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  1. I know it's soon after the release, but I wanted to get out some early feedback on the Mission Builder because I love the idea behind it. Checkpoints are a really useful feature to quickly test changes in the mission plan. I'm not yet sure how extensive it is if the whole structure before the checkpoint is changed, but after some short tinkering with it, I found that it atleast works if the nodes after it are changed. The Celestial Body window is a great way to see the parameters of the nodes. However there are some things I encountered that I'd like to see added and I found some bugs. Bugs Inconsistent behavior with the 'Ignore Surface Velocity' flag between the 'Landed Vessel' and 'Splashed Vessel' nodes. Current Behavior: I both cases when toggled on, the 'Max Surface Velocity' Slider and input box disappear. Then when the node is deselected and then reselected, even though the flag remains on, for the 'Land Vessel' node the slider and input button are shown while for the 'Splashed Vessel' node the two are hidden. Expected Behavior: The behavior for the 'Splashed Vessel' node is expected. The input box and slider should be hidden. Urgency: Low The Celestal Body window in the GAP (Graphical Action Panel, right side bar) remained open for longer than expected. Current Behavior: After editing a node that uses the Celestial Body Window and clicking another node the Celestial Body window remains but goes to black. Only after clicking on a third node (or going back to the first one), the window disappears. Expected Behavior: Close the window immediatly after clicking on a second node. Optionally if that second node does use the Celestial Body window, keep it open and switch the view to the correct body. Urgency: Low Can't immediatly launch for the launchpad right at the start of the testing. Current Behavior: After creating a mission with the VAB/SPH enabled and creating a vessel and saving it in a previous test, when in the Astronaut Complex overview and clicking on the Launchpad all parts are locked. This is fixed by first going into the VAB/SPH and launching from there. Expected Behavior: Allow to launch directly by clicking on the launchpad. Urgency: Low 'Dialog Message' and 'Display Message' don't support newline characters. Current Behavior: Newline characters/line breaks do show up in the message input box, but do are ignored/removed in the game. Expected Behavior: Line breaks should not be ignored in the game. Note: I noticed that the newline character and tab (\n and \t respectively) are interpreted in the input box, kudo's for supporting that, but could it be the source of the bug? Urgency: Medium Edit: '<br>' does work, but this introduces the 'Input box caret position'-bug I describe bellow. Input box unfocuses on scroll Current Behavior: After editing an input box, scrolling in it, and clicking on a specific location the whole text get's selected as if the box was not focused/selected. Expected Behavior: Clicking should move the caret to the position in the text of the click. Note: All input boxes select their whole text on focus. In most programs that behavior is reserved for double click, the first click moves/places the caret. Urgency: Low A node was sticking to the cursor, not sure what caused it. Video. Download Link to the mission files at the time. Urgency: Low Reclaiming a vessel with the VAB/SPH locked can get a player stuck during a mission. Current Behavior: After reclaiming a vessel, there's no way of progressing further in the mission. Expected Behavior: Roll back to the last 'Spawn Vessel' node. Urgency: High Vessel requirements not checked properly on vessel load. Current Behavior: When loading a ship in the VAB, not all requirements are checked propperly. Example; 'Vessel requires x stages' stays at 0. Expected Behavior: Check all requirements Note: A workaround is to add and remove a stage. Urgency: Low A small bounce on the launchpad triggers the failstate during the Dawn of Space Age mission (tested at the third, the Jebnik 1, launch) Urgency: Medium Input box caret position doesn't always match with where the text appears. Video. This bug is caused by inputting newline characters ('\n' or '<br>') instead of pressing enter. Each character in these tags offset the caret by one, so 2 for '\n' or 4 for '<br>'. Urgency: Medium Feature requests Some nodes should be able to output their state or completion variables. Urgency: Low Examples: 1) Use the output of the Time of Mission node as a variable in a Dialog node. 2) Use the the body that statisfied the 'Any Celestial Body' option in a previous node as an input in a following node so that mission can dynamically adjust to different planets. 3) Use the ship that statisfied a previous node as the requirement for the following nodes. If a mission is structured as follows: Reach orbit --> Land on Kerbin. The player can launch a ship into orbit, then instead of returning to Kerbin, can just create a new ship, hover for a second and then land the ship. 4) Use the time the mission took as modifier for the score. Add an option for the node 'Land Vessel' to also include allow splash down. This can ofcourse be done with a separate 'Splashdown' node, but this clutters the objective window for the player. Concurrency for events. What I mean with this is adding a way to support event loops that don't interfere with the main objective tree. Example: I was trying to have an event happen every 5 minutes (such as a dialog), and could achieve this with the following setup: 'Always True' --> 'Display Message' --> 'Time Since Node'(5m, "Display Message") --back to the Display Message node--> And set the 'Catch All' flag at the 'Always True' node, and disable the 'Activate only once' flag for the other two nodes. This worked and the event did fire every 5 minutes, but if I then connect other goals to the 'Start Node', they are somehow getting disabled (the goals that is, not the event loop). Presumably this is caused because the event nodes are the active nodes. A 'collapse all' and 'close all' button in the GAP. Urgency: Low Add a "Revert to vehicle assembly" option during the mission. Urgency: High Add an option to limit the number of allowed launches so that you can force the player to create one ship and complete the whole mission with it. Just found out you can do this with a 'Spawn Vessel' node. When adjusting the 'Mission Start Time' Box at the Start Node, open a Celestial Body viewer so that we can see the position of the sun with respect to the planets or a moon with respect to their planet. Urgency: Low Add an option in the 'Parts Selection' window to allow or disallow whole categories (for example with right mouse button on the Group Icon). Apparently the hotkeys are Shift + Click and ALT + Click During a mission, add a 'Revert to last vehicle creation' or 'Revert to last Checkpoint'. Note: This is different than 'Revert to launch' since this should also work after saving/loading and does not require the player to be in flight. This can also act as a temporarily bandaid solution to many bugs that are currently in the game. Urgency: Medium Add icons to nodes so you can easilly see what type of node it is without having to click on it. Mock-up Urgency: Low Add a way to support vessel restriction groups 'Must have a docking port', 'Must have a science module' and 'Must have an LV-T30 or LV-T45' Urgency: Low Ability to copy and paste nodes. Sometimes you want to create highly similar nodes, so copy pasting would be nice This is already in the game Add an 'Any Orbit' option to the Orbit Node. Sometimes you don't really want to specify an orbit, but use the objective as a in-between step which doesn't really require any specific orbital parameters. Urgency: Low Suggestions Replace the 'Vessel: Unknown' text with 'Vessel: Any' if the Vessel option for a node is set to 'Any' Why is 'Modify Score' a separate node when the 'Change Score' can do the same thing. Furthermore, why is adding score not an option in the 'Modify Score' node? Lastly, it is unclear what has a higher precedence level Completion Bonus or Modify Mission Score. I suggest to combine the two nodes and remove the Completion Bonus option. Add an 'Add score' option to the pull down menu of the current Modify Mission Score. During a mission, the mission pannel is quite cluttered. I think it would be nice to remove/hide objectives that were completed in previous check-points (i.e. after completing a bunch of objectives with a vessel, if the mission requires the player to create a second vessel, hide the objectives of the first one). Input boxes for Dialog nodes are really small, only 3 lines (on 1920x1080 resolution). Perhaps scale a bit with the content. Update 1 - 14/03/18 I will continue updating the lists as I come across other things Added 4 bugs Added 4 feature request Added 2 Suggestions Added an example to the Variables feature request Update 2 - 14/03/18 Removed a feature request about creating vessels during a mission, since this is already in the game, but added a bug that also has to do with the 'Spawn Vessel' node. Update 3 - 15/03/18 Added 3 more bugs. Added 2 Feature Requests Added 2 Suggestion Added urgency measure. Update 4 - 20/03/18 Updated the two newline bugs with info from @Lupi
  2. Hello everyone, Over the past months, we’ve undertaken a huge endeavor to bring Kerbal Space Program towards its next leap forward. KSP is by now a mature game with tons of content and an immense modding community, which has devised all kinds of tools and creative additions to the game, so making something new and exciting for our players was a challenge that we faced head-on. We wanted to do something that could enrich the Kerbal experience, offer value to players, bring exciting new content and allow more creativity - all while bringing countless more hours of enjoyment. And with the 1.2.2 release we had a game in an optimal state to tackle an idea that has been in discussion for a while. We are thrilled and proud to announce Kerbal Space Program: Making History Expansion. This content filled expansion to the base game will include Mission Builder and History Pack. Mission Builder is an exciting new feature that puts the process of creating and editing missions in your hands. We wanted to give you the tools to get the sense of being part of a space program’s Mission Design Division by tailoring your own missions and narratives in a friendly and intuitive interface. Once created, you will be able to easily share your missions with the wider community. But that is not all, Kerbal Space Program: Making History Expansion will include loads of additional content to enjoy. This includes History Pack, which are pre-made missions for you to play immediately. You will have the opportunity to re-live historical missions from humankind’s own space history, all with that unique Kerbal Space Program twist! The pack will include a new set of parts and a new astronaut suit for your brave heroes. Imagine walking in the boots of the astronauts who witnessed the majesty of outer space for the first time or landed on other celestial bodies as the first of their kind. Keeping up with Kerbal Space Program tradition, Kerbal Space Program: Making History Expansion will be highly customizable and moddable. Key Features: Simple interface: Using an intuitive drag and drop node interface, you can easily create new and exciting new missions for yourself or others to enjoy. Creators can also add constraints such as time, fuel and parts limits; as well as unexpected mission events. Recreating history: Included in Kerbal Space Program: Making History Expansion is the History Pack. Players will be able to experience the trials and tribulations of the early days of Space Exploration on missions inspired by real life historical events. New parts: Aside from mission creations tools, Kerbal Space Program: Making History Expansion will have additional parts such as new fuel tanks, adapters, decouplers, fairings and command pods… inspired by both American and Soviet space programs! Kerbal Personal Parachute: Your astronauts will now be safer in case of imminent disasters with all new personal parachutes. So next time Jeb is in trouble and all systems are failing, you can simply eject him and activate his parachute. Then, you just have to hope, there’s an atmosphere to slow him down... Challenge other players: A new addition to Kerbal Space Program: Making History Expansion will be the concept of scoring. At the end of a mission you will get a numerical score to compare with your friends and the community. Kerbal Space Program: Making History Expansion is still in development and will be released as a paid expansion. Pricing and availability details will be announced at a later date. It seems as though our announcement two weeks ago was met with some disappointment, but we were just holding onto the good stuff. We can’t wait to see what the community is going to be able to create with this new creative tool within Kerbal Space Program, now more than ever with an enriched and diverse community of people from all around the world, who can now enjoy KSP in their own language! Keep tuned to KSP Weekly to learn about the ongoing development and upcoming details. Happy launchings! -The KSP Development Team
  3. Here's a list of bugs I've discovered so far, while messing around in the Mission Builder, in no particular order. [BUG] Copied "Spawn Vessel" nodes fail to spawn crafts If "Spawn Vessel" node is copied, it will not spawn the desired vessel. For example, if you need two vessels in orbit, relatively close to each other, setting the orbit settings in one node, then copying it and change which vessel to spawn would be easiest. However, copied nodes will not spawn any vessels. You must create each node from scratch atm. [BUG] "Time Since Node" node shows nodes docked to the start node Nodes docked to the start node do not activate, thus it makes little sense to be able to select them for "Time Since Node" nodes, since it will never test true. [BUG] "Spawn Vessel" spawned automatically with "Start" node has no "Focus on Vessel" option The "Spawn Vessel" node has a "Focus on Vessel" option to focus on the vessel after it has been spawned. This option lacks entirely from the one spawned by default in new missions. While this option is implied for nodes docked to the start node, the option does not appear when undocking the default node, nor does it appear for "Spawn Vessel" nodes spawned explicitly and docked to the start node. Either the option should be shown always, or appear/disappear when docking/undocking. [BUG] Menu becoming inaccessible I'm not sure when or why it happens, but sometimes when testing a mission, escape will not open the menu, and the only way to quit or get back to build your mission is to Alt+F4 and restart the game. [BUG] Drop down for which vessel to spawn in the "Spawn Vessel" node does not render correctly until scrolled with the mouse wheel [BUG] Activate Once Only should not be true by default It is far easier to tick Activate Once Only on a single node, when you actually need it, than having to untick it on every single node, you create ever, when you don't. [BUG] Activate Once Only is not preserved during copy When you copy a node, Activate Once Only is re-ticked in the copied node. I'll update this as I discover more bugs.
  4. I spent yesterday creating a mission in the mission builder. When I come to try and load it this morning I get an error in the console and an exception in the logs IndexOutOfRangeException: Array index is out of range. at PartCrewManifest.FromConfigNode (.ConfigNode node, .VesselCrewManifest v) [0x00000] in <filename unknown>:0 at VesselCrewManifest.FromConfigNode (.ConfigNode craftNode) [0x00000] in <filename unknown>:0 at Expansions.Missions.Runtime.MissionSystem.ValidateCrewAssignments (Expansions.Missions.Mission mission) [0x00000] in <filename unknown>:0 at Expansions.Missions.Editor.MissionEditorLogic.MissionToLoadSelected (System.String fullPath) [0x00000] in <filename unknown>:0 at Expansions.Missions.Editor.MissionsBrowserDialog.onButtonLoad () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update()
  5. I noticed that the third tutorial is missing: Screenshot Completing the first two tutorials doesn't unlock this, in case anyone is wondering. In fact, at the end of the second tutorial, the button to continue to the third one is disabled.
  6. I'm trying to detect when a Kerbal leaves a vessel, and the only node that does anything like that is "Kerbal EVA". But it never activates, whether the vessel is landed or the rocket is in orbit. I have never been able to get it to activate. Considering it has the exact same options as "Kerbal Boarded" and is in the same category, logic dictates that it's the counterpart to "Kerbal Boarded", but it doesn't ever activate. EDIT: Alright, I found the culprit. If you don't set "Vessel" to "Any", it doesn't work.
  7. Hey, i am wondering how to unlock all of the tech tree via mission builder as mechjeb is useless without some of the tech tree filled in. Using ".cfg" file in gamedata to enable it does not work. i can change the "persistant.cfg" in saves to open tech tree but the "persistant.mission.cfg" will not enable tech tree from the start. super annoying as mechjeb literally will not work. not the best because some people are really gonna struggle with some missions and i want my missions to be more about understanding than struggling. i hope the developers didnt do this on purpose and merely just a feature they will implement (soon). i.e unlock tech tree via a tab in mission builder so on launching the mission mechjeb will be good to go... seems simple.
  8. I haven't had much time to dig into Mission Builder, but a post on another thread about alternate launch sites got me thinking... might it be possible to use Mission Builder to create "starting scenarios" with no particular "plot", "end state," or "scoring"? Like, say, to establish a KSP starting scenario that includes Baykerbanur as a launch site option, and a trio of comm satellites already in orbit? Just blue-skying, and it's mostly because I haven't had the time to really dig into MH on anything other than a superficial level yet...
  9. I came across this issue when I was trying to find out what the periapsis should be over KSC if you want to land there. I noticed the orbit and location of my ship changing each time I tried testing the mission. KSP Version: v1.4.1.2089 (WindowsPlayer x64) en-us What Happens: Orbits created in Mission Builder do not save correctly. Mods /Add-Ons: All Stock (Fresh Install) Steps to Replicate: 1) Open Mission Builder 2) Open Mission Brief - rename - click ok 3) Select 'Spawn Vessel' node 4) Choose 'Creator Built' 5) Choose 'Create New Vessel' 6) Select 'Take me to the VAB' 7) Select 'Mk1 Command Pod' 8) Leave - Click 'Save and Continue' 9) Select 'Spawn Vessel' node 10) Choose 'Untitled Space Craft' from 'Please select a craft' dropdown 11) Choose 'In Orbit' from 'Situation' dropdown 12) Change Periapsis to 38000 13) Change Apoapsis to 100000 14) Change Arg. of Periapsis to 196 degrees 15) Change Target of Mean Anomaly to 260 degrees 16) Click 'Assign Crew' 17) Assign Jebediah Kerman to the Mk1 - click ok 18) Save and Test Mission 19) Return to Mission Builder 20) Click 'Spawn Vessel' node 21) Test Mission 22) Finish the test mission by crashing 23) Return to Mission Builder - End Test 24) Click 'Spawn Vessel' node Result: Note 1 - step 18) The purpose for this is to crash near KSC Note 2 - step 18) You will notice the Target of Mean Anomaly is not 260 degrees Note 3 - step 18) You will notice the Periapsis where it should be Note 4 - step 20) You will notice Target Mean Anomaly is still set to 260 degrees, but the world viewer does not reflect this Note 5 - step 20) Changing Target Mean Anomaly from and to 260 degrees updates the world viewer Note 6 - step 22) Mission time should finish around T+ 0y, 0d, 00:18:45 Note 7 - step 24) You'll notice the Periapsis is no longer above the KSC Note 8 - step 24) Even though Mission Start Time is set to 0 time seems to have jumped forward for the orbit and world viewer after testing. Saving and playing a mission instead of just testing yields the same results of the last test. Fixes/Workarounds: N/A Other Notes/Pictures/Log Files: Pictures of 3 different Map Views with the same settings.
  10. I am currently working on an Apollo 13 mission, and when I try to fail a part on the spacecraft at a certain elapsed time, when I go to select what ship part on the fail part node, the screen is black, and I cannot select any part on my ship, if anyone can help, I'd certainly appreciate it.
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