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MulleDK19

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  1. Well, it's probably more like, they wanted to give it for free to early adopters, so the cutoff is really the end of 2012, but then they added 4 months of leniency.
  2. 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.
  3. It's a side effect of how the mission start time is set. Each node has an activation time stamp. The mission time is part of the start node, so it's the start node that changes it. If you set the mission start time to 10 seconds, the start node activates at UT 0, then sets the UT to 10 seconds. "Time Since Node" is relative to UT, so if it's set to >= 15 seconds, since the start node technically activated at UT 0 (then set UT to 10 seconds), "Time Since Node" will activate 5 seconds after the game starts. Putting a dummy node (eg. "Always True") right after the start node, and then setting the "Time Since Node" to that, will make it wait 15 seconds instead of 5. So since it checks the time since a node activated in UT time, the behavior is correct, as suggested by its description: "Is based on the Universe Time the selected node was activated". Rather than changing behavior, maybe a warning should be given.
  4. Yup. And it also says there's one more at the end of the second tutorial.
  5. Maybe the sphere of influence check node? Or that combined with a velocity test.
  6. Put simply, docking is a way of choosing one of multiple paths based on conditions when a node activates. Say for example you have a "Vessel Landed" node. When that node activates, the only output path is taken. Let's say you wanted to print two different messages once the vessel has landed, depending on whether the vessel is almost out of fuel. You can stack a "Resource Amount" onto the "Landed Vessel" node. Once "Landed Vessel" has been activated, instead of just firing its output, it checks the "Resource Amount" node, and if the "Resource Amount" node's condition is met, it takes the "Resource Amount" node's output instead. You can stack as many as you want. If no stacked node tests true, the main node ("Landed Vessel")'s output path is taken. The above means: Once Unnamed Vessel has landed, if the amount of liquid fuel is less than or equal to 10, print "You landed! And just in time too. You better fuel up."; if not the amount of fuel is less than or equal to 10, then if the engineer is missing, print "Welcome back! Wait a second.. where's your engineer?"; if neither the fuel is less than or equal to 10 nor the engineer is missing, print "You landed!". If you know basic programming, the above is equivalent to this pseudo code: void OnVesselLanded() { if (vessel.LiquidFuel <= 10) { DisplayDialog("You landed! And just in time too. You better fuel up."); } else if (vessel.CountCrew(Engineer) <= 0) { DisplayDialog("Welcome back! Wait a second.. where's your engineer?"); } else { DisplayDialog("You landed!"); } }
  7. 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.
  8. All of this is already possible, you're just looking for it in the wrong place. The mission comes with a default crew, but it's just default. Click the start node, then click "Show Roster", from there you can delete, create, edit, change suit, etc. and even assign them to nodes that take crew. They'll also show up in the nodes afterwards. (Click the hanger next to a kerbal's name to change the suit).
  9. Click the group icon, it'll expand. Then hold control and click the ones you don't want, then drag the rest to another stage.
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