500m, speed up and time again etc to get the tick back, again when I change course it goes. Am I missing something? Will provide any information needed if I have to. Am not a tech-spert but would like to try and help get this sorted Hey, thanks for pointing that out! I'll fix it in the next update, which should come out later today or tomorrow Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted April 29 Share Posted April 29 2 new suggestions: There's suborbital and orbital tourism giving a nice progression. There should also be a Mun/Minmus flyby/orbit tourism separate from actually landing. Landing an SSTO is a significant challenge spike - especially on the Mun - and offering flyby contracts as a stepping stone would make progression easier. Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted April 29 Author Share Posted April 29 40 minutes ago, RunaDacino said: 2 new suggestions: There's suborbital and orbital tourism giving a nice progression. There should also be a Mun/Minmus flyby/orbit tourism separate from actually landing. Landing an SSTO is a significant challenge spike - especially on the Mun - and offering flyby contracts as a stepping stone would make progression easier. That's a good idea! I'll add them in the next update Quote Link to comment Share on other sites More sharing options...
inigma Posted May 7 Share Posted May 7 Love this! Quote Link to comment Share on other sites More sharing options...
supercid87 Posted June 13 Share Posted June 13 Anyway this works with JNSQ? Quote Link to comment Share on other sites More sharing options...
Tudor Aerospace Posted June 15 Author Share Posted June 15 (edited) On 6/14/2024 at 2:35 AM, supercid87 said: Anyway this works with JNSQ? No, it doesn't work with any planet packs. I'm working on fixing that. Edit: Actually, it might work since JNSQ doesn't remove the stock planets, but I'm not sure Edited June 15 by Tudor Aerospace Quote Link to comment Share on other sites More sharing options...
supercid87 Posted June 15 Share Posted June 15 (edited) Ill test it out hmm edit: Yes it works with JNSQ Edited June 16 by supercid87 Quote Link to comment Share on other sites More sharing options...
heakhaek Posted Saturday at 10:33 PM Share Posted Saturday at 10:33 PM Mach 4 plane contract. Me with BDB X-15: chuckles. Quote Link to comment Share on other sites More sharing options...
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