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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]


nobody44

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This mod is wonderful. I'd love if there were an option to flag mission objectives as repeatable. I tried putting together a sandbox type mission where the player can capture and land on any body freely with rewards proportional to Delta V expenditures. So for instance a player can earn rewards every time they capture or escape from a body. Maybe an SOI change flag would be more simple. Here's my mission so far:

Mission
{
name = Free Sandbox
description = Complete any or all of the following for moneys.
reward = 0



OrbitGoal
{
body = Kerbin
minApA = 100
maxEccentricity = 1
}
OrbitGoal
{
reward = 80000
optional = true
body = Kerbin
minPeA = 70000
maxEccentricity = 1
}
OrbitGoal
{
reward = 14000
optional = true
body = Kerbin
minPeA = 2860000
maxPeA = 2870000
minApA = 2860000
maxApA = 2870000
maxEccentricity = 1
}
OrbitGoal
{
reward = 2100
optional = true
body = Mun
minPeA = 3340
maxEccentricity = 1
}
OrbitGoal
{
reward = 17200
optional = true
body = Mun
minEccentricity = 1
}
LandingGoal
{
reward = 6400
optional = true
body = Mun
}
LandingGoal
{
reward = 12800
crewCount = 1
optional = true
body = Mun
}
OrbitGoal
{
reward = 1600
optional = true
body = Minmus
minPeA = 5725
maxEccentricity = 1
}
OrbitGoal
{
reward = 18400
optional = true
body = Minmus
minEccentricity = 1
}
LandingGoal
{
reward = 2400
optional = true
body = Minmus
}
LandingGoal
{
reward = 4800
crewCount = 1
optional = true
body = Minmus
}
OrbitGoal
{
reward = 19000
optional = true
body = Sun
minPeA = 1
maxEccentricity = 1
}
OrbitGoal
{
reward = 10000
optional = true
body = Sun
minEccentricity = 1
}
OrbitGoal
{
reward = 44000
optional = true
body = Moho
minPeA = 4000
maxEccentricity = 1
}
OrbitGoal
{
reward = 14600
optional = true
body = Moho
minEccentricity = 1
}
LandingGoal
{
reward = 14000
optional = true
body = Moho
}
LandingGoal
{
reward = 28000
crewCount = 1
optional = true
body = Moho
}
OrbitGoal
{
reward = 2620
optional = true
body = Eve
minPeA = 96709
maxEccentricity = 1
}
OrbitGoal
{
reward = 1600
optional = true
body = Eve
minEccentricity = 1
}
LandingGoal
{
reward = 120000
optional = true
body = Eve
}
LandingGoal
{
reward = 240000
crewCount = 1
optional = true
body = Eve
}
OrbitGoal
{
reward = 4200
optional = true
body = Gilly
minPeA = 6400
maxEccentricity = 1
}
OrbitGoal
{
reward = 33000
optional = true
body = Gilly
minEccentricity = 1
}
LandingGoal
{
reward = 450
optional = true
body = Gilly
}
LandingGoal
{
reward = 700
crewCount = 1
optional = true
body = Gilly
}
OrbitGoal
{
reward = 740
optional = true
body = Duna
minPeA = 41447
maxEccentricity = 1
}
OrbitGoal
{
reward = 2200
optional = true
body = Duna
minEccentricity = 1
}
LandingGoal
{
reward = 13800
optional = true
body = Duna
}
LandingGoal
{
reward = 27600
crewCount = 1
optional = true
body = Duna
}
OrbitGoal
{
reward = 2200
optional = true
body = Ike
minPeA = 4000
maxEccentricity = 1
}
OrbitGoal
{
reward = 5400
optional = true
body = Ike
minEccentricity = 1
}
LandingGoal
{
reward = 5350
optional = true
body = Ike
}
LandingGoal
{
reward = 10700
crewCount = 1
optional = true
body = Ike
}
OrbitGoal
{
reward = 16000
optional = true
body = Dres
minPeA = 5000
maxEccentricity = 1
}
OrbitGoal
{
reward = 7000
optional = true
body = Dres
minEccentricity = 1
}
LandingGoal
{
reward = 5550
optional = true
body = Dres
}
LandingGoal
{
reward = 11100
crewCount = 1
optional = true
body = Dres
}
OrbitGoal
{
reward = 5260
optional = true
body = Jool
minPeA = 138156
maxEccentricity = 1
}
OrbitGoal
{
reward = 19300
optional = true
body = Jool
minEccentricity = 1
}
LandingGoal
{
reward = 400000
optional = true
body = Jool
}
LandingGoal
{
reward = 800000
crewCount = 1
optional = true
body = Jool
}
OrbitGoal
{
reward = 1560
optional = true
body = Laythe
minPeA = 55262
maxEccentricity = 1
}
OrbitGoal
{
reward = 32000
optional = true
body = Laythe
minEccentricity = 1
}
LandingGoal
{
reward = 28000
optional = true
body = Laythe
}
LandingGoal
{
reward = 56000
crewCount = 1
optional = true
body = Laythe
}
OrbitGoal
{
reward = 15800
optional = true
body = Vall
minPeA = 55262
maxEccentricity = 1
}
OrbitGoal
{
reward = 39400
optional = true
body = Vall
minEccentricity = 1
}
LandingGoal
{
reward = 11760
optional = true
body = Vall
}
LandingGoal
{
reward = 23520
crewCount = 1
optional = true
body = Vall
}
OrbitGoal
{
reward = 18800
optional = true
body = Tylo
minPeA = 4000
maxEccentricity = 1
}
OrbitGoal
{
reward = 43800
optional = true
body = Tylo
minEccentricity = 1
}
LandingGoal
{
reward = 30700
optional = true
body = Tylo
}
LandingGoal
{
reward = 61400
crewCount = 1
optional = true
body = Tylo
}
OrbitGoal
{
reward = 19000
optional = true
body = Bop
minPeA = 21758
maxEccentricity = 1
}
OrbitGoal
{
reward = 48600
optional = true
body = Bop
minEccentricity = 1
}
LandingGoal
{
reward = 2760
optional = true
body = Bop
}
LandingGoal
{
reward = 5520
crewCount = 1
optional = true
body = Bop
}
OrbitGoal
{
reward = 18000
optional = true
body = Pol
minPeA = 5000
maxEccentricity = 1
}
OrbitGoal
{
reward = 50000
optional = true
body = Pol
minEccentricity = 1
}
LandingGoal
{
reward = 1800
optional = true
body = Pol
}
LandingGoal
{
reward = 3600
crewCount = 1
optional = true
body = Pol
}
OrbitGoal
{
reward = 42000
optional = true
body = Eeloo
minPeA = 3874
maxEccentricity = 1
}
OrbitGoal
{
reward = 23000
optional = true
body = Eeloo
minEccentricity = 1
}
LandingGoal
{
reward = 8400
optional = true
body = Eeloo
}
LandingGoal
{
reward = 16800
crewCount = 1
optional = true
body = Eeloo
}
LandingGoal
{
reward = 10000
crewCount = 1
optional = true
body = Kerbin
}
}

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What are you trying to track? There is actually a lot of stuff available in the scripting. I'm writing a scripting reference for this right now. Perhaps, some of what you want to track is already in there. :D

I gotta install Visual Studio in a VM tomorrow cause I want to help with this mod too. It's great!

If you are running linux like I do, you can use MonoDevelop. The copying of the dll is just annoying if you use a VM (sure, you can write your script, but it is still annoying).

I release a new version with:

  • added randomized missions (ComSat Contract I-II), which are repeatable. That way you can get some income if you don't have enough krones to finish other missions. They aren't easy... at least not the first few times.
  • The MC icon is now visible from everywhere. I would like to draw it in three modes only: in editor mode, in flight mode and in the space center mode, but I can't filter the last one. Will be fixed later...
  • Adjusted some prices. Xenon was too expensive.
  • Fixed some minor bugs

Download link is on the first page, this time on my google drive (How does this Kerbal Space Port addon upload thing work? I uploaded it, but it doesn't show up?)

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This mod is wonderful. I'd love if there were an option to flag mission objectives as repeatable. I tried putting together a sandbox type mission where the player can capture and land on any body freely with rewards proportional to Delta V expenditures. So for instance a player can earn rewards every time they capture or escape from a body. Maybe an SOI change flag would be more simple. Here's my mission so far:


HUGE MISSION FILE

Erm... why don't you split up the mission into seperate missions? One mission for each body? The problem with this would be, that I could land on Minmus, get into a minimal orbit, land again and get a reward? Do I understand you correctly?

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Absolutely. I would love it :).

BTW: I was thinking about you guys killing innocent kerbonauts... That is not ok. Like in real life there should be some sort of punishment for killing an innocent kerbonaut, and so far the only possibility is kerbal krones. How about -100000 krones for each killed kerbonaut?

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Really impressive mod. I was planning on making something very similar but was delayed due to exams. One thing I was planning on doing for my implementation would be to add a small add on part that allowed for recovery. It would calculate the cost of the parts and fuel of a ship that is landed back on kerbin and add that back to your budget when the mission is ended. Perhaps only a fraction based on the distance to the KSC, so you are rewarded for an accurate landing.

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Really impressive mod. I was planning on making something very similar but was delayed due to exams. One thing I was planning on doing for my implementation would be to add a small add on part that allowed for recovery. It would calculate the cost of the parts and fuel of a ship that is landed back on kerbin and add that back to your budget when the mission is ended. Perhaps only a fraction based on the distance to the KSC, so you are rewarded for an accurate landing.

This! You should really look into this nobody44 :) Or work with redteddy23 on it :)

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Really impressive mod. I was planning on making something very similar but was delayed due to exams. One thing I was planning on doing for my implementation would be to add a small add on part that allowed for recovery. It would calculate the cost of the parts and fuel of a ship that is landed back on kerbin and add that back to your budget when the mission is ended. Perhaps only a fraction based on the distance to the KSC, so you are rewarded for an accurate landing.

I don't think distance should really be a concern cause you can't track the landing point of these after they are 2.5km away from the craft. But you could make sure they had parachutes on them and then credit the player. :D

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Really impressive mod. I was planning on making something very similar but was delayed due to exams. One thing I was planning on doing for my implementation would be to add a small add on part that allowed for recovery. It would calculate the cost of the parts and fuel of a ship that is landed back on kerbin and add that back to your budget when the mission is ended. Perhaps only a fraction based on the distance to the KSC, so you are rewarded for an accurate landing.

I have something similar in mind:

Once you have landed a vessel on the surface of Kerbin you get the option to reuse the vessel and the unused fuel. You press a button, you get the money for the vessel and the flight is ended. Currently I don't know how to end a flight inside my plugin...

Amazing mod!! My feedback:

-Solid fuel price is too high

-Should be visible in VAB

-???

The new version (uploaded today) has reduced solid fuel costs and is visible inside the VAB.

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I have something similar in mind:

Once you have landed a vessel on the surface of Kerbin you get the option to reuse the vessel and the unused fuel. You press a button, you get the money for the vessel and the flight is ended. Currently I don't know how to end a flight inside my plugin...

How about just having a button that credits it back to the budget but prevents you from doing anymore of any mission with that craft. You would have to say end it here, then you can check if they are landed or splashed down on Kerbin or even see if the Lat and Long are close enough to the space center or whereever to get the credit. Should be the mission creator that says how much (%) you get back for return, and where the target location is. So the button wouldn't be visible until the credit conditions are met for return of the spacecraft. You do that now with Complete mission buttons.

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I don't think distance should really be a concern cause you can't track the landing point of these after they are 2.5km away from the craft. But you could make sure they had parachutes on them and then credit the player. :D

Yeah it would be for anything that is manually landed, so main ship and anything that gets into at least sub-orbit and has a probe body (or the part it self could act as one). Like you said, most likely the only way to record the recovery of early stages is to have the plugin estimate the recovery of each stage as it is separated, perhaps by making a quick calculation based on its sub-orbit trajectory and likely touchdown speed considering deployed chutes and any atmospheric delta-v it has left.

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I have something similar in mind:

Once you have landed a vessel on the surface of Kerbin you get the option to reuse the vessel and the unused fuel. You press a button, you get the money for the vessel and the flight is ended. Currently I don't know how to end a flight inside my plugin...

That would be awesome. Not very elegant but if the mission cannot be ended from inside the plugin there is a more.. explosive way of forcing missions to end.

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How about just having a button that credits it back to the budget but prevents you from doing anymore of any mission with that craft. You would have to say end it here, then you can check if they are landed or splashed down on Kerbin or even see if the Lat and Long are close enough to the space center or whereever to get the credit. Should be the mission creator that says how much (%) you get back for return, and where the target location is. So the button wouldn't be visible until the credit conditions are met for return of the spacecraft. You do that now with Complete mission buttons.

Good idea about the useless recycled vessel, thanks :)!

But I think the mission creator is not able to say how much % you get back. Consider this: Someone built a really nice reusable Space shuttle, after a successful mission the user lands perfectly on Kerbin and the only krones he is getting back are the ones the mission creator defined in the mission file. Besides the fact, that I think it's unfair ;), this possibility does already exists: an optional landing goal on Kerbin with a reward.

How about this:

Once you land back on Kerbin you get 75% construction and material costs and 95% fuel costs back.

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Good idea about the useless recycled vessel, thanks :)!

How about this:

Once you land back on Kerbin you get 75% construction and material costs and 95% fuel costs back.

Your only talking about the fuel left over right? I think 25% of the cost of the spacecraft for "wear and tear" (75% back) is fair. 95% would be very fair for the quantity of fuel returned.

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Yes, of course, I am talking about the fuel left over :). As long as the fuel tanks do not explode (and if they do, the fuel is gone) nothing happens to the fuel, but the tanks still need to get brought back to KSC, thats the 5%.

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Two suggestions about the main post instead of the plugin itself:

- Add a version or build number, or latest build date to keep track of, and update the main post. Currently I can't tell that the plugin has been updated with new features just by looking at the main post.

- Please specify which KSP versions this is (and isn't) compatible with, at least with 0.20 and 0.20.2 as the currently roaming versions. I assume many users will, like me, have the burning question in mind if they can still use it if they update to 0.20.2.

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Dumb question but I'll ask anyways cause I can't find any answers anywhere. I've got Xamarin Studio (monoDevelop) installed. I've pulled the git code and loaded the solution. But when trying to compile, obviously i'm getting errors referencing unity. Where do I get the necessary includes and where do i put them / install them?

Sorry, but it's been years since I coded and never with Mono. Thanks!

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Those files (UnityEngine.dll and Assembly-CSharp.dll) are in KSP/KSP_Data/Managed.

No problem :), but don't ask me how to reference them *properly* in MonoDevelop. I have a hard time with MonoDevelop myself...

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