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malkuth

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Everything posted by malkuth

  1. Thanks guys I will check it out. One of the things I did in this version was allow multiple satellite and science contracts at once maybe this spilled over to the historical missions by accident. Guess quick test would be to go into settings.cfg file and set them to only allow 1.
  2. To eleberate more on this the warning is meant to be a worse case scenario. If you did not have any previous mce contracts done.(mostly old satellite contracts) then nothing will happen to your history. What happens is that even though your history is no longer being used it still reads the contracts and loads saved info for you can see what is what. Since the old contracts no longer exist ksp parses the whole whole history for you don't get any load errors. I do have some code in place to stop this from happening but in my testing I had a few issues with this and decided to warn people just in case. If it doesn't happen that's good.
  3. If you have used an older version of MCE in your current Career game installing this new version will erase all your Contract history in your completed contracts tab in Mission Control building. You will also most likely have to reset your current contracts with ALT F12. Contracts, tools, clear contracts. If you did not have a previous version should not be an issue. Won't break your save game or anything just your contract history. Not a big deal to me personally but some people like that stuff.. to see what they did in the past. - - - Updated - - - Should have no issues with remote tech. In fact should help you out. - - - Updated - - - I plan on expanding the Custom missions eventually to be more open ended like the old Mission Controller. But for now this is what it is.
  4. Yes it's career mode this is not a contract pack. Mission controller is its own mod and does not use contract configurator. Hope that helps. Does add contacts to your current career game yes. And parts.
  5. Warning this addon will break your Contract History in career mode if you were using a version of MCE below 1.2 1. Completely redid satellite contracts. Satellite contracts now require new parts! They are also very different and use Frequencies to communicate with ground stations to complete contracts. Most missions require KeoStation Orbit and to keep target ground stations in line of sight at all times. 2. Single delivery Contract Missions. 3. Network Contracts: Construct a 6 satellite network above kerbin. This is the big daddy contract of MCE. Pays well, but takes time and knowledge to complete. 4. Lots of code clean up no more Kerbal Insurance. (out of scope for this mod now) 5. Brand new Parts for satellite contracts. Communication Core, Navigation Core, Weather Core, and Research Core. Check the forum page for info on new contracts and how to complete them. In game explanation is also pretty thorough if you don't like to read. LOL.
  6. hard to explain whats happing. But the angle goes from 0 to 180 like its suppose to. when the vessel gets behind the object for its no longer in site in no longer goes from 0 to 180 but 0 to about 90 then goes back to 0 and rinse in repeat.. I can keep messing with it but doesn't seem like its going to work. New code by the way. private float CheckVectorAngle2Objects(Vessel v, double LongT,double latT) { Vector3 groundStation = new Vector3(); groundStation = Planetarium.fetch.Home.GetWorldSurfacePosition(latT, LongT, 0); Vector3 groundStationUpVec = (groundStation - v.mainBody.position); Vector3 groundToVesselVec = (v.rootPart.transform.position - groundStation); float angle = Vector3.Angle(groundToVesselVec, groundStationUpVec); Debug.Log("Angle: " + angle); return angle; } } - - - Updated - - - Think your right the values are reversed. But I think I can make this work now. Thanks for the help. - - - Updated - - - And to show you the success of making this work. Woohoo. Final code been fixed above for current values im using. - - - Updated - - - And finally the whole package works.. Now for in game play testing and I should be able to release the newest version of Mission Controller with its new contracts.
  7. That actually worked neat. Still have to work out numbers because they seem backwards.. But on the right track. Nope don't work the angle just gets all crazy when the vessel is behind the Tracking station. Bummer. Back to the drawing board.
  8. Dam I will try that. you can do it with anything I just found out so I I can figure out how to transform that into a vector I might be pretty golden.
  9. Unless the math is wrong its no where close to what its suppose to be. I'm at KeoStationary orbit (little less to test out how much it moves) and the angle is still moving around like its not almost stationary. by the way this is how I'm using the code above in game to check for Angle. been thinking about adding an ingame representation of groundStation to make sure the math is right. float GroundToVesselAngle = CheckVectorAngle2Objects(FlightGlobals.ActiveVessel,longitude,latitude,targetBody.Radius); bool AngleCheck = (GroundToVesselAngle <= 45 && GroundToVesselAngle >= 0);
  10. So I got this to work but something I did not think about. Have to work out at first I thought I messed up still might have. But it seems that the angle is recorded even if Vessel is behind the object (IE kerbin is between the vessel and the station) and in front of it. I take it this is because the vector3.angle converts all negatives to positives? Welp its pretty obvious that the angle thing is not going to work for figuring out Line Of sight since angles are recorded from all areas... Guess Check out remote tech to see how they do the Line Of sight with kerbin KSC. This is the code by the way.. Does work for angles not just what I had in mind. private float CheckVectorAngle2Objects(Vessel v, double LongT,double latT,double ratT) { double targetX = ratT * Math.Cos(latT) * Math.Cos(LongT); double targetY = ratT * Math.Cos(latT) * Math.Sin(LongT); double targetZ = ratT * Math.Sin(latT); Vector3 groundStation = new Vector3((float)targetX, (float)targetY, (float)targetZ); Vector3 groundStationUpVec = (groundStation - v.mainBody.position); Vector3 groundToVesselVec = (groundStation - v.rootPart.transform.position); float angle = Vector3.Angle(groundStationUpVec, groundToVesselVec); [B]Vector3 cross = Vector3.Cross(groundStationUpVec, groundToVesselVec); if (cross.y < 0) angle = -angle;[/B] //this by the way is how I fixed the negative issue. Debug.Log("vessel info: " + v.mainBody.position.ToString() + " GroundStation: " + groundStation.ToString() + "Angle: " + angle); return angle; } Maybe I can do it via distance from groundstation to vessel? Or maybe I just need to find out how to do the whole if vessel is occluded by body thing.
  11. Thanks for this I guess it's time I finally learned about vectors with the math yasmy showed me and everything else posted should not have issues creating new vectors with longitude and lat as references. For vessel glad it's already done for me. I will post my results and code I used when I have it done, and tested.. I hope.
  12. I don't know never used unity vector3.angle. I can look it up thanks for pointing it out.
  13. Angle between the ship and point on ground. Basically the same thing finePrint did with the keep station in line of sight contract that we have now. The only thing is the version of fineprint on github this contract doesn't work. Works now in game but don't have acess to that code. This is what he used in finePrint old version double anglediff = 180 - Math.Abs(Math.Abs(v.longitude - longitude) - 180); bool longitudeMatch = (anglediff <= 45); It doesn't work very well 😬 all math.abs does is make negative numbers positive. - - - Updated - - - My head exploded but I'll try putting this into code. Lol. First let me get my scientific calculator out.
  14. 2 objects a vessel and point on ground. We do I have both long and latitude. And height assuming ground point is 0 and height is current vessel altitude. How do I figure out the math for angle between the two objects? This is a line of site type equation. I'm guessing that with a keostationary orbit a good line of site is 45 degrees. Looked at the old finePrint example for stationary satellite point but it's wrong. (Assuming he fixed it when it went stock but I can't see the example) The ground point is not an object just random point on ground using longitude and latitude. Thanks thus has stopped me cold in my update since complicated math is not my thing lol.
  15. Believe I have it set up for Kerbin years. Think everything in MC is kerbin years.
  16. The parts are only counted while on the ground in pre launch. If you take a contract after launch the parts won't be accepted. I have been looking into this.
  17. All 4 Parts are done. Now just need to start coding the new Satellite contracts. The last one I did was the RCM-55 its now the first in the Imgur Album above. First more complicated animated part. The NAV-SAT-1 actually has a small animation too it also. But nothing major. Just the middle Antennae pops out a little more the packed position shown.
  18. Ah. Ok I fix that up then. Thanks. - - - Updated - - - Been busy with some new parts. My first attempt at part making.. LOL. Anyway the plan is to have a part for every type of Satellite delivery contract (4 in all). These parts will have special functions for future versions of Mission Controller and its contracts.
  19. Ckan Just needs to be updated for the newer version of Mission Controller. Have not pushed a newer version to Ckan yet.
  20. In this tutorial I show you how I build and construct space stations and how you can do the Station Contracts in KSP 1.0. This video also covers how to Dock with other vessels. Now in reality there is no right way to do this. The only tricky part to station building is the docking if you have multiple parts to the station to attach. So this video is more of a How I build my space stations and some tips and tricks to make life a little more easy for you. Good luck my friends.
  21. Hmmm yes this is an issue with a lot of contracts. Best way to avoid this issue is to do contracts you do not intend to complete together on there own. The contract themselves have no way to tell what vessel is what. So if you accept a contract to land on the mun. And you happen to already have a vessel on the mun that you go too, most likely the land part of the contract will go green. I have a few checks that stop this mainly only a vessel launched after Contract acceptance will be aloud to finish the contract. But sometimes I disable this to make the contract more friendly to people that like to reuse certain vessels over and over.
  22. Sounds good dispatcher. I tend to think of the atmosphere as a curve. To push that curve you could almost certainly run on the edge of the Mach effects and Heat warnings. This works well for SSTO. Staying above that curve can be tricky though. Another issue that I have found is that its fine and dandy to get into orbit. But if you have a -500 PE to burn off at circulation then that's a tell tale warning that your Ascent profile is to high. A great way to tell if your doing an Efficient launch is once you get to space if you only have to burn off 100-200 PE to get into orbit.. Thats pretty decent. Takes practice. This is pretty important because of how the engines work now. Some engines only work well in atmosphere and others work good in Vacuum getting as much out of those engines in their comfort zone makes all the difference.
  23. Like some others have hinted at kerbal rescue was renamed Recover Assets. So now you still get rescue kerbals but also you might get a mission requiring you to pick up the whole vessel, like a stranded lander on the Mun. You must find a way to bring the disabled vessel back to kerbin.
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