New In This Version of Mission Controller Extended

Changes in .19
1. Finally Mission Controller Has Saved Windows Postion.  Mission controller will finally remember your windows postions even after a restart.
2. Azadam was nice enough to update the Stock Missions Descriptions and other fixes to the Mission File.
3. Aontas added a new missions Goal LaunchGoal. Now using LaunchGoal you can launch from any Body. And have it a mission Goal.
4. New KerbalNauts Window. This is a work in progress but now you have a way of charging your space program for the Kerbals you hire.  At this time it is not connected with the HireButton in the AstroNaut complex (canft seem to find a refrence to it). But you do have the choice to use the HireButton to charge your Space Program.  The price of HireKerbals is Editable from the New KerbalNauts Window.
5. Kerbal Insurance has been moved to KerbalNaut window.
6. Updated the DOCKING GOAL.  I did not change much but the change I did use now uses the actual in game DOCKING to tell when you do dock.  It still uses most of the legacy code though for the The Rest of the code.  Seems to work with the testing I have done.  Not sure if its better though.
7. The silly long messages for Reset Space Program And Rewind have been removed.
8. New Mission Controller InGame Icon has been added.
9. New Random Missions.  A new Pack has been added that takes advantage of the Random Missions Option in Mission Controller.  Every Mission in Random Missions has Random Mission Goals.. After you play the mission you can Use the NEW RANDOM MISSION Button in Mission Packages to get a new set of values for the random mission.  All are repeatable.

Changes In .18.1
1. Fixed Kerbal Insurance not being Charged on launch. (thanks Nathan)
2. Fixed Some Decimal Issues and Rounded off the Orbits. (orbits Only)
3. Fixed the Civilian Space Program Missions Governments Contracts. Medium, heavy.  Passive Missions should now show up.
4. Increased the Payouts in a few of the Civilian Space Program Missions including the Government Ones.

Changes in .18
1. Small Fix added a check to make sure you canft Recover Recycle Test Craft while in Test Flight Mode

Changes In .17

2. Hardcore Mode added. Its back.. Hard Mode for Mission controller. But instead of Making Parts more expensive Hardcore mode Reduces mission payouts by 40%
3. More Auto Recycle fixes.  You now get little messages that tells you how much you received and what was just Recycled. Same rules apply for Auto Recycle.. 
(a) falls below 25km above Kerbin and is therefore destroyed by the game but
(b) has 70 drag per ton (0.14t of stock parachute per ton of dry vessel mass)
then it will be recycled at 0.60 * sum(cost of parts in it). Note that a Mk16 parachute, which masses 0.1t and has drag coefficient of 500, yields 50 drag (0.1 * 500); the stock drogue yields less because its Cd is lower.
NOTE: Kerbals will NOT be recovered this way! This is only for spent stages, etc. You MUST ride down manually any craft containing crew or they will be lost.
4. Recycle-on-recover. The traditional way of recycling is gone and we're now using stock KSP recover functionality. When you go to the tracking station and select a vessel, the amount for which you can recycle it will appear in the MC main window. When you click recover, it will be recycled. Here you will get 0.85 * part cost if it is landed, and 0.65 if it is splashed down (landed on water).
5. Some more UI changes And added messages about whatfs going on in the editor.


Changes in .16
1. Finally Think I fixed all the bugs that the Auto Recycle Introduced to Test Flight Mode.. Now Test Flight Mode Should charge you the correct amount of money.
2. Fixed.. Also Fixed Auto Recycle working in Test Flight Mode.  You can no longer recycle vessels while in test flight mode.. The New System.. Or the old system
3. As a result of no more recycle in Test Flight mode. The Insurance Cost charge has been removed from test flight mode (without recycle you would never get this cost back)
4. New Window Introduced.  Starting to introduce a new window called the Finance Window.  Right now it holds your bank loans when you go in the red.  And a new.. But old Option called Passive Mission. Passive missions have been around for some time now.. But not many mission designers use the option.. A passive mission will pay you per day for (Place amount of Time) until that time runs out.  The finance window is now the major holder of this information.  Check the Civilian Space Program File to see how to do passive missions.
5. New missions introduced to the Civilian space Pack. Passive mission.  Many of the missions in the pack were converted to Passive missions. And I also Added 3 brand new missions for you to try out that use the passive mission option.
6. My continued pursuit of making the UI look better.. Some more changes Ifm sure you might notice.. 

Changes in .15
This is a small update only one bug fix. And some corrections

1. Flight Testing mode is now displaying and charging the correct price of 3% again.. Please note that sometimes there is a small discrepancy in the price by a few dollars of what your charged and what is displayed.. (not sure, think it might be rounding up in the new way parts are calculated) 
2. Went through a bunch of my mission packs and tried to correct the spelling and punctuation errors.

Changes In .14:  More updates Yay.  This time From NathanKell Thank him! he did some pretty neat things in this version.

1. Cost in VAB Displays are now in Line with MC.  Pretty big change now is that you can see exactly how much that part is going to cost you in the parts description.  MC Brings all part cost to its formula and rewrites them to The Description of that part.
2. Added a comma for those big numbers.. IE MAX AP MINPE and other mission goal numbers now should read with a comma.. And also prices in the MC window.
3. All Mission Times in My Mission Packs have been edited to more reasonable timesc I think the largest one is now only 4 hours. Which is only minutes in time acceleration.
4. Part names from Description Now Show Up in The Mission Goals.. Before it was Part .cfg file names.. This should help you with what part it is you actually need.  ##For Mission Editors## you still need to use the Part .cfg name! Donft forget to replace Underscore with a period (Example Part_Coolname_Awsome.. Will be written like this in mission Part.Coolname.Awsome))
5. Last Update and what we would like you guys to test out for us.  The Auto Recycle of Spent Stages has been implemented.  These are some of the rules for this new AutoRecycle.
A. Notes on auto-recycling: This is a test Version Of AutoRecycle. 
B. You need 70 drag per ton (approx .15 parachute mass per ton, more if using drogues)
C. You only get 60% of dry cost (and nothing else) back. Crew is still dead, for example.


New In.13 Bank Loans:  Now if you go into the red with mission controller the bank will be happy to lend you the money you need to continue your space program.  But it will cost you interest.  At 25% of Your Mission Payouts until you pay off the loan and get back into the Green.

.11 Test Flight:  now you can test your flights instead of just turning the plugin off.. At a cost of 3% of Dry costc including Kerbal Cost if you have test pilots...If you have insurance cost at a price higher then 0. When you return you can recycle whatfs left of your test craftc And get your insurance cost backc 

Good Luck Pilot.  Malkuthc

.13 Changes
1. Bank Loans.. Go into the Red and the bank will charge you .25% from your mission payouts until your back in the Green
2. Many UI changes.  Been adjusting the Colors to help you more focus on whatfs going on in the UI screen.
3. You can now see the total Cost Of Fuels.. And Total Cost Of Parts Before the Total Cost Of Vessel.  To help you decide on fuel vs part cost more easy.
4. Now when your mission ends you will see a total amount paid for the mission.  Also if youfre In the Red you will see the total amount paid after the bank takes its 25% from your Mission payout.

.12 Changes
1. Added support for Iron Cross Mod Oxygen Cost
2. Added support for Modular fuel Tanks cost.. IE LiquidO2 and LiquidH2
3. Some More UI changes.. Now resources will not show up until the have a value more the 0 in the Cost List.  Some things were left in to fill the area though. :) Like cost and construction and insurance always show.

.11 Changes 

1. Made Mission Controller work in .21
2. Got rid of the old difficulties options
3. Added 2 new modes.. Test Flight Mode and Flight Mode
4. Edited the Cost of Vessels to take into account Types... IE command, utility,engines,tanks, etc. 
5. Shrunk the UI to make it a little more visual friendly on your screen 
6. Other UI Changes to tell you what mode your in.[/CODE]

Please Read Important Mission Controller Extended is the Continuation of the Mission Controller Mod By Nobody.. Original Thread can be found HERE. And the GPL3 Info can be found Here

Mission controller is a mod I loved to play, use.. After Nobody posted a few times saying he did not have much time for mod anymore, Under GPL3 I Decided to continue this great mod as a Fork of original Mod.. This mod will always be the original work of Nobody! When and if He/she returns.. this version of the mod will be returned to Nobody at once. And continued work from me or Nathankell will discontinue if Nobody so wishes it.

PM's were sent to Nobody in the event that he was still active in this mod, asking for direct permissions along with the already License permissions he/she already gave. But as of this writing I have received any responses. But as already stated if Nobody does return, the mod will once again be his to do with as he so wishes.

So not wanting to see this great mod die.. and since .21 broke the mod anyway.. I decided to continue to develope Mission Controller as Mission Controller Extended.. Along with NathanKell.

Current Developers
Malkuth
NathanKell


Mission Controller for Kerbal Space Program (original Readme Below)

This plugin keeps track of your accomplished mission and your available budget. You can even create your own missions with a simple text editor and a small tutorial.
How this works

In the bottom left corner is a new icon (appears only when you are at the space center, flying a vessel or building a rocket or a plane): "MC" for mission controller. Click on it and it gives you the mission window, that shows your budget and information about the currently selected mission.

But be careful with your rockets! Once you launch the space craft on the launchpad, it will cost you Kerbin krones (the currency on Kerbin, ?). Even if you restart the flight, the krones are GONE.
VESSELS COST KRONES???

Yes, indeed. You pay for construction, fuel (solid fuel, liquid fuel, mono propellant and xenon), and other materials (= mass without fuel). But don't worry, the Kerbal Space Program will borrow you money, if you need it.
How to accomplish a mission

Open the mission package browser window and select the mission package to browse the missions. A bigger window opens and you can browse through all missions in that mission package. Once you have decided to finish the selected mission, press "select mission" and the mission package browser disappears. The previously selected mission appears in the smaller window and you are able to finish the mission now.

Before you launch the space craft, you should read the mission description and all mission goals. Just to be clear that you didn't forget something... because you will forget something. Then launch your space craft and accomplish the first mission goal. Most missions require you to finish the mission goals in the right order to get the reward for the mission.

Let's take a look at the "Sputnik III" mission:

Reward: 24000 + 2000

    reach a stable orbit around kerbin, minimal periapsis: 70km (2000 krones reward)
    Land back on Kerbin

You can't finish the second mission goal before you did not finish the first mission goal. Once you have achieved the stable orbit, you get a small reward for reaching this goal (you can hide all finished goals by pressing the button). When you are out of fuel and can't make it back to Kerbin, you will not get the 14k reward. Once you land or splash back on Kerbin, you get the full 14k + 2k reward. There are missions, where a splash is not enough. Crashes on the surface, that do not destroy the space craft, are sufficient but reduce the recyclable value of the crashed ("landed") vessel.

Let's take another look at the "Mun I" mission:

Reward: 40000 + 5000

    Get into an escape trajectory (a flyby) around Mun. The periapsis needs to be between 4km and 6km.
    Bring your probe back to Kerbin. Reward 5000, but optional

You don't need to finish the 2nd mission goal, because it is optional. But it will give you 5000 krones.
How do I create a new mission?

This part is a bit more complicated and you need advanced knowledge about orbital mechanics. Lets take a look at "Sputnik I.m"


Mission
{
    name = Sputnik III
    description = Bring a small satellite into a stable orbit around Kerbin and return safely back to Kerbins surface.
    reward = 14000

    OrbitGoal
    {
        reward = 2000

        body = Kerbin
        minPeA = 70000
        maxEccentricity = 1
    }

    LandingGoal
    {
        reward = 2000

        body = Kerbin
    }
}

A mission consists of several (or one) mission goals. Those mission goals can be:

    a certain orbit
    a successful landing on a planet (splashing is enough)
    special parts on your space craft, that you need to accomplish the mission
    a minimal crew count to accomplish the mission
    another mission

For more infos about mission goals, see missions.md.

With combinations of these goals you can create a complicated mission, consisting of several mission goals:

    stable orbit around Kerbin
    stable orbit around Mun
    landing on Mun (manned!)
    bring it back into a stable orbit around Mun
    landing on Kerbin (manned!)

Here it is:

Mission
{
    name = Mun X
    description = Bring a manned space craft onto the surface of the Mun and bring it back.
    reward = 30000

    OrbitGoal
    {
        crewCount = 1
        reward = 4000
        body = Kerbin
        minPeA = 70000
        maxEccentricity = 1
    }

    OrbitGoal
    {
        crewCount = 1
        reward = 10000
        body = Mun
        minPeA = 3000
        maxEccentriciy = 1
    }

    LandingGoal
    {
        crewCount = 1
        body = Mun
    }

    OrbitGoal
    {
        reward = 10000
        crewCount = 1
        body = Mun
        minPeA = 3000
        maxEccentriciy = 1
    }

    LandingGoal
    {
        crewCount = 1
        body = Kerbin
    }
}

Create your missions and share them! With 0.4 you have to use mission packages, read missions.md for more.
Contributions

    maintainer and main developer: nobody44
    support and ideas: vaughner81
    support and ideas: tek_604
    ideas: BaphClass
    images: BlazingAngel665
