iamchairs
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KSP2 Release Notes
Everything posted by iamchairs
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Release 0.2.5 @HarlyKin An update is available that fixes the "stranded" issue. https://kerbalstuff.com/mod/1069/State%20Funding
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Release 0.2.4. Added fixes for issues @ABZB mentioned and fixed some known issues. @Doughy What version do you have? Try updating and see if that helps. If that doesn't work I'd be very interested in getting my hands on your save file if that's possible. @HarlyKin That would probably work. It would be on the honor system for the person to label their vessels correctly. But that probably won't be an issue. I'll add that to the next minor minor. I think I resolved the events issue. By some dark magic it's *seems* more stable when I register the event listener *after* the game started. Maybe I'm going crazy. Additionally, since any piece can emit a crash event I'm only listening to command modules (manned and unmanned) and counting those as vessels. That would mean if you had multiple command modules they would count as vessels. I don't know if it's possible to search for vessels in the immediate vicinity of a vessel. That could help as I'd be able to see if multiple command modules are in meters distance of one another and not count multiple when it's not necessary.
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It was moved to quarterly but yes, you can cheese it- for a while. There is decay so unless you are achieving permanent modifiers your funding will disappear quickly. There could be more measures added to prevent cheesing. A confidence of State Confidence and Public Opinion is what determines your funding. They have equal weight in how much funding you will receive but are acquired differently. Depending on the government you choose it may be easier to raise one over the other. All modifiers can be seen in the StateFunding Hub window from the Application Launcher toolbar at the Space Centre. - - - Updated - - - You can also, from that window, see your current review status and how well you're performing that quarter.
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I have an update for this that will make it easier to incorporate with other mods. You can update it yourself, send me the names of modules via a PM, or submit a pull request to this file- https://github.com/iamchairs/StateFunding/blob/0.2.4/data/modulealiases.settings I'll git it in for the next minor minor release.
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StateFunding ~0.3.4 -------------------------- If upgrading from 0.1.0 to >= 0.2.0 please delete your save's statefunding.conf file at `saves/{your-save}/statefunding.conf`. # 0.3.4 Fix: Improve support for non-standard solar systems. [Thank You, Maeyanie] Fix: Base landed body check. [Thank You, JadeE1024] # 0.3.3 Fixed modulealias bug (incorrect file format) # 0.3.2 Packaged Properly # 0.3.1 Added module aliases to support more mods. Added fixed width for smaller resolutions. # 0.3.0 Added Rovers Added Space Stations Added Bases Mining Rigs and Science Labs exclude "Base" and "Station" types Updated StateFunding Hub Application Updated Descriptions # 0.2.6 Kerbals are considered stranded if they are out of fuel OR electric charge Kerbals aren't considered stranded until a 2 year grace period is up. The StateFunding Hub will show you how much time is left before a Kerbal becoms Stranded. Fixed duplicate app launcher bug # 0.2.5 Kerbals in a space station, base, or rover, wont be considered stranded # 0.2.4 Created Module Alias Config at data/modulealiases.settings to allow grouping similar modules together. This will let users add their mod's modules and avoid long if-else trees of edge cases. Updated Kill/Crash game events to be more predictable and accurate. Added Scrolling Views to StateFunding Hub. No more text overflow. # 0.2.3 Fatal Bug Fix # 0.2.2 Added 'data/government.settings' to allow editing/adding new governments Update GUI to use KSP GUISkin Made reviews quarterly and reduced review payout by 1/4th # 0.2.1 0.2.0 Incorrectly packaged # 0.2.0 Fixed Bugs Removed Unnecessary Assemblies Added SatelliteCoverage Modifier Added ScienceStation Modifier Added MiningRig Modifier Added "Stranded" Kerbal Modifier Added PO/SC Decay Added New Screens to StateFunding Hub StateFunding StateFunding is a Mod that tries to reward you for doing things you want to do. You can choose between two governments that have different play styles. Each quarter (106 Days) you will receive a review for that quarter and be paid out (or fined) depending on your performance. State Confidence (SC) / Public Opinion (PO) Your space program is tracked by both State Confidence (SC) and Public Opinion (PO). A combination of State Confidence and Public Opinion determines your funding for each quarter. Unlike Contracts, you can increase your SC and PO with permanent modifiers- or at least permanent while a condition is met. While SC and PO are equal when it comes to deciding your funding, depending on the government you choose, you will either receive more PO or SC for meeting a PO or SC condition. Public Opinion Modifiers Having Kerbals on Flights. Having Kerbals on a Space Station or Base. Having more Vessels docked with a Space Station or Base Having a Base with a Science Lab and/or Drill Having a Space Station with a Science Lab Having a Space Station landed on an astroid- additionally having a drill on that space station Having Rovers on other bodies Public Opinion Penalties Kerbals Die Kerbals are Stranded Kerbals are Left for Dead State Confidence Modifiers Having more Satellite coverage of a body Having Science Labs in orbit of bodies other than the Sun or landed on bodies other than the Home Planet Having Drills in orbit of bodies (landed on an astroid) or landed on bodies other than the Home Planet Having more Fuel on a Space Station / Base Having more Ore on a Space Station / Base Having higher Crew Capacity on a Space Station / Base Having more Docking Ports on a Space Station / Base Having a Science Lab on a Space Station / Base Having a Drill on a Base Having a Drill on a Space Station that is landed on an astroid Static Confidence Penalties Destroying Vessels Customization / Mod Support To add/modify governments. Update the contents of `GameData/StateFunding/data/governments.settings`. Many checks involve checking if a vessel has a module. For example, to see if a vessel has autonomous command, it checks for a ModuleSAS module on the Vessel. Since Mods have their own module names for similar types (i.e. RT's "ModuleSPU"), there is an aliases file mapping an alias to a set of similar Modules. You can update the aliases by changing the `GameData/StateFunding/data/modulealiases.settings` file. Github Source: https://github.com/iamchairs/StateFunding KerbalStuff Download: https://kerbalstuff.com/mod/1069/State%20Funding
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That's the gist of it. What is a broader definition that will work for this?
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Well ..... I packed it wrong. One sec. - - - Updated - - - Yes. Just copy all contents in GameData into GameData/StateFunding. It should not messily be copied into GameData. Update: https://kerbalstuff.com/mod/1069/State%20Funding
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@regex & @rasta013 Next release will be a minor minor release with the requested features. With the (what I feel is a) positive response I got I wanted to rush out a version that makes my original release much more useable. StateFunding Version 0.2.0 ------------------------------ Incompatible with 0.1.0. Delete: saves/{your-save}/statefunding.conf * Satellite Coverage Add surveillance satellites to celestial bodies to increase State Confidence. The bigger the body, the more satellites are needed to provide full coverage. * Science Station Orbital and Planetary Science Labs increase State Confidence. * Mining Rigs Landed Mining Rigs on bodies (other than Kerbin) and astroids increase State Confidence. * Kerbals Having Kerbals on missions increases Public Opinion. Kerbal death and “Stranded†Kerbals will decrease Public Opinion. ~~ GitHub: https://github.com/iamchairs/StateFunding/pull/1 Curse: http://kerbal.curseforge.com/ksp-mods/234837-statefunding/files
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That wouldn't be a difficult additional as is if you're ok with modifying a config file. Adding a GUI editor would take longer. I can alleviate that a little. The GUI programming is absolutely the worst. I spend more time fidgeting with the GUI than writing logic. - Edit - Is there an easy way to add the KSP native GUI? Everything is abstracted to components so if it's as easy as adding a GUISkin I can do that in minutes. Ex: https://github.com/iamchairs/StateFunding/blob/0.2.0/ViewComponents/ViewButton.cs
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Probably going to have an update sometime today or tomorrow. I'll make science a State Confidence improvement and see how that goes. If anyone would like to PM there save folder it would really help with debugging!
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@FreeThinker I was thinking more along the lines of 1960s - 1990s space race. Government would be most concerned with results and getting surveillance satellites around celestial bodies. And the eventual govt. contracts would mostly be around “racing†to an achievement. Does that change your perspective at all? Maybe science labs and/or mining can boost PO and SC. @ultrasquid I thought about using reputation. But depending on the government you choose different actions have different affects and the one score wouldn’t cover that. Additionally, reputation is more like reputation in the free market with private contracts. I wouldn’t think private contracts should affect your PO/SC. @rasta013 Fair point. The time it takes per mission later in the game is exponential. In my game I’m usually trying to do missions on other planets, which takes 1-2 years to get there. That’s 2 payout periods for the time it takes me to do a mission. Would it work quarterly if I only paid out 1/4th of what the yearly would be? Maybe the intervals change as time goes on. From year 0-5 it would be quarterly, after it would be yearly? @plague006 I’ll make a note of that. I’m new to C# so feel free to rip my code apart ----- Thanks for all the responses!
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I posted a thread a couple weeks ago with the idea to have a StateFunding mod. Well it's been a pain and I've spent 95% of the time just working with the archaic GUI system but I've got something useable. StateFunding 0.1.0 The mod introduces a new way to generate revenue besides doing contracts. You can choose between the USK and the USSK governments with their own risk/rewards. This introduces 2 new metrics, Public Opinion (PO) and State Confidence (SC). Public Opinion Having more Kerbals in active flights and science labs in orbit or on other planets will increase your public opinion. Kerbal death decreases public opinion. State Confidence Having more satellites in orbit of any celestial body and landed mining drills increases state confidence. Crashing vessels decreases state confidence. With enough time you will eventually have enough satellites and kerbals to be making enough to rely solely on state funding for cash. And you still put in the work to get it. Of course you can continue to do contracts on the side. Performance Reviews Every Kerbal year you will receive a performance review. Your achievements and failures will be added up and you will get paid. It's possible you f-up so badly you get fined. But just don't do that. Known Issues * Multiple StateFunding app launchers buttons start showing up at the Space Center. * If you view a past review from the StateFunding app launcher menu and close the window a NullReferencePointer Exception is thrown. Still trying to track it down. Planned Improvements * Natural decay of PO/SC. * Instead of just counting satellites, calculate the coverage around a planet. If the planet/moon is completely covered there shouldn't be additional funding for redundant coverage. * In addition to satellite coverage, require surveying equipment to count as a surveillance satellite. * Detect stranded Kerbals. * Government Contracts. * Relocate Space Center depending on the Govt. you choose. Source / Download Source on GitHub: https://github.com/iamchairs/StateFunding Mod on Curse: http://kerbal.curseforge.com/ksp-mods/234837-statefunding Mod on Kerbal Stuff: https://kerbalstuff.com/mod/1069/State%20Funding
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Getting Active Vessels?
iamchairs replied to iamchairs's topic in KSP1 C# Plugin Development Help and Support
Awesome! Thank you! -
I need to get a list of active vessels and crew. I managed to figure out how to get all the active below but I'm having trouble figuring out how to get the vessels. Using this API: https://anatid.github.io/XML-Documentation-for-the-KSP-API/annotated.html IEnumerator Kerbals = HighLogic.CurrentGame.CrewRoster.Crew.GetEnumerator(); while(Kerbals.MoveNext()) { ProtoCrewMember Kerbal = (ProtoCrewMember)Kerbals.Current; if (Kerbal.rosterStatus == "Assigned") { // do stuff } }
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For a mod i'm working on when you start a new game you need to choose some options before you begin. I'd like to pause the game at this point to make sure at least one option is selected so I don't have to check that condition everywhere else in my code. Is it possible to pause the game and how would I do it?
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Woo! Thanks.
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I made a thread a few days ago about possibly using html for views. That's not possible so I'm going to give the legacy gui a shot but I'm having trouble structuring. I have a View class with a `paint` method. I'll create subclasses for the views I need and modify `paint`. To actually call paint I need an OnGUI method to call them. So in one class I'm calling the ViewManager you can register your view and in the OnGUI loop it calls paint on each view that should be painting. Here is my ViewManager class- [FONT=Menlo] [/FONT]using System; using System.Collections; using UnityEngine; namespace StateFunding { [KSPAddon (KSPAddon.Startup.MainMenu, false)] public class ViewManager: MonoBehaviour { public View[] views = new View[0]; public void addView(View V) { View[] newViews = new View[views.Length+1]; for(int i = 0; i < views.Length; i++) { newViews[i] = views[i]; } newViews[newViews.Length-1] = V; views = newViews; } public void OnGUI() { Debug.Log ("guiiii"); for (var i = 0; i < views.Length; i++) { Debug.Log ("In a looooop"); View V = views [i]; if (V.isPainting ()) { V.paint (); } } } } } The log shows "guiiii" and "In a loooop" being repeated up until I enter a game. I'm guessing the ViewManager object is unregistered during that transition. How do I keep this alive? I just want to have the ViewManager running all the time and I can register/unregister views from it when needed. - - - Updated - - - Whats up with the whitespace :\ - - - Updated - - - Fixed
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Yeah, trying to recreate html is not a great idea. But I don't think it would be too difficult to have something like- <Box width="100%"> <Button left="20" top="20" style="[GUIStyle params]" click="someMethod()">Button Text</Button> </Box> - - - Updated - - - I almost think it would take as long to create that as it would be to manually create a view. But the former would be more fun.
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When creating views, popups, windows, etc. Is it possible to use HTML? Or is GUILayout used to painstakingly draw everything?
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Haven't written much C# at all but i'll give this a shot. https://github.com/iamchairs/StateFunding
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Probably. The SC/PO modifiers can just be applied to reputation. My thought was, I didn't think private contracts should have an affect on state budget so a different metric would be needed. But maybe I could consolidate SC/PO into one metric. Thought about that as well. I don't know as much about Chinese space program as US/Soviet/Russian. Maybe you could give me some clues.
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Building space stations and bases is expensive but beyond challenging and fun. I just got done trying to build a Duna base by connecting modules around Kerbin orbit using docking ports and transferring everything as one piece to Duna. Unfortunately it was either too ambitious of a base, done incorrectly, or just not a great idea. Whatever the reason for it's failing, it was a very expensive lesson and now I'm back to looking for contracts to make enough money to make another attempt. Having a consequence is what makes it fun. I tried playing in sandbox mode but it's easy to ignore expense, inefficiency, and not be phased when a plan explodes. So I want the risk of going broke, have steady income, and follow my own missions outside of the contracts window and be rewarded for it. So what about.. Public Funding Public funding will add another revenue path that reoccurring. It's the best of both world in my opinion. Once you're far enough along you can make money without doing contracts, but you still want to make your rockets efficiently and inexpensively so you don't run out of money. Additionally, if you are careless your budget will get cut. Background It is believed to be in the interest of the USK (United States of Kerba) and the USSK (The Union of Soviet Socialist Kerbals) to have a space program for whatever reason. Each with their own perks, you can accept which state funding works best for you. With state funding, your organization will be scrutinized every fiscal period and funding may be increased or cut depending on your performance and the state's confidence in the program. Random global and economic events may also have an impact in your budget. Government Contracts With no track record, private contracts will be non existent when you start a new game. The government will issue you contracts that you must except. The only reward for these contracts is increased public opinion or state confidence. There may be multiple paths or benchmarks for exceptional or poor performance that will modify the public opinion or state confidence. If you fail the contract you will receive a penalty to your public opinion or state confidence or both. Public Opinion / State Confidence There are 2 new metrics. The funding you receive is determined by both the public opinion and state confidence. Achievements and failures affects these metrics. Depending on the government you choose, one metric may be more important than the other in budget reviews. As far as reputation goes, consider this more like reputation in the free market. It will not affect state funding. Private Contracts Private contracts still exist and function in the same way. They may have a small affect on public opinion but won't affect state confidence. Permanent Modifiers While reputation may go in either direction, so can public opinion and state confidence. However, certain achievements can add a permanent modifier so state confidence and public opinion cannot drop below a certain point. This means at some point you would not need to take on additional government contracts to stay afloat. State confidence can be modified permanently by having more satellite coverage over Kerbin and other planets. Having surveying equipment on these satellites may also be necessary. They wouldn't want to cut your funding if they need those satellites! Public opinion can be modified through the use of Kerbals. Peoples hearts don't pour out for satellites or robots, but having a space station with Kerbals onboard will fascinate the masses. Manned missions and bases to/on other celestial bodies will also have the same affect. The public also favors non-military research. Not only will each Kerbal in space gain public favor and fascination, but having science centers on space stations and on other planets will also boot public opinion. Penalties Failing or ignoring government contracts will affect state confidence similar to reputation penalties for failing private contracts. Kerbal death will have a huge impact on public opinion. Kerbals love Kerbals. That's someone's mother/father/son/daughter. Everyone knows going to space is difficult. The mishap here or there is understandable. But too many consecutive destroyed vessels may also have a consequence to both state confidence and public opinion. Governments USK: Unites States of Kerba The peoples opinions play a larger role in the USK. Use of Kerbals will have greater rewards while Kerbal death can be devastating. The USK is larger economically then the USSK and starts with a lower percentage to your budget but the net income is larger to start. GDP: 80 mil Budget: 16 mil (20% of GDP) % of Budget: 0.5 Total: 80 k SC Modifier: 1 PO Modifier: 2 SCP (Penalty) Modifier: 1 POP (Penalty) Modifier: 3 Net: -1 [sC+PO - SCP+POP] USSK: The Union of Soviet Socialist Kerbals The USSK government is less concerned with the people opinions. They are generally more secretive about their operations so Kerbal death will not be as widely observed as in the USK and as a result does not have a large impact on public opinion. However, failing a government contract will have more severe consequences. GDP: 10 mil Budget: 2 mil (20% of GDP) % of Budget: 3 Total: 60 k SC Modifier: 1 PO Modifier: 0.5 SCP (Penalty) Modifier: 2 POP (Penalty) Modifier: 0.5 Net: -1 [sC+PO - SCP+POP] Cheesing To prevent cheesing. State confidence and public opinion would decline slowly with each passing year and reach a point where no public funding is acquired (unless you have permanent modifiers) New Contracts Ballistic Missiles We've heard rumors that the USK/USSK have been experimenting with rockets to deliver explosives to our shores! We think it's very kind of them for wanting to share their bombs with us and we'd like to return the favor. Build a rocket and attach the supplied "care package". Take it in a suborbital trajectory within 5km of the target. Recoverable Parts (once) Building rockets is expensive. We're not telling you how to run your organization but we would feel more confident in your abilities if you could recover some of those early stages. Build a multistage rocket that takes the supplied payload into orbit around Kerbin. Then recover any of the earlier rocket stages. - Kelon Musk Low Orbit Mining (once) Analysts estimate at this rate with the amount of kPhones being manufactured and sold we could run out of precious raw materials by Khristmas! If that happens it's likely plans for the kPhone S will be scrapped next year. We can't let this happen. Our analysts also believe there is useful ore in astroids but they are too far away to be of any use. Build a mining rig on any sized astroid in an orbit of Kerbin no greater than [n]km away. Sciency Bits [Contract requires there is a space station in orbit of Kerbin] [Possibly need Inventory System mod for this] Our scientists would like to see their sciency bits on a space station orbiting Kerbin. We're not sure how important this really is but to be honest we'd rather their "bits" be as far away from us as possible. Add the supplied parts to your inventory in your next trip to the space station and move the parts into the inventory of that space station. Homesick [Contract requires there is a space station in orbit of Kerbin] {name} Kerman is homesick and the media insists we get them home for the holidays. Unfortunately we really need their services as a [pilot|scientist|engineer] up there. Take another [pilot|scientist|engineer] to the space station and return {name} Kerbin home. Konjugal Visit [Contract requires there is a space station in orbit of Kerbin] I can't believe we're doing this but {name} Kerman is having a breakdown and is requesting a visit from his/her wife/husband to the space station. Have {name} Kerman visit them on the space station for... Therapeutic purposes. And then return {name} Kerman to Kerbin. Understaffed We have been reviewing your crew and believe you require more skilled Kerbanauts. Hire a new Kerbal of [Any|Pilot|Engineer|Scientist] profession and promote them to Rank [1|2|3|4|5]. Garbage Collection We've always said the best part about space is that it's one big landfill. Apparently "space rights" activists don't think so and are picketing outside government buildings. Remove as much existing debris from Kerbin's orbit by year [year] and we'l pay you [funds] for each piece. Space Race (once per scenario) The {USK|USSK} are going to {any|eva|manned-flight|unmanned-flight} {flyby|orbit|land-on} {celestial body}! We can't let them do it before us. Kisney Studios has already produced a very convincing video showing we've already done it, but while there's still time we should try to do it legitimately. {any|eva|manned-flight|unmanned-flight} {flyby|orbit|land-on} {celestial body} before {year} Crash Into the Sun (once) There is a new director of space operations. He says to... Crash into the sun. Well, what are you waiting for? (After completing contract it's revealed that the director of space operations was a {USK|USSK} sympathizer and was immediately taken into custody) Escape The Solar System (once) No one is sure what lies beyond the solar system. Well, actually that's not true, we have telescopes. But someone thought it might be nice to get something out there just to say we've done it. Couldn't think of a reason why not. One Big Runway (once) We think you're just not being creative enough with reentry of vessels from orbit. Safely land a vessel that has been in orbit of Kerbin WITHOUT parachutes. Furious Space (once) Kerbals fascination with space is at an all time low. The blockbuster hit, "Too Ferociously Fast 9", makes us think they are more interested in cars than rockets. We're not saying build a car. We're saying build a space car, take it to the Mun, and use it to travel {d}km. Furious Space 2 (once) [Available once Furious Space has been completed] Our land rover stunt was a huge success! But I think we can do better. Actually perform a land rover stunt. Take a land rover to the Mun and jump it. Get {d}m of height from your jump. If that doesn't work, I really don't know what will. Furious Space 3 (once) [Available once Furious Space 2 has been completed] Remember how I said "If that doesn't work, I really don't know what will". I was lying; I knew exactly what we'd have to do. But it's just too dangerous and WE should not attempt it. That's why YOU will do it. Take a land rover to the Mun, jump it, and while in air do a 360deg rotation in any direction. Yeah, you're gonna flip it. ~ I could come up with more. But there's a start. Thoughts?
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Kerbal SpaceK (X) - Stage Reusability Challenge
iamchairs replied to driconmax's topic in KSP1 Challenges & Mission ideas
I feel like the hardest part is going to be getting a platform in the ocean EDIT Landed a test vessel on its side. Then when I went to take a ss i hit shift. That's probably what happened with spacex. EDIT The challenge should be: Can you get a platform into the ocean and 5km from shore. Runway broke. Platform was fine. -
I Compiled MechJeb2 Source but Nothing Happens.
iamchairs replied to iamchairs's topic in KSP1 Mod Development
Found some more information in the KSP.log file. Though it's not very helpful. [LOG 19:54:39.817] Load(Assembly): MechJeb2/Plugins/MechJeb2 [LOG 19:54:39.819] AssemblyLoader: Loading assembly at /Users/micahwilliamson/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/MechJeb2/Plugins/MechJeb2.dll [LOG 19:54:39.866] AssemblyLoader: KSPAssembly 'MechJeb2' V2.5 [LOG 19:54:39.868] AssemblyLoader: Loading assemblies [ERR 19:54:39.899] AssemblyLoader: Exception loading 'MechJeb2': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'MuMech.CompatibilityChecker' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.InstallChecker' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebCore' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleCustomWindowEditor' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.ValueInfoItem' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.ActionInfoItem' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.GeneralInfoItem' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleDockingGuidance' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleInfoItems' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleLandingGuidance' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleMenu' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleRoverController' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleRoverWindow' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleSpaceplaneAutopilot' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleSpaceplaneGuidance' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleStagingController' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleThrustController' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleWaypointWindow' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebRouteRenderer' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebPod' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.ToolbarTypes' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.VesselExtensions' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalEngineer.Extensions.PartExtensions' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalEngineer.VesselSimulator.PartSim' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalEngineer.VesselSimulator.Simulation' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'DisplayOrder' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'pages' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'State' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'ProtoModuleDecoupler' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'ProtoModuleEngine' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<getAllTypes>c__Iterator0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<GetComputerModule>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<OnLoad>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<ValueInfoItem>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<AllStageStats>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<InitLandingSitesList>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<InitLandingSitesList>c__AnonStorey1' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<InitLandingSitesList>c__AnonStorey2' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<SetupToolBarButtons>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<InitRunwaysList>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<HasStayingChutes>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<DrawPageWaypoints>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<DrawPageRoutes>c__AnonStorey1' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<DrawPageRoutes>c__AnonStorey2' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<DrawPageRoutes>c__AnonStorey3' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<getType>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<GetPatchAtUT>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<GetNextPatch>c__AnonStorey1' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<GetModuleMultiModeEngine>c__AnonStorey0' from assembly 'MechJeb2, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null'. EDIT: That's what I get for skipping one instruction. When to Project -> MechJeb2 Options -> Build: General. Set Target Framework to .NET 3.5 Thanks for your help. I can now start messing with it.