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Posts posted by MedievalNerd
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Thanks for that explanation.
I was curious about how the game handles the trigger to start a mission. Let's say you have a craft that's landed on Mun. Can you use that craft select a 'return to Kerbin' mission and have the game start tracking it with that vessel? Or do all missions have to originate from Kerbin's launchpad?
I'm using the TAC Lifesupport mod so kerbals generate food/water waste and also CO2. I wanted to make a mission to send back waste to Kerbin. Ideally I would like to have small ships attached to the main vessel going to Mun. Each little ship would be a tank of whatever waste (water, food, or CO2) with engine & parachute. From what I understand the missions can't be completed by a separate ship, which is why I'd like to know whether this is possible.
Secondly I'm also using Extraplanetary Launchpads, and would be curious if missions calculate costs of ships launched from them? I know you guys don't offer cross support, but just curious if this was ever brought up.
Cheers,
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No. The way Kerbal Space Program works you can no longer just delete crafts (if you do you can kill crew inside). But Im not sure what you mean by civilian. There is a few extra fields you can add to Missions to change the way they work. Only one I can think of that you might be thinking of is ClientControlled.. All that does is make it for the player can no longer Move the Vessel after the Mission Is Done. Used mostly for MC can tell the difference between Passive Missions and Active ones.
Oups, yeah I meant client controlled.
So you still see the vessel in orbit but can no longer gain control of it? Can that vessel be used for repair missions later on for example? Just out of curiosity, what would happen if you would happen to dock with a client controlled vessel?
Thanks for everything!
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This one the latest. Changes from 3.1 to 3.2 can be found here
The non-hex ore bins are buggy. I haven't touched them as they're skykooler's and I don't have the "source" for them.
They use a trigger collider. The blend files are available in the github repository (or skykoolers). Just in case, my blender exporter.
Woo! Awesome thanks! My OCD has been on fire for 2 days straight this mod is awesome!
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Cost is based off a few different things. And can't be edited yet by user. I keep on forgetting to adding a custom cost for Engineer though. If you want though I sure if you change the weight of Flight Engineer parts. (make them heavy) then mission controller will be able to base cost off of weight. And assign a higher cost to that.
As for parts in a bin? I take it your talking about the kerbal attachment system mod? And as of this moment there is no way for MC to understand what is inside a bin and what is not. MC only reads the actual bin part. In theory if the parts added to a bin, added to the weight. Then the cost would go up. (since MC uses weight for some of its calculations)
It's all good! I'm in love with this mod it's beyond awesome!
Thanks for explaining!
I was curious about what does the civilian trigger do? Does the craft disappear? I'm hoping it's that!
Cheers!
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Wow, talk about one of the best mods known to kerbal kind! Seriously kudos all round for anyone who had a hand in this. I'm floored!
In any case, I was curious as to how can you go about tweaking the costs of parts? I don't want to reduce anything, I just noticed that my Flight Engineer module has the cost of 1. I find that too cheap and was hoping to have it's cost be more like the mechjeb module which is something like 3,000K.
Also, not that it would make a massive difference, I noticed that items placed in bins don't add to the cost calculations. Is there any plans in the future to make this be factored?
Again, amazing work I've started a new game to try things out and will be making some missions myself! Woo!
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I specifically chose not to have any penalty for having too much of any waste resource. That is an important difference between my mod and others that are out there. I did that because I wanted the emphasis to be on planning out your trips to make sure that you pack enough supplies.
If you are upset that I'm not simulating CO2 buildup, that is why the electricity requirement is there. As long as your ship has electricity, the scrubbers are filtering CO2 out of the air and sequestering it in the storage tanks. If your ship does not have electricity, then the CO2 starts building up (along with other issues like temperature control), eventually causing your Kerbals to suffocate.
I see! No I wasn't upset, how could I be upset with such an amazing mod. Been looking for a life support mod, but all of them only worked when the ship was focused on. Which made refuel missions sort of cheating as your kerbals wouldn't be using resources while you were flying your resupply ship.
Seriously, amazing work love this thing! And yeah, rather than mess around with that waste stuff i can see the benefits of focusing on that. Also, could use the waste resource for some funny mission objectives with the mission controller mod! Generate X tons of food waste on Mun, and bring it back.
Thanks again!
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Until you instill the system which makes it hazardous to deal with not having waste disposal, I was trying to find an easy way to make it matter. What if you added an extra 0.0000001 (random number here) consumption rate to Kerbals which would be waste. So if you do not have storage you won't be able to generate/store waste, then you could add another condition which makes it that if you can't "consume waste" you will starve, choke, dehydrate, etc.
Does that make any sense?
EDIT: no it does not. My brain just turned back on. Oh well! Can't wait to see the next step in this outstanding mod!
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Ah, good. Well, the fix will be in my next update to EL.
Howdy kind sir!
Could you possible confirm whether this is the latest version to download? There seems to be a fractioning of the threads or something for this project, and i'm having a hard time figuring out what is most recent.
It seems to be version 3.1. But as some others, I have a strange bug that the 2 non hexagonal ore bins textures don't load up proper. In any case, i just want to make sure I'm using the most recent version for my new campaign game i'm starting!
Thanks!
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Another awesome mod! Woo!
Is it possible to edit which items can be placed in the containers? And on that same note, edit which items kerbals can pick up and attach? I was sad to see you can only have the cubic strut, i want more!
Still, the whole cable/winch resource transfer thing is out of this world!
Oh yeah! It's all good found out that it's just a question of adding the module bit to existing items. Won't mess with the whole positioning of when you drop stuff. hopefully by picking items of similar size it'll work!
Oh yeah!
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DR is Damned Robotics which is what the original robotics plugin was called until I made a fork that worked for 0.21. People use it interchangeably and some just call it the old Damned Robotics.
Thank you sir! I was actually doing silly searches like rocketry DR terminology. lol.
I'll try without those evil struts now! Thanks everyone.
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The cubic and octagonal struts have been singled out in the past as problematic, I'd try removing/replacing those first. I don't think high gravity + DR + Docking offers 100% guaranteed success though
Darn, i'm getting pretty down with Kerbal/rocketry terminology, but what is DR?
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First of all, holy mother of kerbals, this mod is just insane. Kudos to everyone who had a hand in this marvelous creation. Again, just wow.
Now that being said, I've been experimenting to make docking arms for ground vehicles and had somewhat decent success. Although I'm experiencing a very odd bug where when 2 vehicles dock it seems to recalculate their combined mass and center of gravity or something. But when i'm connected via a mechanical arm (2 telescopic pistons, 3 hinges, with a octogonal strut to attach the docking port to it.)
Links to before & after:
Now that I said it only happened sometimes, it seems to be quasi consitent now. Whenever I attach my rover to anything, it'll try to flip on it's side?! lol
https://www.dropbox.com/s/8xar58ogl0xle09/Before_Docking_Madness.bmp
https://www.dropbox.com/s/8e50y7jjkiy3ykz/Docking_madness.bmp
Anybody has had similar experiences? I'm totally new to the mod so perhaps i'm overlooking something obvious. Thanks for any tips!
(KSP 1.10 + 1.12 ) Mission Controller 3.2.0 (Final Version) (Updated 6/25/2021)
in KSP1 Mod Releases
Posted
I'll have to double check that pre-launch status. From what I understand it should be in that state!
Ahh, ok. So if I switch vessel focus the 'lifetime' value of a mission gets reset? How does it deal with quicksaves?