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wqt0806

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Posts posted by wqt0806

  1. 7 hours ago, malkuth said:

    ContractConfiguarot won't cause issue with MCE I use it to disable many more contracts I don't want from other mods.  Not sure why it was not updating in real time but sounds like that was the issue,  Odd.  MCE Does actually check in real time while in flight.  That's part of the default way contracts work in game.  Ill keep trying to look into it.  Possible something interfered.  Possible with the amount of mods you have.  Anyway I just did an objective with almost same values, and did not have the issue. 

    Has this happened with other MCE contracts before?

    You are getting a few errors from other mods in game though.

     

    I have the problem with checking "line of sight" requirement before I update to 1.3.6 (was 1.3.4). I googled the issue and read somewhere saying reload the game will have it checked (it is in a 2015 thread). After updating, it happened to all MCE object.

    I think I have too many mods installed. I will try to reduce the amount of mods, find out which mod in conflict and test it again. If I still have the issue, I'll let you know.

  2. Spoiler
    27 minutes ago, malkuth said:

    Read your post and didn't see anything in the log file.  To me even though you did say you launched a new vessel, and by reading your log file seems you launched something, and then reloaded again after something happened? (can't really tell just noticed you reloaded).  Almost seems like the contract thinks the vessel is not new.

    So how MCE tells this, and indeed most of contracts figure this out is that everytime you launch a vessel it gets a Time Stamp.  EveryTime you accept a contract it also gets a time stamp. If vessel time is greater than contract time then the objectives will work.  So you accept a contract and launch right after it, should work.  If you accept a contract and then goto a already existing vessel then it wont work.

    Does not explain the coreCheck not working though that doesn't check launch dates.. Hmmmmm....

    Ah the math is hurting my head. :)  Understood.

     

    Um... the issue actually is that the game doesn't check the requirements in real-time. I launched a vessel to required orbit with required parts, the contract window did not show any object ticked. Then I quit to main menu, reloaded the save file. control the vessel...bam, objects were ticked. Some time I have to quit the game to make the contract objects checked.

     

    I have Contractconfigurator installed, but the author said it will not interfere MCE

  3. I accept the contract after updating, and launch a new vessel with all required parts, then reach required orbit. none of objects were ticked when the requirements were meet.
    The ion scan does not work as well. I haven't check other contract pack. but stock contract looks fine, I did one that required transmit data from space.

    Spoiler

    ?interpolation=lanczos-none&output-forma

    I'm not sure if it is MCE's problem. Just let you know.

    https://github.com/malkuth1974/MissionController2/files/243469/KSP.log.txt

  4. Hello, nightingale. I like the concept of this mod. but after looked through all strategies, I'm not going to use this.

    I'm plying career mode with Community Tech Tree mod installed, which requires massive science points (I don't know the exact number, but it definitely over 100k) to unlock all techs. However, among all strategies in your mod, most options give bonus in fund (even the science category), some of them are even need science points to setup or reduce science income.

    The original strategy system has option to convert/balance the three 'resources (fund, rep and science)' income. but in your mod, most of weights moved to fund. I think it is not balanced.

    The rep in original system is basically for converting into funds and science points. Your mod doesn't make use of it except for setup strategies.

     

    I don't know if you are still twerking this mod, if yes, hope my opinion helps you.

    :lol:

  5. 17 minutes ago, magico13 said:

    New pre-release that should work with RealChutes v1.4 available. I noticed that the editor helper was telling me one value for a stage (4.9 m/s) and in flight it reported 5.9m/s. Let me know if you see the same sort of behavior. I'm looking into it.

    Get it from GitHub

    Haha, I just read your previous reply and deleted realchute. Game is still loading, And your update popup

     

    Thank you~~:lol::lol:

     

    =======================

    Tested once, works great!!!~~

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