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malkuth

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Posts posted by malkuth

  1. For a quick fix for you guys missing an Internal for the Mk 1-3 Pod replace this in your Mk1-3.cfg file. Use this instead of the default Internal. (It does not exist hence the bug)

    INTERNAL { name = GenericSpace3 }

    Or you can use Name = GenericSpace1 (Variant of M 1-2)

    Or you can use Name = PodCockpit (Is M 1-2 Version)

    You can find this file located in:

    \Steam\steamapps\common\Kerbal Space Program\GameData\Squad\Spaces

    On another Note you can really use any Internal you want. But this should get you on Your way if its annoying you.

  2. 1 hour ago, bojangles9999 said:

    Thanks @malkuth !!  the window stays put now.  do you know if I have to have the MCE cores researched before I can unlock the custom contracts?

    No You only need cores for the satellite contracts.  Just a note if your having problems seeing them in your Contracts, you might have to actually reject a few contracts before they show up.  Took me a little bit in testing to get some to show up.  The reason being if you have a lot of Contracts or addon contracts only so many contracts that show up at a time.  And with the weight system of when and how contracts show up it might be a bit before one shows unless you get rid of ones you don't want to do.

    But now I have to look up the mess 1.4 just made of my game.  Never seen an addon do this much.  New unity I guess is going to cause issues for us Modders.

  3. On 1/26/2018 at 4:49 AM, Berkys32 said:

    I have troubles finish TIROS 1 contract. I have vessel with Commutron 16 antenna, but it keeps telling me I dont have "Must have  Antenna Device On your vessel" . Im using 1.5.1 version of MCE...

    I'll take a look tonight in more testing. It if you have a mod that changes antanae it might be replacing the files that MCE is looking for.

  4. On 2/15/2018 at 8:39 PM, bojangles9999 said:

    @linuxgurugamer - any interest in getting this mod functional? @malkuth would you be interested in help if they are willing? linux is a mod master if i've ever seen one.

    Sorry took me so long to start working on this again.  But today I did manage to fix the Landing/Orbit window not working.  I will have to sift through this thread to see the other issues that have been going on. Anyway a Pre-Release is available on my Github.

     

    Version 1.5.2

  5. 21 minutes ago, FCISuperGuy said:

    Interesting! Question  - I bought KSP before April 2013, but I transferred my purchase to Steam after April 2013. Will I still be eligible for the free DLC, and if so I'd receive it through Steam, correct?

    Most of us are in this boat.  Already been told they are working on making sure early adopters who purchased on ksp store and transferred to steam later are getting it free.  Believe still working on it.  Also your ksp store account is still active, as long as you have that your all set.  Just log on it will tell you the purchase date etc.  and show the date you converted to steam key.

  6. On 1/17/2018 at 2:01 PM, bojangles9999 said:

    Thanks @malkuth- do you mean, for example, I should launch my satellites into orbit, and then change them to a station?  Then the custom contract will show up in mission control?  Basically, i’m Trying to set up a constellation for remotetech communication.  Let me know and i’ll test it out.  

    Let me know if there’s anything more I can do to help.

    Thanks again!

    yes you only need one though if you already have a station then that is not the issue.

  7. On 1/14/2018 at 12:06 PM, bojangles9999 said:

    Hi @malkuth - Thanks for this mod, it's amazing and has been a criticle piece of kerbal for me.  I'm hacing trouble getting the custom contracts to work.  I can't get them to show up in the mission list.  any ideas where i could be going wrong?  here's a copy of my output.log - let me know if there's anything else I can send.

    thanks again for any help!

    https://www.dropbox.com/s/kl2159vppqhadr4/output_log.txt?dl=0

     

     

    Have not played in months but I think I had some issues with the Custom Landing Showing up also because I forgot to Unlink the Requirements for it.  So basically I believe they all right now have requirement that a vessel must be in space that is classified as a station.  You can do this with any vessel really just change its classification.  I will look into fixing this later.  If this don't work just give me a shot.  It will be a little bit before I will have time to look into it though.

    On 12/17/2017 at 1:13 PM, Berserker66 said:

    Can't complete a contract.

    j4AP6fA.png
    The Contract is in the topright. It seems everything is in place. But when I press Start Data Linkup it just changes the "PartLocked" State to True, but the contract does not complete.

    All mods are up to date according to AVC and ckan.
    Savefile: https://www.dropbox.com/s/o35bhza5jz4xpqb/End of 2017.7z?dl=0

    Think you might have the wrong type of Satellite core.  I can't see the requirements because you don't have them extended but the mission says place a Communication satellite in orbit but you have a navigation Core on your vessel.

    On 12/24/2017 at 5:26 AM, CanOmer said:

    Is this mod compatible with Strategia?

    Yes, It works along side it but not with it.. If that makes sense.  It won't effect it.

    On 12/2/2017 at 11:50 AM, etmoonshade said:

    Funny, this is exactly what I popped in to ask about. For what it's worth, I can confirm it and provide info if needed.

    Edit:  Looks like the "Network" satellite contracts are affected by the same. ApA; -342km, PeA: -411km.

    Unlike RedParadize (apparently,) I'm using the "Rescale!" mods which change the atmosphere height to 112km. This might be something to take into account as well, if you're already fiddling around in the code.

    Right now I can't guarantee that this mods contracts will work correctly with any Universe Size changing mods.  I have a math error somewhere that is not applying the correct multiplications or corrections for different Planet sizes than default sizes at this time. This is a much more time involved fixed that might take me awhile to solve because I have to come up with a math equation that works with all planet sizes and takes into effect min orbits and max orbits etc.  I had this solved once but I kinda cheated since I'm terrible at math.. Seems like that cheat is not working anymore now that we have more than Default and Earth Scale.

  8. 5 hours ago, RedParadize said:

    @malkuth

    So, Tiros and Vostok mission orbit are fine, unless if they were supposed to be much higher than 121km 98km respectively. My Sigma rescale the atmo end at 91km. So I guess its about right.
    SatelliteContracts orbits are way bellow the surface (Apo -3,079km for a Eq. Radius of 3,840km) 

    Ya, I will have to check out the math, I might of messed something up than.

  9. Alright got a quick fix out for the below issues.  Thanks all, find any more please report them to me, at this point you guys see more of the game than I do!

     

    Github Download is best for now.

    1. 2nd update today sorry, but fixed the part detect issues for some of historical missions. No longer ask for specific parts but part types. IE Modules like antennas and science.

    2. Fixed the Apollo missions asking you to land on the mun when thats not suppose to be an option.

  10. Also I am aware of the issues with Part detection.  The devs have gone and changed all the Title Names of all parts it seems like communtron etc and all science stuff.  So now MCE doesn't recognize them.  Going to either get all the new names and or just get rid of the requirements.  Might be a day or two. For now Historical missions might not end correctly when require a certain part.

  11. Update fix for 1.3.1.  Sorry took so long, didn't realize that 1.3.1 broke anything have not been playing KSP for awhile.

    Both github and Curse should be updated but curse update might take a few mins, or hour.  They pretty slow now to approve.  Should say MCE 1.5.0 updated today 11/13/2017

    On 10/23/2017 at 3:37 PM, Warro said:

    KSP 1.3, MCE 1.4.5.0, Tiros-1 contract doesn't recognise Communotron 16 antenna.

    jkD90y0.jpg

    And is it possible to move contract definitions to .cfg files, like in Contract Configurator, so that their editing was possible without recompiling the mod?

    Ill have to check these out again when I get a chance.  As for .cfg file most likely not without a ton of work.

    On 9/24/2017 at 4:53 AM, Vrana said:

    The first Apollo mission, Apollo 7: CrewPod Test Flight, is it supposed to have "Land on the Mun" as an objective? Doesn't seem inline with the historical mission it is simulating or its own mission description.

     

     

    No it should not.  Ill check into it.

  12. 17 hours ago, blooder14 said:

    i can't find it anywhere in settings, both in main menu -> setting and pause -> settings. I also tried the space center icon but there is no "settings" button and no luck either on the mod folder :/

    while in game hit escape, advanced settings, choose MissionController.. Should see a list of things to turn off and on.  The settings for Mission Controller are built into the Kerbal space program settings.  Like some of the other mods do now.

    Of course if your using an older versioin of mission controller than the settings are located in the MCE ToolButton.

    20 hours ago, CatastrophicFailure said:

    Well, since you mentioned it, I'm still trying to figure out how to tunnel halfway to the core of the planet for those -3000km contract orbits, but the game's about challenge, right? :D

    Yes, yes indeed. :)

  13. 1 hour ago, CatastrophicFailure said:

    Settings menu, gotcha. Shoulda checked there first. :blush: I'm using an old version for 1.2.2, so don't waste any time hunting a bug that's probably not there on my account. 

    Love the mod,  by the way. Even works in alternate planet packs with a bit of save file tweaking. :D

    Cool, glad your enjoying it. :)  Good to hear that it works pretty well in alternate planet packs I have some pretty funny not very scientific math equations to get the general ball park distances right for contracts.. Works most time. :)

  14. On 9/1/2017 at 7:14 PM, CatastrophicFailure said:

    That's Mission Controller Extended. Exactly what I got. The text isn't an error, it's there to help plan your flyby, but can be quite redundant if you've got other flight info mods like KER or MechJeb. Dunno there's much that can be done with it since @malkuth is just tapping into the stock game message system for that. 

    Should be able to turn off the flight assist in settings.  If not than its a bug and will look into it. :)  Just did a rewrite of settings etc last patch so might of missed something with that.

  15. Alright I have fixed this problem you can download this new version from My Github (updated as of this Post) Or Curse (Takes a Min for them to clear it)

     

    1. Fixed a bug where MCE Buttons would not show up on New games, and sometimes older games. If this problem persist please report it to me ASAP.

    2. You might get duplicate buttons when you load up the New version. Once you do a scene transition IE from SpaceCenter to VAB this should correct itself.. And never come back.. If does Report please.

  16. Anyone having an issue with seeing the Mission Controller Buttons.  Revert and the main menu.. You should see the Main Button when in Space Complex screen.. And the revert while in flight.  If so please sound off.  Didn't notice this issue until I started a brand new game and noticed they were not showing at all.  After working with the code a bit I might not have them written correctly and for some odd reason on New games they don't show up.. But on older games that had older version of MCE they do.  Odd..Still trying to figure it out myself.

  17. New Release Version of Mission Controller Enjoy.. More to come, keep an eye out on the changes to Custom Contracts coming soon.  When playing the new Landing and Orbit contract Read the contract to find out where I will be heading with custom contracts in future!

    Mission Controller 1.4.4.0 Update.
    1. New Gui Using the new Untity Assets and Kerbal Space Program PopupGui
    2. All settings are now located in KSP settings menu. (Intergrated)
    3. New Custom Contract Land and orbit. (This is first step towards a new type of custom contract)
    4. Repair Contracts no longer use MCE random.  You should get them more often now using KSP Contract weight system.
    5. Started the first stage of Localization.
    6. MCE Revert is back.  Use this revert for a non cheaty version that now cost you a % of your ship cost to use.  Can be turned off/On in settings.
    7. Other minor fixes to other Contracts.  I have also started converting MCE Contract Paramenters and contracts to using any new Default Paramenters that Mirror my old versions.  

    8. MCE is compatible with Kopernicus Solar panels and contract requirements now.

     

    Download on first page.

  18. 11 hours ago, Vrana said:

    Did more testing and searching and i couldn't find another mod which changed solar panels so i went with the stripping down mods route to pinpoint the problem.

     

    This gamedata does not recognize solar panels...

    
    
    Mode                LastWriteTime         Length Name
    ----                -------------         ------ ----
    d-----       18.7.2017.     19:33                Kopernicus
    d-----       18.7.2017.     19:34                MissionControllerEC
    d-----       18.7.2017.     19:34                OPM
    d-----       18.7.2017.     19:34                OPM_Textures
    d-----       18.7.2017.     19:36                Squad
    -a----       10.7.2017.     17:38          78336 ModuleManager.2.8.1.dll
    -a----       18.7.2017.     19:37        2338335 ModuleManager.ConfigCache
    -a----       18.7.2017.     19:37          80927 ModuleManager.ConfigSHA
    -a----       18.7.2017.     19:37           8882 ModuleManager.Physics
    -a----       18.7.2017.     19:37          28994 ModuleManager.TechTree

     

    Neither does this one...

    
    Mode                LastWriteTime         Length Name
    ----                -------------         ------ ----
    d-----       18.7.2017.     19:33                Kopernicus
    d-----       18.7.2017.     19:34                MissionControllerEC
    d-----       18.7.2017.     19:36                Squad
    -a----       10.7.2017.     17:38          78336 ModuleManager.2.8.1.dll
    -a----       18.7.2017.     19:41        1856894 ModuleManager.ConfigCache
    -a----       18.7.2017.     19:41          74286 ModuleManager.ConfigSHA
    -a----       18.7.2017.     19:41           8882 ModuleManager.Physics
    -a----       18.7.2017.     19:41          28994 ModuleManager.TechTree

     

    Unsurprisingly, this one works fine....

    
    Mode                LastWriteTime         Length Name
    ----                -------------         ------ ----
    d-----       18.7.2017.     19:34                MissionControllerEC
    d-----       18.7.2017.     19:36                Squad
    -a----       10.7.2017.     17:38          78336 ModuleManager.2.8.1.dll
    -a----       18.7.2017.     19:44        1851481 ModuleManager.ConfigCache
    -a----       18.7.2017.     19:44          73963 ModuleManager.ConfigSHA
    -a----       18.7.2017.     19:44           8882 ModuleManager.Physics
    -a----       18.7.2017.     19:44          28994 ModuleManager.TechTree

     

    I guess Kopernicus is still a problem.

     

    EDIT:

    Was also wondering, what are the requirements for starting the Skylab missions?

    Skylab historically was done after Apollo.  So if I Apollo has to be finished first.

    As for Kopernicus.   Not sure what the issue could be now.  Ill have to look into it more.  The problem is I can't recreate it on my end so Im basically guessing.

     

    EDIT: Oh never mind I see what I did wrong.. I actually forgot to edit the tiros contract with new info.. I changed everything else but that one.  Ill have a new Dev version up soon.

  19. 30 minutes ago, Vrana said:

    I use OPM 1.3 maintanence version by Galileo.

     

    I might be reading it wrong but doesn't:

     

    
      @MODULE:HAS[#name[ModuleDeployableSolarPanel],~useKopernicusSolarPanels[false]]
        {
            @name = KopernicusSolarPanel
        }

     

    change the name of the module to KopernicusSolarPanel?

    All right I added support for Kopernicus Solar Panels.  So released a Dev version of Mission Controller.  Current one I'm testing.

    https://github.com/malkuth1974/MissionController2/releases/tag/1.4.3.8

     

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