KVASS

Kerbal Very Simplified Simulation and Planning

License: GPLv3

Game Version: 1.12.5

Source code: yalov/KVASS

Downloads: 6,112

Author: flart

Mod Website: Forum Thread

Support this mod: Donate

Followers: 14

KVASS v2

Simulation and Planning Time without any restriction.

Simulation

Use the Simulation button for a launch, and alongside the cost of the vessel, you will need to pay additional funds for the simulation.

After you finish your testing, use the "Revert to Editor" option as usual. This will return the vessel's cost, but the additional payment will not be reverted (default - 2% of the vessel's cost).

Do not forget to enable the possibility to revert in the stock settings.

Planning Time

For a "real" launch kerbals want "to plan" a vessel before the launch. Also you aren't supposed to revert the "real" launch after the planning, because they are "real". For the planning time management Alarm Clock App is used. (changeable to KAC in the settings)
You make your vessel in the editor, click a Clock Button, and alarm is created (appended or prepended to your "planning queue") Then you exit to the KSC and wait until the Planning Alarm is finished. After that you finally Launch your vessel from the Editor or KSC Launchpad/Runway GUI with the usual Launch button. The alarm is automatically deleted.

If you have a reusable stage, simply remove that stage temporarily from the rocket in the editor, create a timer, and then put the stage back before launching the vessel. If, for some roleplay reason, you have the ability to launch a vessel without planning, feel free to launch without planning. If you want to make a small tweak to a vessel after the planning, just before launch, go for it. The mod will not restrict you.

Why is it "planning" and not "building"? The funds will not be spent when you start the "process", but rather when the process is finished and the vessel is launching. So, in-universe, when planning is started, the best minds of KSC staff gather in the meeting room, initiate the planning process. They discuss how to build the vessel, where to obtain the fuel, where to place the Place-Anywhere 7 Linear RCS Port, and so on. Once all the planning is completed, the actual building of the vessel follows in the usual Kerbal way: exchanging funds for a ready-to-go vessel from the Green Pocket Dimension.

By default, 1 fund of a vessel's cost will be planned for 10 seconds, and an additional day after. It's as simple as that!

For example, with a 6-hour day:

  • Kerbal X rocket (:funds:62,495) will be planned for 62495*10/3600/6 + 1 = 29.9 days
  • Dynawing Shuttle (:funds:132,899) will be planned for 132899*10/3600/6 + 1 = 62.5 days

Alternatively, you could put a vessel's mass into an equation in the settings.

Additionally, you have the option to enable speed-ups to introduce a progression in planning time:

  • speedUp by passing Years (enabled by default): Every 5 years planning time will be reduced: after 5 years time will be halved, after 10 years - time will be reduced to one-third, and so on.
  • speedUp by Reputation: Every time you pass 240·X reputation planning time is reduced, so after 240 Rep time will be halved, after 480 Rep time will be reduced to one-third, and so on.
  • speedUp by Available Kerbals: For every 7 available kerbonauts in the Kerbonaut Complex, a new team is created. Every team reduces the planning time in the same manner as Reputation.
  • speedUp by Science: Every time you pass 2500·X science mark, planning time is reduced (science will not be spent) This feature adds utility to lategame science.

You have the option to modify the numbers mentioned above in the settings.

The mod is compatible with Career, Science, or Sandbox mode. In Science mode, you use science points to pay for a simulation.

Advanced Alternatives: KCT + KRASH & Co.

Also it's cozy to use KVASS + KRASH, just disable KVASS Simulation.

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