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Everything posted by malkuth

  1. Nope load any Auto mated core like Probodobodyne HECS or any other automated control unit. And its in the slide options to set core type and freq. In the VAB.
  2. Sorry been gone so long guys. But really my interest in KSP has almost vanished. I have been working on Mission Controller 3.0 when I do manage to play KSP every few months or so.. Usually last for a few days though, than I move on again. But this is what I have done so far. Its not close to what I wanted to do. But since KSP 8.0 broke everything I decided to release what I had so far, and fix Mission Controller (now version 3.0). So here what I got so far. Best to PM me in a message to get my attention at this point. I don't generally read much anymore on the forums. Mission Controller 3.0 Finance Missions Update (Custom Contracts) KSP 1.8 Update For Mission Controller. 1. No longer have Historical Missions in this version of Mission Controller. 2. Custom Contracts have been renamed to Finance Contracts. Use these to have companies finance your own Missions.. Want to build a station on Mun? Well fill out the contract for Building stations, and send it to the companies to Bid on.. Someone will offer you a contract soon for your Mission! 3. Added new Finance Contracts (work in progress, will add more) 4. Did a lot of work on Satellite contracts. And SVM20 helped me fix the random altitude for all planets, including modded ones and modded universes like RSS etc.. So hopefully no more contracts that hit the atmoshpere of planets! 5. Work on the UI and got rid of old refrences to code that does not exist anymore. Including the Older Historical Missions. 6. Reworked the Research Contracts for Orbit Scanning and Lander Scanning. 7. Repair Contract Reworked to actaully show up again. (seems this one has to be fixed all the time). Using KSP randomness now for this mission instead of custom code. 8. Updated code for KSP 8.0 Using NetCode 4 etc, and all new refrences for Unity. This update is still a work in progress.. If you see any issues (and you will) please report them via either the Forum page (page me) or Github issues.
  3. Looks to me they just watched Scott Manley Video, and read the forums.. And regurgitated it for their own use.
  4. Hmmm I thought I got rid of that in the latest download (try github?) But anyway you can find the option to shut that off in the Advanced Options of KSP options menu under Mission Controller. You also have a lot of other settings you can adjust in that. Hit ESC and select KSP settings/ than advanced than mission controller.. Good luck.
  5. https://store.steampowered.com/app/954850/Kerbal_Space_Program_2/?snr=1_7_15__13 they have pics on the official steam page. They look very kerbal like. But the game is built from the ground up and new code.. So hopefully its a little better than KSP1 code was. More user friendly for Modders too.
  6. They need to make exploration much more interesting. The planets we land on need variety, and just things to do.. The Ground Experiments in breaking ground are a good start.. But it has to be more than hey I landed, 5 mins later lets get back. We need substance on the ground, things to keep us there long enough, and life support.. Life support and clouds, and dust... Etc.. Just saying. It should work Like this... Take off, land on body, gather science... oh no not enough time to do anymore, not enough snacks... take off, land. Plan mission 2. Or rescue.. what ever comes first.
  7. Still around guys. Been slowly working on updating Mission Controller version 3.0. With some major changes. But its slow going since I don't have much time. Anyway as of now Mission Controller current version still works in 1.6,1.7, 1.71 and 1.72 as far as I can tell so should not have any issues.
  8. That was definitely the issue. The work around worked for now. I'm glad you found it, I was working on figuring it out for about an hour.
  9. Alright I have fixed the issue and updated Mission Controller to newer version. The github version is ready now. Might take a few hours for the curse version to be approved. Thanks for finding this. I noticed some other stuff too that I fixed. Except one issue I have not tracked down yet, but doesn't seem to be causing any slowdowns on my end.
  10. Ill have to check it out. Maybe I left something open for debugging. Thanks for the info.
  11. KSP 1.6 Version Update Released. I have changed the parts.. I actually forgot I made this change before. You no longer have to load Satellite cores on your vessels.. The parts have been depreciated. The parts are now built into all KSP Probe Parts.. This is a beta type situation.. Make sure you save your Vessel before launch.. I believe this was an issue I had. Ill try to fix it. You No Longer need to use the Mission Controller Cores anymore!! Right click your Vanilla KSP Probe bodies to set Core Type, Module Type and Frequencies. This means you now need Module Manager For MCE to function correct.
  12. Ive been playing since 2013 so its not to hard.
  13. Wow talk about necro thread.. Anyway before 2013 this was a thing we thought about. But after the Internal updates before 1.0 hit, we learned that kerbals do in fact eat. They eat snacks. Thats why the food bins are labeled snacks.
  14. The parts are still there. I doubt they will get rid of them totally. KSP is getting close to where its not piratical to keep updating it. As long as they remain in the parts list, your ships will be safe now, and for the foreseeable future. And if not a modder will make it happen.. Another 4 years down the road if your worried about it too much.
  15. Well the time is actually calculated in seconds in code and uses a Double. In c# a double can have a max size is well pretty large. In fact if you do the math on it you start getting 2.083333333333e-5 days maximum in KSP. Or 2.9761904761899998e-6 weeks. Or 5.707762557076712e-8 years. Of course this math could be all wrong, since I used googles Seconds to days ---> Days to Weeks ---> and days to years calculations to get these numbers in which case it might not be capable of large numbers. In fact I know its wrong. But I think you get the point. Good luck hitting that.
  16. Tested current version of mission controller with 1.5 just released. All is well and it work fine. I will get a proper version up soon with updated AVC. Was also thinking of Retiring the older not well done Probe cores for MCE contracts and just adding the ability to Default probes. Of course the older stuff will still be there just not usable for new vessels, to keep existing ships intact.
  17. Mission Controller Fixed Download structure zip issue. Mission Controller is in it original folder again, not directly in GameData. Both Gitbub and CurseForge downloads. Thanks HerbaruSan for pointing this out.
  18. newest Version of MCE mostly just updated Recompiled for KSP 1.4 and 1.5. 1.Recompiled for KSP 1.4 and 1.5. 2.Updated MINI AVC with Linuxgurugamers newest version. Normal Links Front page.. As always Cursforge will take a bit to release. But my Github is always updated.
  19. Its random and at the mercy of KSPs weight system. the more contracts it has to work with, the longer it takes to show up etc. Vanilla without any other mods adding contracts usually shows up right away. Won't be able to do it, mostly for time constraints, but I usually don't play with any type of military type mods in KSP, my personal opinion is that Kerbals are not military like. But thats just me. Gah, I see what I do, going to release a version today but won't have this fix in it. So hard for me to test because I don't play the Mods that do this.. Maybe I can add a little multiplier for you guys can manually adjust the numbers.. Ill see what I can do before I release todays version.
  20. 3 Main criteria for Mission success. 1. Correct Satellite core. 2. Correct Frequency 3. correct Module Type.
  21. Need to delete the .Version File in the zip file and replace it with the new one posted above the .zip file called MissionController2.0.version
  22. Oh dang forgot to update it sorry. EDIT: Added the newer AVC version file in my github page for current version of Mission Controller 2.
  23. This is a known issue if your using a Mod that adds a different type of communication module.. Like remote tech. Mission controller is looking for the vanilla version. If this is the case your going to have to just cheat the contract done for that particular contract. I believe there are only maybe 3 total contracts that have that requirement now for the historic versions. Also If I remember correctly I would have to double check, I believe it doesn't do the check until you get to orbit. Only mentioning this since both pics were still on the ground Pre-Launch.
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