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Posts posted by malkuth

  1. KSP 1.12 Version Is up and running (didn't have to do much)


    1. Updated for KSP 1.12 (Would of ran without the update I believe, didn't have to change a thing)

    2. Did get rid of more of the debug code.. I will keep looking for more errors.  But my active development is pretty much done.

    3. If you find bugs please just report them in a PM to me and    in this thread.  I really not that active any more in the KSP world. 


    You get download off the front page via GitHub And should be showing up on CKAN.. If thats still a thing?

  2. On 6/18/2021 at 8:46 PM, Dominiquini said:

    Is this mod working on KSP version 1.11.2? Is it still being maintained? It would be a shame if it was abandoned, it seems to be very interesting...

    When KSP 1.12 comes out I will update to make it work. But that it.  No more active development on this mod from me.  

    On 2/22/2021 at 7:27 AM, ggerolamo said:

    I would also be very interested in an answer to this question!

    I often wait for years until my contract is accepted !?!

    Does anyone know how this system works?





    Quick way through this is to clear out older contracts you don't want.  KSP still uses a weight system, and can only have so many contracts showing at once.  Sometimes just clearing the ones you know you don't want can help get things moving again.   

  3. 15 hours ago, etmoonshade said:

    @malkuth - a small bug in MC for you:

    I'm seeing the following spammed (pretty regularly, once per 10 seconds by my count) in my logs:

    "[ERR 19:22:54.161] range 1 Is = 200Range 2 is = 1500Total Value is = 257"

    There's zero context around these errors - in fact, I had to do a full-text search of GameData to find out that "range 1 Is" was found only in my KSP.log and MissonControllerEC.dll.

    I'm not actually seeing any impact from it (that I can see - this is a new game, so that could change,) but it's sort of weird and, of course, cruds up the logs a bit. :D


    A bit of code diving shows that Tools.cs, line 14 has the following:

    Debug.LogError("range 1 Is = " + range1 + "Range 2 is = " + range2 + "Total Value is = " + value);

    There are a lot of Debug.Log lines in the same file that are commented out - something accidentally left over?

    Ah just debugging stuff I forgot to shut off.. Nothing major.. Ill get rid of it for next version.

  4. Well I was working on the new UI for Kerbal Space Program for a month or so now.. And well Fs2020 came out, and now I find myself enjoying flight in that game for now.  I will come back to Mission Controller I guess when I get bored with FS2020.  But for now I'm releasing this version as an alpha.. Its pretty stable.. I think I squashed most bugs.  But I'm sure I still have some.  Anyway the changes.
    1. New UI for Repair Window.
    2. New UI for Satellite Window.
    3. Repair contracts have been changed and are now a little more fun because of the New UI.
    4. Same with Satellite window.  All changes can be done on the fly now, even in flight.. Other than changing the Satellite Type and Module type.. These can be setup from Editor window or on the flight pad before takeoff.
    5. Bunch of changes made to the code, and small fixes that I can't remember everything right now.
    6. The Revert feature in Mission Controller has grown.  It now charges like before, but It also charges extra the More you do in the flight. Bringing revert Feature more in line with a Test feature.  Still WIP.
    7. AVC File Updated for new version.  Note I don't include AVC just the File.. Mostly for other reasons. 

    TODO in future if I come back.  
    Finish the New UI for Custom Contracts (sorry ran out of time, more complicated than I thought)
    Still have to add hangers Mod Exception for Satellite contracts.. Sorry.. Its on the list again.


    You can download new version at my Github page.. Please if you find bugs (if anyone actually plays anymore) tag me in this thread.. And send it to my Github page..  I usally look at KSP forum for about 5 seconds to see if I have a tag every day or so. If not I move on.


    Alpha Version


    Screen shots of new UI.




  5. 25 minutes ago, allista said:

    What I don't understand is why doesn't it work as is? Whatever one does in Editor is saved in the ShipConstruct and then is retained by the Vessel that is created from the construct. There's not much difference between launching from Editor to the launchpad and launching later from a hangar in flight.

    So if your configuration is saved in some part module it should work after launching from hangar.

    From my understanding they are using a feature thats pre-made vessel from space?  And can't be edited to adjust to a new contract?  So they saved a Pre-Made vessel with Value A,B,C...  But when they get a new contract the contract ask for Values D,E,F but the pre construct is still A,B,C..

    Normally you just edit the ship and set it to D,E,F and launch like normal.  I guess I would have to check out Hangar mod to see how it works to see.


  6. 6 hours ago, allista said:

    @etmoonshade a bit of technical detail

    When Hangar spawns a vessel-stored-in-editor (as opposed to a vessel stored in flight), it performs all the routine of assembling it from the corresponding ShipConstruct, positioning it, setting its orbit and then physically applying force and torque to conserve linear and angular momentum. During this process the vessel exists in PRELAUNCH state briefly, but the state is changed to that of the launching vessel as soon as the launched one is loaded.

    @malkuth if you explain me the issue in more detail, I'll try to help to make both mods compatible. E.g. a Hangar,  as soon as the vessel is completely launched, sends dedicated KSPEvent -- onLaunchedFromHangar -- to ALL parts of the launched vessel. This may be a signal for a single-shot configuration.

    That OnLaunchedFromHangar will work.

    Anyway the original issue was @etmoonshade asked if it was possible to be able to edit the Conditions MCE sets for Probes in flight.  Basically we create a contract that has three properties that must be met.  Satellite Type, Satellite Module, and Frequencies, The contract gives you the settings and in the editor you set the conditions yourself.. IE make a satellite type Communication with a Module type and frequency of such and such.

    Originally I had this set that you could only do these changes in the editor, not in flight... Didn't make to much sense that you could change a Satellite type in mid flight... Be kinda like launching the Hubble Telescope and while its in space changing it to a starlight satellite... LOL..  So I compromised and made an easy fix to allow the changes in flight. (was easy fix at the time) since you cant change any of those settings from a hanger before launch.. (I believe the vessels are pre loaded already made).

    Anyway now I doing a large make over of the UI for Mission Controller and since I was in the code and changing everything I figured I would find a way around this, without the compromise.  But now since you have your own KSPEvent Thats good enough for me, to make it work.  Thanks. :)  which basically just means Im going to only make the compromise if that condition is met.. Any other time its going to be the same as old way.. Only Im updating it to people can change settings at PreLaunch too... to help with another mod.  IE they can edit the settings while the vessel is still sitting on the launch pad.. But not after launch.. Except Freq... Which Im going to allow anytime.

  7. 13 minutes ago, etmoonshade said:

    I really hope that frequency field takes text input. That would be an awesome feature in general, especially when setting up custom contracts with a high orbit (I don't even want to imagine how many clicks it'd take to get a reasonable orbit around the sun in a rescale mod...)

    So slick though. I like it.

    Nope thats just the Frequency setting.. It replaces the old slider in the old system.. You can only go from 1-50.. Either in 1/2 increments or 1.  It works alot better than the slide.

    I have not got to the new Custom contracts UI yet.. That one is going to take a long time.  These last 2 took many days.. And still trying to work out all the bugs. LOL...   Only good thing about the Custom Contracts UI is that I don't have to work around the Part Modules, and getting a UI not connected to the part to work with it.   Gah..


    But for sure the Text Imput for Custom Contracts and Orbital Heights is going to happen.  Mostly because it will save me like a half dozen buttons.

  8. 17 minutes ago, etmoonshade said:

    As far as I can tell (and @allista can correct me if I'm wrong,) it spawns the vessel inside the hangar with a slight outward push once you "release" it. So "instant out" would probably be the correct way to describe this - as soon as you kick the vessel out of the hangar, it's a separate vessel.

    I'm honestly not sure if there's a way to release it but keep it in some sort of "docked" state, and there's certainly not a way to edit it before it's released from the hangar (and even keeping it docked to edit it on the launchpad would defeat the purpose of something like the fairing hangar, where the structure of the hangar disappears once you deploy it.)

    It seems you're worried about making satellite contracts trivial (e.g. launching a few satellites beforehand and then just setting them as you accept contracts for easy money) - it might be worth making it a config option somewhere that needs to be explicitly activated so the "default" experience is what you intend it to be, and then people who need the on-the-fly change functionality can enable it if they need it? Or just detect whether Hangar is installed and use a MM patch to change the module that's installed to something with the quick-change functionality? Although the latter sounds like a lot of duplicated code...

    Of course, either way you look at it, that gets into making the code more complicated - I'd personally rather deal with not being able to use Hangar on satellite contracts than have you bang your head against the wall trying to balance for it or code around it. :D

    Also, that UI looks slick. I look forward to trying it out.

    No not worried about using sats over and over.  They are still just a one use thing.. Dead at least the Mission Controller Part after completing 1 mission with it.  

    I was just curious if you had to launch the vessel, just like taking off from the launch pad.


    Anyway  the new UI for Repair Panels and Satellite Panels..


    New Repair Panel



    New Satellite Panel


  9. On 7/18/2020 at 3:35 PM, SpaceGreer said:

    Ha! This is sweet! Look forward to it. R

    Hey just a question for you since I never used Hanger Mod before.. But when you make a vessel from the hanger do you still end up launching it like normal?  IE  You hit spacebar to actaully launch it still.. Or is it instant out?  And more important can you still right click on part Modules and change things while in this state.

    Only wondering because I would like to make it only editable in Pre-Launch state while waiting to hit the spacebar, for Sat Types and Modules.  in the new UI.

  10. sure this is the one I learned most on.

    Lazy Coders Guide To KSP UI

    35 minutes ago, TranceaddicT said:

    Can you direct me to those tutorials?

    I'm having a hell of a time translation the old ones into the latest Unity.

    I may end up picking your brain a bit too.

    Let me just caution you the TextMesh Pro part is completely messed up. Doesn't work at all for KSP 1.10 (believe 1.9 too).. Even though you still have to have it, and install it just like mentions for Parttools.  You have to basically do this that @DMagic mentions in this other thread.  I go find it for you..  and post it in this thread when I do.


    Here it is.. 

    TextMesh Pro Issues

  11. Well I finished my first UI and Re-Code for the repair Panel.  Will be shifting to the Satellite Panel next, than redo the whole Custom Contracts UI next.   Lots of work, but I learned a lot from this. Thanks to @DMagic and @Fengist for there UI tutorials on how to do this stuff.

    After done with the UI for the in game stuff I will be doing the KSPedia Stuff!  So still be a while for new update.  I might release a beta of the repair panel and Satellite panels and contracts just to test things out later.. We will see.



  12. Mission Controller

    1. Fixed an Issue with Frequencies not updated in flight, without reloading flight scene.
    2. Changed Satellite Contracts to completely use Default KSP Orbits + Orbit checks.. This results in much more variety and accuracy in readings. Also, should make all satellite contracts 100% fool proof in Types of orbits. Meaning 100% compatible with any type of mod planets or Increased size of the game world.
    3. Added the ability for all satellite contracts to have a % chance to be launched to another Body other than Kerbin.  You must first visit other Planetary bodies (IE Discover) before contracts will be able to be sent.. IE Mun,Minmus,Duna etc.  Only Kerbin based Contracts will have ground stations though.  WIP - Please report issues, takes forever for one person to find bugs!.
    2. Changed Orbital Research Orbits same as satellite. Same reason.
    3. All these changes has made the average Orbital Height much higher for all missions. Making them a little more difficult. Increased payout of Contracts to compensate for this.
    4. Added new ModuleManger .cfg patch file that was made by KnotaiG.  Now all probes including modded ones will have MCESatelliteCore added to them. Allowing
    all of them to be used as MCE Probes.


    As always if you notice any bugs please report them.

    You can download the new version from my Github listed on the First Page Post.

  13. Mission Controller
    1. Added ability to change Probe MCE settings in flight.  Its strange but only easy fix I could find to allow other mods like Hangar mod + Extra-planetary launch pads to be able to launch MCE probes.  The probe can only still be used once though.. So once you transmit you contract settings, the probe settings is no longer under your control.
    2. Up the Contract Payout multiplier from 3X to a max of 10X.  This should allow for better payouts for larger type worlds with bigger planets.  For instance a Navigation contract at KSP default size at 10X low orbits now pay about 600K.. So should be enough to compensate.
    3. Fixed Revert cost not showing.  At some point I did a quick fix on this that I forgot about that disabled it.  So now revert cost again are % of total ship cost + fuel.  you can set the Multiplier for this in In game settings.. Default is 10% of cost of the vessel to Revert.
    4. Fixed Issues with Repair Contract Payouts. They should be much better payouts at higher orbits now.


    Quick note on Frequency changes in Flight!  I had to add a new button for the changes to be made.  Just like in Editor you use slider to select the freq.. But you need to push the Frequency set button to set it in flight.  Again quick fix.  And for best results changing settings.. you should always choose your Satellite type First!  Than choose your Module type!   I changed some UI to express this.


    You can download the new version from my Github page link from the first post.  

    Did not have time to test this out completely.. But everything should be ok.    

    11 hours ago, etmoonshade said:

    All good. Even with the quirks caused by my mod set, it's still way better to have the MCE missions than to not have 'em. ;)

    I have plenty of ideas and I'm not shy about sharing 'em - but having been an admin and creator for a multiplayer game, I understand (and accept) the concept of "I'm doing this for free and have better/easier/more useful things to do right now, sod off" better than most. :D

    its all good.   new version released.. Try it out.  Hope I didn't break to much. ;)

  14. 11 hours ago, etmoonshade said:

    Much appreciated. It's hardly an urgent issue or anything, just a simple little QoL thing I thought of. And I could almost figure out how to code it myself, if I could figure out how you lock the buttons in flight... (of course, I have no clue how to mod KSP, and the last programming language I used was C :P)

    For what it's worth, MC2 (MC3 now? Just MCE?) is working nicely otherwise. Bug-free, at least. :D

    Side note: some of the contract rewards seem out of whack (again, based on what I have to do to get to a certain orbit with the rescale mods.) I'm currently flying a contract to pick up a part in a 114Mm orbit (roughly similar to the Mun in rescale,) for 450k (with 3x rewards.) I suspect it's going to cost me significantly more than that when all is said and done, even after the rewards tweak. I swear, there's no pleasing me. ;) (edit: Derp, this one's a stock contract. My general statement stands though - with a rescale mod, even maxing out the rewards, funds rewards tend to be weaksauce. In fact, I've been code-diving, and think I may have found a bug regarding this - I'll report on GitHub.)

    Digging around the release folder, I don't see that there's a place where contracts are defined; I assume they're compiled into the .dll. So I guess a second feature request is to expose the various contract types in a .cfg someday. I suspect that'll be significantly more work to do though. :V

    Ill up the Multiplier for Payouts for it can go higher than 3X next patch.  

    As for contracts, I would basically have to rewrite the code to make more settings available to players.  So don't really have enough time at the moment to change that.

    And Ill check out the Github report.

    Biggest problem Im having is with the last issue of making players able to edit the Freq etc in flight.   And finding a way to do it that doesn't offset the balance of not being able to change the Types and settings of Probes on a whim at any time.

  15. 1 hour ago, etmoonshade said:

    I see you closed my bug, and hey, no more missions in the atmosphere with rescale mods! Although I haven't done any recovery missions yet... I may complain yet*. ;)

    A feature request, if I may: Is it possible to have an option (whether in difficulty or a more hidden config) to allow a non-locked probe core to have its types changed? My use case is the Hangar mod, where I can load a satellite directly into a bay (no physics simulation) and launch it once I'm in orbit. I don't have a way to tweak something I put in there short of loading the base satellite, modifying the parameters, resaving it, and putting it into the cargo bay anew. I'd rather skip that process if at all possible.

    I figure this is an easier ask from you than trying to get the Hangar dev to expose a way to tweak parameters on a vessel that's inside a cargo bay. :V

    * lol I'm using so many old version mods, including Kopernicus and Sigma Dimensions - any bug report I make is probably horribly invalid anyway.

    Ya, I can work something out on that. :)

  16. Another New Update.  Version 3.1.1 Ready to Go:

    Mission Controller

    1. Added First Stages of A Manual To KSP you can find it in the Mission Controller Folder called "Mission Controller Manual"  This is first stage of maybe adding
    in game manual.  If someone wants to help with this it be great!  Added Directions for How To Do Mission Controller Satellite Contracts, How To Change Module + Satellie + Frequencies in VAB for Satellite Contracts and how to Finish Mission Controller Satellite Contracts in Game!  More to come soon.


    2. Redid the UI for Changing Module Types, Satellite Types when Doing Mission Controller Satellite Contracts.  Much easier now to select and read what your chaning when selecting Satellite Types and Module Type in the VAB when Setting up for these types of contracts!  Module and Satellite types are now Push Buttons when you right click on any Non Manned Probes.  All probes are in vanilla game are Populated with Mission Controller Modules using Module Manager.  You can add your own Modded probes via Module Manage by using the "MCESatelliteCore".  Example located in MCEProbePatch.cfg in Parts Menu of Mission Controller.


  17. On 5/18/2020 at 3:28 AM, MaGiC_PoWa said:

    Does this version work with 1.9.1?

    I got this in the log:


    When working on Update version of KSP 1.10 and MCE I found more reasons for this error.  And as I suspected it because the contracts don't exist yet.  The reason this error comes up (easy repeatable) is that MCE actually loads at the Start Menu when loading up game.  The problem with this is that the Contracts don't load until you load your saved game.   Hence the errors that show up on loading up game.   No easy way for me to fix this, but it also is not causing any real problems, once you load your saved game it goes away and should never show up again. (so no slowdowns)   so I see no reason to really spend time to try to get rid of the errors.  The good news is that I was able to fix a ton of other errors that came up (not all errors but messages MCE shows during bug tracking).   while tracking this one.  So again nothing to worry about and its not effecting the game.  


    Hopefully I get new version of MCE up soon.  Working on some more things.

  18. On 5/18/2020 at 3:28 AM, MaGiC_PoWa said:

    Does this version work with 1.9.1?

    I got this in the log:

    [EXC 09:24:39.376] NullReferenceException: Object reference not set to an instance of an object
        MissionControllerEC.MissionControllerEC..ctor () (at <90bbe74c424344b6b3d19a4303bcc76f>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
        AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)
        UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
    [LOG 09:24:39.379] 5/18/2020 9:24:39 AM,MissionControllerEC,DEBUG: Loading ConfigNode
    [LOG 09:24:39.383] 5/18/2020 9:24:39 AM,MissionControllerEC,DEBUG: Saving ConfigNode
    [ERR 09:24:39.409] MCE Settings Loaded

    [LOG 09:24:39.409] MCE Awake Called
    [EXC 09:24:39.412] NullReferenceException: Object reference not set to an instance of an object
        PopupDialog.SpawnPopupDialog (MultiOptionDialog dialog, System.Boolean persistAcrossScenes, UISkinDef skin, System.Boolean isModal, System.String titleExtra) (at <55ba45dc3a43403382024deac8dcd0be>:0)
        MissionControllerEC.MissionControllerEC.Awake () (at <90bbe74c424344b6b3d19a4303bcc76f>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
        AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)
        UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
    [LOG 09:24:39.428] [UIMasterController]: ShowUI
    [LOG 09:24:39.725] [GameParameters]: Loaded custom parameter class CommNetParams.
    [LOG 09:24:39.726] [GameParameters]: Loaded custom parameter class MissionParamsGeneral.
    [LOG 09:24:39.726] [GameParameters]: Loaded custom parameter class MissionParamsFacilities.
    [LOG 09:24:39.726] [GameParameters]: Loaded custom parameter class MissionParamsExtras.
    [LOG 09:24:39.727] [GameParameters]: Loaded custom parameter class AdvancedParams.
    [LOG 09:24:39.728] [GameParameters]: Loaded custom parameter class TC.
    [LOG 09:24:39.728] [GameParameters]: Loaded custom parameter class MCE_IntergratedSettings.
    [LOG 09:24:39.729] [GameParameters]: Loaded custom parameter class MCE_IntergratedSettings2.
    [LOG 09:24:39.729] [GameParameters]: Loaded custom parameter class MCE_IntergratedSettings3.
    [ERR 09:24:39.744] Error calling custom SetDifficultyPreset method in type [MissionControllerEC.MCE_IntergratedSettings2, MissionControllerEC.MCE_IntergratedSettings2]:

    [EXC 09:24:39.745] NotImplementedException: The method or operation is not implemented.
        GameParameters+CustomParameterNode.SetDifficultyPreset (GameParameters+Preset preset) (at <55ba45dc3a43403382024deac8dcd0be>:0)
        GameParameters.GetDefaultParameters (Game+Modes mode, GameParameters+Preset p) (at <55ba45dc3a43403382024deac8dcd0be>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        GameParameters:GetDefaultParameters(Modes, Preset)
    [ERR 09:24:39.745] Error calling custom SetDifficultyPreset method in type [MissionControllerEC.MCE_IntergratedSettings, MissionControllerEC.MCE_IntergratedSettings]:

    [EXC 09:24:39.746] NotImplementedException: The method or operation is not implemented.
        GameParameters+CustomParameterNode.SetDifficultyPreset (GameParameters+Preset preset) (at <55ba45dc3a43403382024deac8dcd0be>:0)
        GameParameters.GetDefaultParameters (Game+Modes mode, GameParameters+Preset p) (at <55ba45dc3a43403382024deac8dcd0be>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        GameParameters:GetDefaultParameters(Modes, Preset)
    [ERR 09:24:39.746] Error calling custom SetDifficultyPreset method in type [MissionControllerEC.MCE_IntergratedSettings3, MissionControllerEC.MCE_IntergratedSettings3]:

    [EXC 09:24:39.746] NotImplementedException: The method or operation is not implemented.
        GameParameters+CustomParameterNode.SetDifficultyPreset (GameParameters+Preset preset) (at <55ba45dc3a43403382024deac8dcd0be>:0)
        GameParameters.GetDefaultParameters (Game+Modes mode, GameParameters+Preset p) (at <55ba45dc3a43403382024deac8dcd0be>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        GameParameters:GetDefaultParameters(Modes, Preset)

    A lot of the errors in this are actually missing contract types.  If you have Contract Configurer installed and have disabled some contracts it could cause these errors.  Contract Config does a much better job of disabling contracts then Mission Controller, I use a pretty old method way back from 1.0 to disable them.  Basically MCE is looking for contracts that no longer exist.  Should not cause to many problems.  Should only happen once.  Since MCE only checks once.. Or everytime the contracts files are loaded.


    Might just get rid of this ability since CC does it so much better.  And most people use CC more than Mission controller.

  19. On 6/28/2020 at 5:51 AM, FabioofSpace said:

    Hey, I suggest having the ability to type in the inclination and altitude for the Satelite builder contracts. Since it is quite annoying having to continously click until you get to something like High Synchronous orbit in something like JNSQ Kerbin(8968.11 km)

    I will see if I have time and patience to do it.  But Last time I worked with trying to implement this, it was a royal pain in the ass to get it to work right.  But I managed to do it.   

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