Jump to content

Sandworm's Mission Pack (updated 09/15/2013 Added New Engine Part!)


Sandworm

Recommended Posts

Sandworm's Mission Pack

Download: https://www.dropbox.com/s/prec1u9c9pwolo8/Sandworm_Combined_v02.1.mpkg

Intro: This is my contribution to the MissionController plugin. This pack is a combination of my "military" and "civilian" packs, totalling 40+ missions. They are based, as much as possible, on realworld scenarios. This is a BETA pack. I've played it as much as practical but you should expect errors. Please PM notes to me or add to this thread. Missions cover everything from basic probes (yes, it starts with a Sputnik) several different space stations (Almaz to ISS) interplanetary return probes, even scanning for and returning Kethane to KSC. I am currently working on interplanetary manned missions, but an Eve flyby is the only one atm because of IonCross issues.

Required mods:

Mission Controller Extended http://forum.kerbalspaceprogram.com/showthread.php/43645-%280-21%29-Mission-Controller-Extended-%28Version-19%29-%28FORK%29-%28ALPHA%29

Kethane (Can be played without, but some missions require) http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-0-7-7-Find-it-mine-it-burn-it-Happy-birthday-Kethane%21-%28August-15%29

Optional mods: Whatever you want, but I built the missions using KW and Novapunch. Not using fairings is chearing imho. I once used Anvil, but all of these missions were written using ProceduralFairings.

Guiding Principals:

(1) Missions should not be repetitive. Each of these will require a slightly different craft and different plan.

(2) Rewards should be difficult. Rewards for my missions are based on 2.5x the cost of the rocket I used while writing them.

(3) No silly asparagus staging. Rockets should look like realworld rockets.

(4) No narrow launch windows. I playtested all interplanetary missions with a 610km parking orbit to facilitate warping.

(5) No random orbits. I cannot stand this 'feature' of MissionController. No realworld spacecraft has ever been assigned a random orbit.

(6) No spaceplanes. KSP's lack of aerodynamics makes them pointless.

If anyone wants to submit missions for this pack, I will consider them and credit authors where appropriate. But please make an attempt to conform to the format I've adopted. Managing 40+ interconnected missions in a single text file is not easy. Send me your mission as a simple txt with hashed-out notes (ie "# notes") so I can cut-and-paste it into the master file.

Some craft used when creating these missions:

Piq8K64s.jpg4R9zvies.pngZLiODD6s.jpgQFf1Qmts.jpgzhrCWr2s.jpgzM6famBs.jpg5Xnwovzs.jpgdnqcQKds.jpgURe5nwys.pngVOfRf7Fs.jpgsIkKis4s.jpgLcca4wts.png

License: © 2013. All rights reserved. Do not distribute. (see notes in file for more info).

Old mission packs:

https://www.dropbox.com/sh/8qj5407qm8dusgb/Jm2Mch4x1j

(The engine will appear under "control" alongside the RCS thrusters.)

To-do / Future Plans:

More manned missions beyond Kerbin.

Find an IonCross/Oxygen replacement.

Optional RemoteTech goals. (RT2 looks great!)

Find some payload models.

Alternative download sites (Rapidgator?)

ChangeLog:


v01 - 09/11/2013 - Initial Release
v01.1 -09/11/2013 - errors in milstar 2/3 corrected
v02 - 09/12/2013 - Removed IonCross Reqs, added Missions, added repair goals
v02.1 -09/12/2013 - Changed milstar inclination reqs

LV-0.5R Monopropellant Engine!

zBuSU4i.png

I am a simulation fan. Satellites do not use bipropellants. They use monopropellant or xenon. KSP has xenon engines but I couldn't find any controllable monopropellant engines. So I rewrote the cfg for Squad's "LV-1R Liquid Fuel Engine" to create the "LV-0.5R Monopropellant Engine". It's 1/2 the size and 2/3 the power. Best of all, it plays nice with Engineer's Delta-V calculations and is controllable via Mechjeb. You can now incorporate RCS using into mission planning. Needless maneuvers visibly cost delay-V.

Download:https://www.dropbox.com/s/7a6jimjcb94g2cm/ProbeParts.rar

Still to do:

Mirror RCS ISP numbers.

Figure out how to build a non-throttling engine.

Custom model.

eeBmGo1.png

Edited by Sandworm
Link to comment
Share on other sites

Thanks, must have been thinking in km rather than m. Corrected in new version (v1.1)

fyi, applying a new version should not break saves. Progress, ie completed mission names, is saved in persistence files. So bouncing between new/different packages should not be an issue.

Link to comment
Share on other sites

New version (v2) up. In response to comments by a friend of mine (realworld) I decided to remove the IonCross crew support requirements until that mod works properly under warp. Also added a handful of ISS and post-Apollo missions. Hopefully the ioncross mod will return, or I can find an equivalent, simple, mod to replace it.

The new ISS missions use the "RepairGoal" mission goal and part. This is still buggy, but nothing that will block completion of a mission.

Edited by Sandworm
Link to comment
Share on other sites

MilStar-3 still has some extra difficulty that is probably accidental. Inclination is always between 0 and 180, so the -45 is tricky ;)

Easy fix would be to make it "go west" and require a ~135-degree inclination. Could specify the longitude of the ascending mode (minLan, maxLan) instead, but I can't think of a way to require "LAN ~180 degrees different from MilStar-2" or even "ascending node roughly opposite KSC on your first orbit". Unfortunately the longitude in question isn't Kerbin longitude.

Was horribly tempted a few days ago to shoot for orbital velocity at 150m.

Link to comment
Share on other sites

Ya, that was a little unfair. I just tried the milstar mission with Mechjeb2, which handled the launch properly but the inclination reset once on orbit. So I removed the negative inclination and replaced it with a simply different one (65 rather than 45). The new version is v2.1. I didn't want to get into longitude requirements as those are difficult for those of us not Scott Manley .

Interestingly, the MC window does not display names properly. It appears to be reading left to right, stopping at the first ".". So Missions_v02.mpkg and Missions_v02.1.mpkg both display as "Missions_v02". So that's what's happening if you see two with the same name. Delete/rename the old version.

Link to comment
Share on other sites

Added the LV-0.5R Monopropellant Engine. Please playtest this part and get back to me. It is intended for the final stage of deep-space missions.

Would a bigger/more-powerful version be useful?

Edited by Sandworm
Link to comment
Share on other sites

I tried all those I could find. They were all either too large/heavy or too gimballed. I wanted something properly tiny and fixed, like a proper thruster. I first tried moding the linear RCS thrusters to work as throttled engines but ran into node issues.

Edited by Sandworm
Link to comment
Share on other sites

You know, this has to be the most challenging pack out here for missioncontroller. It makes it fun in its own way, trying to fit within the cost and landing restraints of this mission. Landing from inclinations onto an exact point is fun (and challenging!)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...