Selling Space

Selling Space

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Intended to be used with sandbox mode, this mod tries to be a simulation of the new wave of private space corporations. The goal is not primarily exploration, but rather the development of vehicles which can be cheaply mass produced and sold on to those who do wish to explore.

Your aim is to build vehicles able to transport cargo (represented by the CargoPod part in the utilities section) to the various bodies, as cheaply as possible. Once a vehicle has been demonstrated it automatically begins to be sold on the open market, with buyers seeking the cheapest rocket for their given cargo requirements.

--Designing cargo delivery system---
The first type of mission is the cargo delivery run. Its aim is to place a set number of cargo pods in orbit around Kerbin or another celestial body or on the surface of such a body. To perform such a mission, hit the Start Cargo Run button. Then design your rocket/rockets/spaceplane/spaceplanes, launch them, deliver the cargo to your target, return as much equipment as possible for recycling and reuse, then hit end mission to evaluate the cost. You must start the mission before the first ship is launched for it to count, but once the mission is started you may launch as many separate vehicles as you need, to allow orbital ship construction and partial ship recovery. Many systems can all be launched to the same target, say, low Kerbin orbit, if they fulfill different roles. Clients have varying cargo needs, so heavy and light launch vehicles can both be sold profitably alongside one another.

--Designing space stations---
A space station is defined as a Processing Lab with a docking port in orbit around a planet or moon. Any celestial body may have at most one active space station. Each station will bring in a set income per month, and this income can be increased by upgrading the space station.Every month a space station can request a new set of components. If these are attached then in the subsequent month the station will gain an upgrade point and so increase its earning capabilities.

--Designing surface bases---
A surface base is defined as any vehicle with six or more Kerbals onboard landed on a non-Kerbin planet or moon. Bases, once established, gain cash based on how expensive it is for you to deliver cargo to the surface of the base's planet or moon. This requires you to have a proven cargo delivery system to start gaining cash from the base. Bases can then be upgraded to further increase their cashflow. Each month, until fully upgraded, a base can request new components. These do not need to be attached to the base itself, but need to be landed and nearby (precision landing or transport rovers required). Exploration missions allow you to gain income from the scientific value of your base. One new exploration mission becomes available with each normal upgrade the base receives.

--Designing rover systems---
Rovers are a source of a little bonus cash. If you have a rover on a non-Kerbin body you can, at any time, start a rover trial, during which you will demonstrate the rover's performance. Once accomplished the rover will automatically begin to be sold to gleeful buyers. Further improvements can include capsules for a pressurised crew environment, or cargo in the form of CargoPods.

--Use of existing launch systems---
Once you have the capacity to put a certain amount of mass in orbit, or take it from orbit to another celestial body there is no need to repeat the launch or transit. From the Tracking Station in the Space Centre you can transfer from Kerbin orbit to any other body you have a delivery system for, assuming your craft has less mass than the cargo capacity of that delivery system.

--Auto-orbit---
If you have a ship launched (fired its first stage) but still stationary on the launch pad you can opt to have it taken to orbit by one of your cargo delivery systems, again assuming it has less mass than that system's cargo capacity.

Many thanks to nobody44 & malkuth1974 for making the amazing Mission Controller mod, which served as an inspiration and coding guide for this mod