Jump to content

malkuth

Members
  • Posts

    1,780
  • Joined

  • Last visited

Everything posted by malkuth

  1. Oh its going to be released my friend.. Im trying to find out what I need to do to release it in my own thread though... Thinking of renaming it Mission Controller Extended... Of course nobody still has his full rights over it if he comes back.. Just think it deserves its own thread... Which is the part im not sure about at this second... And squashing some last minute bugs.
  2. Alright starting to test .11 of this mod (if we can actually call it that since its still not Nobody's edits) So far all features I wanted are in.. Including Nathankell edits. .11 changes No more difficulties Replaced with a Testing Mode. There are now 3 modes to Mission Controller Testing Mode (3% of cost of Vessel Not including Fuel... So dry cost, and missions don't work this mode adds just a little more challenge to Mission Controller.. Now testing those vessels will cost you money) Note about testing mode.. Just like in human testing world you can use Test Pilots... test pilots can still die.. Insurance cost apply in this case. Flight Mode (This mode is normal operations.. Missions Count and work) Also this mode is same as playing on Medium in the old way.. Only with the new values from Nathan. Disable Plugin (Nothing Works.. Just like the old way Used Nathans Edits of cost.. Only his. This is a really good edit. It separates the parts into categories and prices them separately. Have not decided on the fuel issue and if we should cut those down or not.. (would require mission payouts to be adjusted) Included with .11 will be my mission packs.. Already Delivered. So the question is.. Should I release this or wait on Nobody? Been over a week and no response. And If I do release it should It be in this thread or make a new one? What would that require? Rename of the mod? Anyone that understands GPL3 license and all can chime in.
  3. Edited I figured it out and implemented the things I wanted.. yay for me. Oh and I still have not heard anything from Nobody.. I did ask him if he would mind me working on the mod while he is gone or too busy.. But nothing yet.. But if you want to work together on pushing this mod foward totally willing to go in with you.. I can tell you right now your a far better programmer then me at this point with what I have seen you do in just the few edits you done. You understand the math stuff better too. Its up to you.. You can pm me if you wish for we don't flood this thread with all this talk.. The New Settings window.
  4. Looking it over I don't see anything wrong.. Not sure why its not showing up.. I loaded up another vessel that has the 3 man pod and the 2 man can and only showing up as 10,000.. Which is totally incorrect with what you have for equation. Something has changed. And I added your files direct into the save.. And just added my fix again.. So.... Guess I will look some more. And they are still calssified as pods.. And ModuleCommand. Edit.. I fixed it seems your edits are effected by messing around with the Cost in difficulties.. I set them back to normal and the prices went back up..
  5. Yes they did well they added new modules to pods with the new reaction wheels which is a new module. Also they increased the electrics of all the pods since reaction wheels use electricity now. Ill take a look at how it effects your code tommorow. How come your still using .20? Oh and the example above the only thing I changed was the fuels didn't touch mass or anything else so the parts you edited should not be effected. Total fuel cost are still pretty high though but at least they are cheaper then the ship itself though.
  6. Yes it does.. It saves the flight and everything And I changed the Menu Back to the way it was originally.. But the user still has to go into tracking station to actually get rid of the craft that has landed.. IE recover.
  7. Hmm Ill check it out.. I was working on Taking out the Difficulty part of the Mod and adding a Testing and Experiment stage to the mod.. IE when testing your craft for functionality with a small cost instead of Disabling the mod (You can still disable the mod If you want).. Adds a little more difficulty to the mod without the whole % based cost inflation of the old system.. (which makes mission making hard to plan for) Anyway I was messing around with the cost Myself.. (I don't really like the way cost are done either) So it will be nice if your Edit makes it even better. Because even though I messed with the values still was not happy. What I was trying to do was actually make the cost without Fuels actually Match Kerbal Engineer cost as close as possible. And the values were really weird I got it close but still... Anyway Ill check it out. thanks. Edit I don't know about you.. But what do you think of the fuel cost.. This is one of my biggest pet peeves about the mod and is one thing I changed.. But I don't think the fuels should cost More then the vessel itself.. So I changed some of the values a little bit.. And with your edit I like it a lot more. For instance this is the Default Kerbal X cost with both our Edits. And This Is the Default Z Imagine Satellite Cost.. Notice the Solid Fuel Cost.. I have no idea why solid fuel is more expensive then Liquid.. So I changed it.. And all other fuel cost for Fuel is not more then the actual cost of the vessel. Oh I like how you separated all the cost of the Different parts like that.
  8. Ah no biggy.. Still liked it was a joy to fly around with a use. I figured out the parachute later. Also Just curios you double stacked rockets right? Surprised that actually works.
  9. Thanks Frement I try this out.. Don't know if I want to implement this though because I don't really want to change Nobody code too much right now. But for my own personal use I might give it a go. Does seem though that the SaveFlightState is also old code.. Sets a warning about using a newer call. I replaced that part with this. GamePersistence.SaveGame("persistent", HighLogic.SaveFolder, SaveMode.OVERWRITE);
  10. If your using .21 and trying to use the version on the front page.. It won't work.. You have to use my Unofficial Version posted above to work in .21. Nobody has not yet updated the official version.
  11. I have not done any new missions.. Ive been doing some Youtube stuff and studying C# Programing. And playing KSP when I can. Ill get some more done soon.
  12. Ya I was surprised they didn't have a transfer option... But this mod is sure not dead... We still need it for that.. And hell really is nothing to the Astronaut center yet really..
  13. You can also go into Tracking Station and recover the whole craft. Kerbals And all. There is no endflight anymore.. But I didn't know about the kerbals Retrieval in the center though.. Interesting.
  14. Ya sandbox will always be available.. Not sure what the issue is.. Its just another part of the game..
  15. I think those reset the flight.. Be the same thing as doing The Revert to launch and Revert to pre Launch (IE in hanger). Which would reset the time. This little code was part of the mission controller mod. It was used with recycle vessel option in the old version. When a vessel landed or splashed down you could recycle it within Mission Controller.. And after it was recycled the program ran like this. if (status.recyclable) { VesselResources res = vesselResources; showCostValue("Recyclable value: ", res.recyclable(activeVessel.Landed), styleCaption); if (GUILayout.Button ("Recycle and end flight!")) { manager.recycleVessel (activeVessel, res.recyclable(activeVessel.Landed)); FlightDriver.TerminateCurrentFlight (); FlightResultsDialog.showExitControls = true; FlightResultsDialog.Display ("Vessel has been recycled!"); recycled = true; I changed it to this because the FlightDriver.TerminateCurrentFlight (); is no longer part of the code (its what crashed the Mission Controller in .21) if (status.recyclable) { VesselResources res = vesselResources; showCostValue("Recyclable value: ", res.recyclable(activeVessel.Landed), styleCaption); if (GUILayout.Button ("Recycle and end flight!")) { manager.recycleVessel (activeVessel, res.recyclable(activeVessel.Landed)); FlightResultsDialog.allowClosingDialog = true; FlightResultsDialog.Display ("Vessel has been recycled!"); recycled = true; Totally took out the TerminateCurrentFlight and Replaced ShowExitControls with allowClosingDialog.. The Show ExitControls also resets the flight and Time.. Which is not what we want to do. When you go into the trackingStation there is a new option that allows you to Recover a Vessel when it is splahsed or landed.. I have no idea how to set it up. the only thing I could find about Recover Vessel was this. ShipConstruction.RecoverVesselFromFlight(ProtoVessel, FlightState) And I can't get it to work because I have no idea how to setup (ProtoVessel, FlightState) So basically I would like it to be like the original code.. I would like to EndTheFlight right there and then.. Instead of exiting out of the screeen and going to the Tracking Station to do it.. Of course without Ressetting the Time, and getting the kerbals back without killing them. So when you take off on say day 1... And come back on day 5.. If you revert it sets it back to day 1.. Like flight never happened.. We want it to stay at day 5.. And the flight did happen.
  16. Pretty new to programing but I know that this line of code no longer is valid. FlightDriver.TerminateCurrentFlight (); I have tried many different things to replace this with.. But nothing seems to work (always reverts the flight back to preflight) And I can't seem to find how to call up the Recover Vessel Option that you get from the Tracking Screen, inside the game screen. Of course we want to recover the vessel without killing the crew.. too. Any ideas from the more experience programers.
  17. Ok so I will release this Unofficial edit for you guys.. But please remember that Nobody is still the official Developer of this mod.. All I changed was The lines that were causing the code to crash.. Nothing is new. But there is some changes in how things work so please remember these rules. The new way Kerbal Space Program Ends Vessels.. (IE there is no more End Vessel) totally borked how mission editor handles Recycled vessels.. I changed it as much as possible for the system can't be mistreated by user.. IE always Recycling the vessel to get more money. So its up to you not to abuse this.. its your game.. So Have Fun. Last note.. You have to Recover Your vessel now from the Tracking Station.. Click on Vessel in tracking station and if you vessel is splashed or landed you will have the recover option on the bottom left hand corner (looks like a tow ship). Only way to recover the vessel.. This is not my doing. Its how .21 works now.. And I can't figure out how to call this from the Game Screen. So here you go guys.. Have fun. This is what happens when you land and you get the recycle option. 1. Everything is the same as before.. Click Recycle 2. You will get a Mission Debrief Screen after this.. 3. Exit out of the Debrief screen and hit ESC. 4. Choose The Option To Go to Space Center (from the Pause Screen) 5. Go To Tracking Station 6. Recover Vessel. To Delete Vessels in space (IE satellites you no longer want) 1. All vessels that are not in a landed or splashed state can now be Deleted from the Tracking station.. Its the only place in the game you can delete vessels. Unofficial Mission Controller Fix (User Download) SourceCode GPL License
  18. curious if this is a clipping issue with people using vessels with lots of clipping.. Not to sure.. i used HalsFury Gemini 2.. And it works pretty dam near perfect.. Some of my other vessels I noticed a drift though.. But I combat it with turning on SAS and back on like the old days. Seems to work.
  19. Another Episode Up and Running. And My save file converted fine.. (well except the moon stuff.. Which is why we abandoned anyway) And I also got Mission Controller to work in .21 Sent A PM off To Nobody hopefully he still working on it.. If not then I will release the unofficial version after awhile.
  20. Nice Vessel.. Decided to use it to deliver Jeb to My SpaceStation in my Lets Play. Really like vessels this detailed.. Wish it was 2 man though would be much better suited for what I needed. Link To Video
  21. Well I managed to get this to work in .21 This line is the culprit FlightDriver.TerminateCurrentFlight (); I just hashed it out and the program does not crash anymore. (this is why you see nothing in game right now) The problem is I don't know what to replace this with.. This line is what ends your flight in the old version.. But TerminateCurrentFlight is no longer in as an option.. But hopefully Noboddy will see this and be able to get a quick fix out to everyone. I don't have permission to edit this program for the public.. I have to do some more testing to see what this will do to the game anyway. But I got it to actual load I guess thats a start.. Again there seems to be no more endflight value at all... So hmmm. Ill Pm Nobody see if he is still active.. Edit: Did some more work replaced the TerminateCurrentFlight with something else.. Not sure what It really does.. But it totally stops a player from misusing the Recycle button too much.... But MC is working fine in my game at this point. Waiting for a PM from Nobody. If not I might release it as unofficial for now.. Like some others do.. Have not seen to many people calling for this mod... So maybe its not needed.
  22. Its out.. Go get it. Steam updating now... Wohoo.. .21 here I come baby.
  23. Jeb crashed into the Server farm by accident.
  24. If it is not a fluk.. Steam will be the last to get it.. Since well thats just how steam works. So if it does come out today... You will get it eventually.. If not then you won't.
×
×
  • Create New...