severedsolo / kerbinspacestation Goto Github PK
View Code? Open in Web Editor NEWA contract pack for KSP, designed to replace the current Space Station Missions
License: Other
A contract pack for KSP, designed to replace the current Space Station Missions
License: Other
It's buggy and doesn't work properly, so I'm just going to remove it entirely.
If the player messes up their station then tough. At a later date I will allow a 2nd station to be built.
Contract rewards are probably a bit generous, and deadlines are probably a bit tight right now.
Idea floated by micha - I'm thinking this may be better folded into hab modules somehow, but need to have a think about implementation
Likelihood of being implemented: almost certainly
List of things I want in 1.1:
New Bodies (mandatory): (should just need to clone Kerbin missions - and create new Contract Groups)
Mun
Minmus
All new bodies should not fire until you have at least orbited said body.
Changes/Fixes (all optional)
Finally get to grips with the changing orbit contracts.
Possibly look into adding support for other Life Support mods besides TAC (if they exist)
Currently the Science Module will only work with the stock Mobile Lab. Can we extend this for Station Science labs? Possibly using a MM config?
Metl suggests defining a new part, which is only used in KSS Cores. Currently under investigation by Metl - I may take a look myself later.
I'm not sure if this is the right place to bring this up, but I've been experiencing an issue related to these two mods. I have both of them installed through CKAN. The paths are different and the parameters are different, but the contract names are duplicated, which causes exceptions to be thrown when the game attempts to generate new contracts. If you intend to allow both of them to be installed simultaneously, I believe the contract names in one or the other need to be modified so they don't overlap. If you don't intend for them to be installed simultaneously, they should be marked as conflicting each other in the CKAN metadata so that people can't accidentally install both at once, and that should be spelled out clearly on the forum page (and on the README.md page here on github, which seems to be missing) for those who install it manually rather than through CKAN.
Sorry for the nondescript title. Essentially, you can launch a space station that fulfils the contract... then if it no longer counts (either due to rearranging the station or intentional disassembly) the contract will appear again. Not sure how this should be resolved... maybe the first station to be launched is remembered even when disassembled?
To encourage better diversity of missions. Will also help with #54
Medical emergency
Upgrade crew capacity
Send engineer to station
Service module
Nfe support
Reward balancing
I've received a contract to extend my surface base by landing a science lab nearby. The base in fact already had one and as soon as I switched to it, the contract was marked as complete.
Perhaps, you should either check that the existing base has no lab or prevent it from triggering or require that a newly launched vessel is required.
Mentioned by Akira_R - It would be preferable if ScienceModule looked for ModuleScienceLab rather than Large_Crewed_Lab
Not important enough to get it's own update, so tack it onto the next one.
I use the mod together with TAC Life Support. If I accept two supply contracts, and finish one, then it registers the other as failed.
Vessel definition points to the station not the escape pod.
Mission text is always male; need to add logic to check sex of Kerbal and adjust pronouns appropriately.
Planned for 0.2 - at certain points (extremely rarely) trigger a tier 3 evacuation mission. Possible use VehicleParameterGroups and HasCrew?
Accepted a Crew Rotation Contract (fitted in nicely with a Tourism one), launched the new Crew to the Station, and docked.
I then landed an unkerballed launch stage (from another mission), and the contract completed.
2 issues:
If I can get science working as I would like, KSS will have all the features I originally planned for it, so assuming everything goes OK the next release will now be 1.0 instead of 0.3
Already on the list but added as a specific issue for easier reference
CC documentation is a bit dodgy as to which requirements get checked on actives and which aren't. To be safe, add a checkOnActiveContract = false flag to all the requirements, to stop this sort of thing happening in the future.
Two bugs here. "HasCrew" is actually checking for an engineer on the station, it doesn't care who goes outside... You can even go on EVA on the surface and the timer will start.
Also if there isn't an engineer inside the station, you can't complete the parameter.
I'm going to write my own set of Station Science contracts to stop endless repeated experiments.
Possibility of adding a Tier 2 mission to include Space Tourism support (ie extra passenger modules and such)
KSS is not going to scale well for interplanetary missions, so I propose a few changes (feedback welcome).
All Missions:
Tier 1 and 2 to be merged. Core mission has separate parameters for Power and Hab Modules.
Interplanetary
Tier 1 and 2 to be merged.
Problem:
Launching 4 modules to attach to interplanetary stations, with one module generating at a time (therefore one module per transfer window), is going to get pretty tedious. For Duna alone it's going to be a minimum of 9-13 years to get a station built. Then you have to wait for another window to send your crew.
Solution:
I propose removing Tier 2 missions and instead expand the Core Mission with separate parameters for Power and Hab Modules. The player can then choose to either launch it all in one go, or make it modular. Also opens up the possibility for the person who requested Salyut/Mir type stations.
Potential Issues:
Old stations who haven't completed Tier 2 would be obsoleted, and could never advance. Can get around this by redefining vessels with a new name, but existing players would have to run the new Core Mission.
New Missions
Problem:
Interplanetary station missions should focus on parent bodies. It's unrealistic to expect the player to launch new modules/extra things needed for missions every transfer window. However, it's not unreasonable to expect player to crew rotate every transfer window.
Solution:
All interplanetary stations should need engineers at all times, in case the power module fails. The engineer can then repair it (or keep it going until a replacement arrives). (futrtrubl)
Evac missions provide an opportunity though: If the player has a Service Module (need to come up with a better name) capable of landing, and returning to the station, potentially the player could evacuate the crew to the surface, then back up when the emergency is over. Also the possibility of adding emergency medical evac missions (futrtrubl).
I also think it's unreasonable to expect the player to return science to Kerbin each time... so Survey missions could be used to land, collect science, return to the station, then transmit (EVA reports maybe?)
This also opens up the possibility of Fuel Resupply Missions (the service module needs to be refuelled after each landing after all). Possibly combine these with the usual LS resupply missions (although I would expect the player to bring a load of LS with them).
Potential Issues:
1 Tier 3 mission at a time (as it is now) is a bit unrealistic. It would be better to allow players to (for example) do a Crew Rotation, Fuel Resupply, and LS Resupply mission on the same craft. Also, if I implement a change and it doesn't work well, I have to update each body (time consuming), so use Duna as the Beta test before implementing other bodies.
Opening this up mainly to metl, but anyone can weigh in if you like,
As the pack is now basically complete, would a wiki be a good idea do we think, basically explaining the steps for completing each mission
As we work through the contracts, I'd like to clean up comment sections as we go (remove all the stuff copy and pasted from wiki, and leave comments as to what the lines actually do)
So it seems if you are using a strategy to convert all your science into something else (ie funds), the mission won't complete because no science gain is registered.
Maintenance missions are generating duplicates. Definitely extracrewcapacity maybe others. Also need to change flags to Activeunique
I just recovered a medical emergency contract to bring Val back from the Mun Space Station. I accepted a second med emerg contract during the first one's operation, the second being to bring Jeb back from the Kerbin Space Station. On recovery of Val, Jebs contract was failed, costing me a fair amount of funds. Im about to fix this with some .sfs editing, but can I provide any useful information from the file first?
CONTRACT_TYPE:NEEDS[TACLifeSupport|LifeSupport] should be changed to CONTRACT_TYPE:NEEDS[TACLifeSupport|USILifeSupport] to properly enable support for USI Life Support.
Reactors and such.
PARAMETER:NEEDS[NearFutureElectrical]
{
name = PartValidationNearFutureReactors
type = PartValidation
title = 1 or more fission reactors
hideChildren = true
partModule = FissionReactor
minCount = 1
}
PARAMETER:NEEDS[NearFutureElectrical]
{
name = PartValidationNearFutureRTGs
type = PartValidation
title = 1 or more radioisotope generators
hideChildren = true
partModule = ModuleRadioisotopeGenerator
minCount = 1
}
Revert back to original method
Need to rewrite data nodes for most of the contracts
I have an idea for a new mission, it's very high level at the moment, not even sure if CC has this functionality.
Basically once you have your station running (Im thinking only interplanetary targets), you send a Kerbal down to the surface, do a bit of science, return to the station and transmit the results.
Possibly this involves introducing a new science part specifically for this mission, so transmission rate can be 100%, as I feel that scienceexperimentmodule would not really work with interplanetary targets
It would seem that after the hab module and power module are in place, the core mission comes up again. It was easily worked around by just switching to the station after accepting the contract, but it reappeared again after completing the lab addition. I am going to remove the Mun files and see if it persists.
A resupply contract (I use TAC Life Support) requires to dock the station with any vehicle that has food on board. If the station is made of multiple parts docked together, and any part other than the core that has food in it is undocked then redocked, the contract is successful. Instead, it should require a new vehicle (as it is done for most stock contracts), eliminating this problem.
The title sums it up. It just seems a little odd to have to rotate a nonexistant crew.
Floated by micha, I like this idea but am worried about the inherent wobbliness of docking ports, further testing needed (maybe a pull system?)
Station Core contract is available before having the docking node unlocked. Can accept contract, no requirements listed for completion.
Add TAC LS Support - a new contract for resupply missions. Potentially we can expand this to look for all stations.. but for now concentrate on KSS. I expect that the LS contracts will just fail to load on stock games, as they will be looking for a resource that doesn't exist, but will need to be tested.
Need to update ExtraCrewCapacity so the optional parameter uses HasCrew
Reported by Bob Jub on the forums -
The "have one of the following power generators" line is missing - as is the science lab. Need to review the "hideChildren" parameters. Also still says it needs 5 Kerbals, but it needs 4.
May be related to NFE - I noticed from the screenshot that Bob Jub has it installed.
Report from the forum - station docking port may not be registering a docking event
Floated by micha - very doable, could even just use the generic science container part for mod support
Just add a requirements node that re-specifies @/targetVessel requirements, to make sure it's still valid.
Might be a CC issue, but I noticed stock revamp uses its own mesh, it's possible it's not quite sitting right with the stock clamp-o-tron, might need another mm config to fix
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.