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malkuth

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Everything posted by malkuth

  1. Version 1.34 for KSP 1.1 Release is now out. Please beware the new rover contract is still pretty early WIP. Working on it as much as I have time.. But that's not much. 1.Fixed the issues with APA and PEA in most contracts I hope. 2.Only the Satellite Network Contracts have a set value for KEOSync orbits now.. All other contracts can have random values to help spice it up a little. 3.Messed a little with the randomness of Repair Contracts. 4.Worded some of the missions a little different. 5.MCE should work with RS and other Solar System modification mods that change the size of kerbin and other bodies. 6.Adjusted some prices to make Contract Payouts a little less 7. Increased Repair Contracts again. 8. Fixed a few mission Description problems 9. fixed a lot of possible NRE issues, especially at part load and MCE modules. 11. .fixed an issue with Repair contracts and a possible NRE when the Check for Repair Part doesn't pass. 12. .fixed issues Up to and including all Apollo Historic missions I could find. I still have more work to do on finding any issues with the later historic missions. 13. .Searched for in code errors that have been around and trying to squash them. These don't cause many problems in game but might help reduce More NRE issues. 14. Added new contract Land Rover, and Drive Rover. This is a WIP project and might not work totally correctly yet. But the mission has two parts, Land your rover on (Duna is only planet this release) specific waypoint. The waypoint is represented in the Map view during the game. You do have a small margin or error for the LZ. But you have to be pretty close when landing the rover. The next part is a 2nd contract that adds a new waypoint for you to drive your rover to. This one is pretty self explanatory. Again this contract is a WIP. I have not had much time to test it out and any possible issues. I will continue to work on it as I get time though. 15. Added Mini AVC to Mission Controller to help control possible version conflicts.
  2. Sounds pretty cool, might try it out once 1.1 goes live. As for changing your mod around to suit others and to work with other mods of the same type, might be a bad idea and I agree with your stand on this. Another mod called Better Than Starting Manned had the same idea and he did fine and had his own fan base.
  3. Before you give up on me totally I have added a new build to the GitHub not compiled yet though, that adds a debug check to see what vessels are being added to the list. during the game while in Mission Control room when trying to get a Repair Contract to load (takes a little bit) you should be looking for two things. on the debug menu One line might say that RepairContract Set to false... this means that at this time the repair contract will not show, the random show up has failed. (it has a 90% chance of showing in this version). If the contract can show up you will not get that.. You have to switch to the vab and back to make it do another random check to see if they can show up. When they do show up you can actually see the list of Vessels added show up when the contract is actually generated. It will only get generated if your using the Decline other contracts or using F12 Contracts Clear Contracts to get a new list. Obviously you want to backup your save if you do this. Repair contracts won't show up until they have room, or another contract is declined or its expiration deletes it from the contract available list. Also in the debug menu in the MCE window you can force the repair contracts to show up also. Again you will have to clear contracts to get them to show up though. GitHub page.
  4. I don't know why you think I'm not reading your post I understand what your tying to say. What you don't seem to understand is that I can't reproduce your problem on my side. You giving me lines of code that should work fine. And the NRE are just pointing at the lines of code your having issues with. I tried to explain to you why your getting tons of messages, its pretty easy to understand why when your using a ForEach loop why that happens. Do you have a lot of mods installed? Only reason I ask is I would like to test out your save myself and see what's up but if you have a lot of mods installed I might not be able to test it myself.. But I would like to. At this point I'm just guessing at why its not working, I need to see it in action myself to figure it out. I can't reproduce what you describe on my end or with my own saves. I don't know, should be cycling through all vessel and adding the names and registrations to the List. Again I can't reproduce this with my own saves. All the line of code does that you keep pointing out is get a list of vessels with Repair Panels and add then to a List. That list is then called later to select a random vessel from that list and give it to you as a repair contract. Again in one of my post I said that I would launch a test vessel without a Repair panel on it.. I also added about every single part that has modules on them to the satellite. Again I could not reproduce the NRE when the check failed. And the satellite was just as big maybe even bigger. My other satellites are not small either. But I will continue to try to find out by adding even more modules to them to see if I can reproduce this issue. A Foreach loop is not timed in anyway, and if your playing 64 bit KSP you should not have memory problems. I had the check go through a 300 + part space station without issues. Again when you have an If statement and an Else statement you should only be getting the Else statement if the check doesn't see the repair panel.. Other wise you would not get that long list of annoying codes, then finally an NRE. If your satellites are all the same then its pretty obvious that the same issue will happen. Again I would love to try out your save file and see what's up, think its going to be the only way I can figure it out right now. Also when I mentioned that I already fixed one of the issues.. That means I have not uploaded it to you guys yet, so you still have the older version with the same problem. If you want to fix the issue yourself since your compiling the code yourself and making changes // the debug lines in both the Repair contract and the Station repair. That should stop the many messages from popping up for you. That is an issue and can slow your game down. Should look like this. /*Debug.Log("No satellites found with a Repair panel, Skiping satellite repair Contracts");*/ Next if your compiling code make sure you get the latest version from my GitHub.. Using the older version you won't have the newer updates. I will continue to try to help you but if your going to get demanding and mad at me because I can't figure it out then I don't know what to tell you. I have a life and can't spend all day in front of a computer screen figuring out a problem on someone else's PC that I have no idea what he might be doing or changing, or has for other mods that might be causing issues.
  5. Update: so I went back into game to test some things. Now I have about 10 satellites or so in orbit that all have the repair panel and are classified as probes. I also have a Station over Minmus that does not have Repair panel. Last night when I found the bug myself my station over minmus was causing some lag in the contract room when cycling through contracts and it was doing its check.. that's because of what I said above. That's fixed now and my recent test I'm not getting the messages or the slowdown.. (other then the normal contract cycle load when declining contracts). http://imgur.com/2S0YtYz http://imgur.com/imKdsUM The pictures show how I'm getting repair contracts and no NRE at all, even when the Station Repair fails (because I have no Repair Panels on them). I guess I should launch a vessel into orbit without the repair panel and see if I can repeat this. Keep in mind if you send a probe to another planet with repair panel that vessel will be included in the list. Repair Contracts are NOT BOUND to just kerbal. Usually they are only because MCE satellites are only launched into Kerbin orbit. But I left it open for more challenging repair contracts if player wanted.
  6. Already fixed this in the current version I'm playing.. I forgot to disable to debug text for that part. It repeats because its a Loop IE Foreach. So for every vessel it finds and skips its telling you that it can't find any repair panels on any parts on any vessel type probe. The 100 repeats is because its not actually just checking a Vessel but each part on the vessel. There are two repair contracts.. One for Satellites that checks any vessel with type probe IE (satellites) and a contract for station repair which checks vessel type Station. So are you actually getting any repair contract missions now? I take it some of your satellites still don't have repair panels on them? If so that explains why your getting the messages repeated. Again I forgot to disable to debug code so its still cycling through all vessels with type Probe and that will happen. Also anything type station. About the NRE are you getting any actual NRE or are you getting the "Could not find any repair panels on Vessels thing"? The later is not an NRE but whats suppose to happen.
  7. Release of Version 1.30 PreRelease 3 for KSP 1.1 PreRelease is available on my GitHub page. Download. 1. fixed a lot of possible NRE issues, especially at part load and MCE modules. 2. started work on the new rover contracts.. WIP. (Not Yet in game) 3. fixed an issue with Repair contracts and a possible NRE when the Check for Repair Part doesn't pass. 4. fixed issues Up to and including all Apollo Historic missions I could find. I still have more work to do on finding any issues with the later historic missions. 5. Searched for in code errors that have been around and trying to squash them. These don't cause many problems in game but might help reduce More NRE issues.
  8. Updated for 1.1 PreRelease Download from my GitHub Page for now until the final 1.1 Version becomes live for KSP. Download. No more dependency for Blizzy Tool bar.. Been wanting to transfer to default KSP tool bar for awhile now. Updated for 1.1 PreRelease. Removed all references to version checker in the code. This was older code that needs updating and decided to just junk it for now. Maybe later I will add the newer version of Version checker.
  9. Are you placing repair panels on your Satellites? Its a prerequisite for all Mission Controller satellite missions.. But is not for any other mods or Default contracts. Without the Repair panel mission controller skips over the satellite until it finds one. If it does not find one then you don't get any repair contracts. Also been extremely busy with personal life stuff for the last year, so what time I do have to bring to coding and playing in general is very limited. All your NullRefrence is telling me is that you failed the part check for Repair Panel. Which is needed to do the repair mission. The stuff you pointed out though does help me fix one issue.. You should not be getting Null References when the check fails.. The reason your getting them is because I don't have an Else statement. Which I will fix up ASAP.. It should at least stop that from happening.. And letting the rest of the code run its course.
  10. Been throwing around the idea of starting with the NASA rover missions with Mars as next historical missions. And yes I have thought of adding ISS mission to the historical missions. Usually I only choose the Milestone type missions to include in Mission Controller so of course I could not cover all the ISS missions. Just the really important ones.
  11. The missions require certain prerequisites to show up. And more important is that some of the require your prestige to be higher. thinking of reducing some of these, with my testing I have been doing for 1.1 I have noticed that the contracts are falling a little short in historical missions to where the player might be in the game at that time.. For instance I just finished Apollo 17, and have yet to get the Luna Missions. More work.
  12. Pre Release Number 2 available for KSP 1.1 PreRelease. 1. Increased Repair Contract spawn again. 2. Fixed few errors in contract descriptions.
  13. This might be a little harder to fix ksp uses numbers to identify bodies in celestialbodies. For instance kerbin is 1 the mun is 2. Etc.. That is what contracts use to decide what body your going to and getting all stats it needs. If ro is changing these in a significant way then yes the contracts will be screwy. I'm it sure how to work around this if it's the case. i believe yes Apollo needs to be completed first I would have to check. The crew requirments are fixed so can't be changed. another note on Apollo you only need to finish the historic missions not the extended missions. repair contracts can be a little tricky to get. The version I'm using now they pretty much show up 90% of time. But have to wait until I release this one after more testing.
  14. like post above stated for KSPUTIL.dll pretty much all my issues I had in the building of new versions were because almost everything has been moved to other areas. A lot of stuff IE most still work the same you just have to get the refrences like the first post stated. And I had a huge list, but once reading first post and adding the refrences.. Everything pretty much cleaned up, other than a few things.
  15. Alright for those playing the New Pre Release 1.1 I have a Beta release of MCE for that. Only available on my dropbox at this moment. Everything seems to be working and a lot of things have changed. 1. Fixed the isssues with APA and PEA in most contracts I hope. 2. Only the Satellite Network Contracts have a set value for KEOSync orbits now.. All other contracts can have random values to help spice it up a little. 3. Messed a little with the randomness of Repair Contracts. 4. Worded some of the missions a little different. 5. MCE should work with RS and other Solar System modification mods that change the size of kerbin and other bodies. Again this is a beta test for the Beta Build of 1.1 PreRelease of Kerbal Space Program. Report any bugs on this forum. Make sure to state you are using the Beta build for 1.1 KSP. Beta Build For Mission Controller and KSP 1.1 Pre Release. You Can Also Get it on My GitHub Now If you Prefer.
  16. Whats changed in Modules? [KSPEvent(guiActive = true, guiName = "Start Data Linkup", active = true)] public void StartDataMCE() {} Doesn't seem to show an action button anymore when right clicking on a part with your custom modules. EDIT: never mind just seems its a little wonky in the game.. Sometimes its there sometimes its not. Hmmm.
  17. Well I have everything working IE loading now into PreRelease 1.1 without any issues. Only thing now is back to testing and making sure everything is working right and I will release a 1.1 Version of MCE.
  18. As I expected the 1.1 Prerelease aloud me to see how bad it will be to update MC2 to 1.1. And its pretty bad, one of the big things is the ConfigNode stuff has changed a little it seems. And I didn't even write that part of the code so well could be a problem. Other stuff is also broken but seems more manageable since its my code and well much more easier to figure it out. Might either have to wait until the utility I used for the Config nodes is updated.. Or have to rewrite all that myself. At any rate MC2 does not work with 1.1 Anything.. Don't even try.
  19. How APA work is that you must actually be below it not above it. Same with PeA you must be above it. and within the margin of error. The next version I will try to make this more clear. Again. when doing an ApA you must be below the required number within the margin of error. With PeA you must be Above the required number within the margin of error.
  20. Hi, this is a known problem which I am actually working on fixing now. The same thing happens in RS. Since I'm playing RS now pretty much exclusively I'm working on this issue. The issue is that I used pretty much simple values that only corresponded with default kerbin in the older versions.. Instead of using Methods and examples from other mods to find out the Min Planetary altitude of a body. Did some homework and the future version of MCE should pretty much work with any version of KSP with different types of planet sizes like RO etc without changing any configs. Sending me the output.log file might help me figure this out. Might be some sort of conflict with another mod is my guess. Another known issue, I will try to figure it out. I quick work around that is a little annoying is to change the value in the Part Config file. Not a 100% sure how I will fix this.. But might have to come up with another system that you can manually put the number in.
  21. You might have to clean out your current Contracts for them to reset correctly. Could be trying to find old data that does not exist anymore. ALT F12, Contracts, Contract Tools, clear contracts. Don't clean out the history though just the current contracts.
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