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malkuth

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Everything posted by malkuth

  1. Actually I know programming too. Seems someone forgot to set this part as Not a root part like other science equipment. Its a simple mistake. I make them all the time. Humans are not perfect so we should stop pretending the developers are perfect. Sure this part is not meant to be a Root part.
  2. Actually it has to do with the fact that in program Numbering starts at 0... And ends where you want it dependent on if its an Integer, Double... Etc. If I really want to confuse you. When you think of programming and you have a value of 3... You have 4 values in total.. 0,1,2,3...
  3. Upgraded Passenger version of the vessel I used in my video. All I had to do was double the engines. The 2.0 Mass of passenger Cabin was too much for older engine layout. I can still add a little more Oxidizer for I have a little extra in orbit.. But other than that this gets up to space. Little close on the leaving atmosphere and heat. my whole front end glows a little red when rockets are shut down.. It cools off after a few minutes. Update: With some modifications.. Added some solar panels to whole top end on each section. Reduced a little Fuel, and added some extra Oxidizer I can achieve orbit with about 256 Fuel and oxidizer. This could be turned into a cargo version by taking off the Crew Cabin. Could get small satellites in space I would say. My X10(passenger) posted above Ship File Orginal X10 Posted in my How To Video
  4. I have found that its possible it just takes a little practice. And patience to understand where your vessel needs to be, when are where. Too fast you explode. Not high enough when rockets engage Failure or burn up. Its a balancing act.. I did it with this smaller vessel, and a few others based on the same ship layout. My first version actually had a Cargo Bay and worked.
  5. You can try this yourself using my craft if you wish or build your own. DropBox Download
  6. Change Log for 1.12.2 Please delete your whole MissionControllerEC folder before installing this update. 1. Removed the need for any future RSS config files. Mission Controller 2 will figure out the Orbits of all bodies on its own.. (I hope) 2. Removed Civilian Contracts. 3. Fixed Repair Contracts. The contracts no longer have SpareParts as requirement. (forgot to remove last time) 4. Fixed Repair Contracts. The descriptions for the contracts now should read new method for Repairs. 5. Did a small pass on some of the contract payouts. This might take awhile as I get a look at what contracts are paying and bring more changes. 6. Removed some other legacy code no longer used. 7. Added Supplies From USI Life support to the Custom Resupply Contract.
  7. Sounds interesting RoverDude. Will have to take a look.
  8. Yup in the settings menu you can turn it off. Should not be showing default anyway unless I accidentally set it wrong in the update. Anyway to get to settings just select the MCE icon when your in the Space Center Overview screen. Window will pop up. Select settings. Then set The "MCE REVERT ON (Need Restart) to FALSE. and you should be all set. Not sure if you still need to restart anymore have not tried. But might be the case because of how the icons work in game and are loaded. - - - Updated - - - The biggest problem is I have not found a way to disable any of those things yet. The cost of kerbals does seem a little extreme now. I personally do enjoy the new Civilian contracts. The version of mission controller you have now still has them, you just have to turn them on. I did try to search for a way to hook into the new Civilians module that 1.0 uses. But can't seem to find anything that helps. I love the fact that you actually have real kerbals to load on your vessel that are classified as civilians. If I can somehow find a way to do it that way I might keep some of the Civ contracts alive. - - - Updated - - - Now I'm not sure whats up. I noticed that the developers on Kerbal Stuff updated everyones version numbers to 1.0. But might be some sort of legacy issue. I will have a newer version of MCE this week. Hopefully that will clear the issue up with Ckan.
  9. My original How to Get to video was posted way back in .19? Time to replace it with something more updated. Good luck.
  10. Not sure, should still be on there. I will check it out tomorrow and see whats up. Did you try it with just Mission Controller and not include the EC?
  11. Not had any issues yet with this. But I tend to keep SAS on and guide it down. Entering with anything under the capsule though.. flips over and death. Which I guess is the way it should be. Does slow down the early stacked Boosters into space without Decouplers.
  12. Good rule of thumb. Start gravity turn at 100 M/S (this is really dependent on vessel) When in gravity turn follow the little yellow ball in your NavBall. Keep the cross hair and those two together at all times. Once you pass 28K to 30K you can pretty much Freely leave the Yellow ball and flatten out a little to bring your PE up. Once in orbit do your normal burn to get a full orbit. If you notice that at 100 M/S your yellow ball is falling to fast you can slow it down a little bit by holding the crossHair all the way to the rear of it. (like your chasing it and its winning). Good luck.
  13. Ckan takes its info from Kerbal Stuff. When I uploaded and a lot of other early uploaders uploaded we did not have an option for Version 1.0 on Kerbal Stuff. Since Ckan uses that information to tell you what version of KSP the mod uses it thinks its not compatible. Also Ckan might still think Mission Controller needs its dependencies.. Which is not the case anymore. I will have to push a update for the guys at Ckan can fix that. I was glad to get it up so fast. In reality its been about 2 weeks of coding to get ready for 1.0. Once 1.0 came out all I had to do was recompile it in KSP 1.0 and all done. Had a few changes to make, but nothing serious. Still working on it now a little for some updates. Mainly trying to get The mod to work in RSS without any Config Changes. (MCE will calculate all orbits in program) I must say hats off to Arsonide(FinePrint) he did an awsome job on the new Civilian Contracts in Stock game. Much better than anything I could come up with. Next version all MCE civilian stuff will be removed from code.
  14. ChangLog. 1. KSP 1.0 Version compatible. 2. No more hire Cost (1.0 has it) 3. Civilian Contracts Turned off (possibly removed next version since 1.0 has civ contracts) 4. No more in editor Parts reader (1.0 has some sort of System) 5. No more dependencies. (you only need mission controller now to run MC). 6. Another Revamp of Repair Missions. No longer require SpareParts or any type of resource. All you need now is a Kerbal Engineer to fix satellites. Or stations. 7. Added Apollo 17 (Minmus) 8. Added new expanded Apollo Missions with 9 new single contracts covering the Set up and landing on Duna. 9. Rewrote the Orbit Research and Landing Research Contracts to be more NASA Like. 10-. The parts have had a overhall pass and renamed. They reflect Real World Early Tech found on early Probes. Orbital Research Is now Ionization Chamber and LanderResearch is Mass Spectrometry Tube. (will be save friendly transfer) 11. Most other contracts that remain have been been made more Realistic in explanations.. Like historical missions.
  15. I'm sure this is different for every modder. Me myself would not charge for my mods. Main reason is that I use Modding for KSP to learn how to program, never intended for me to make money off the investment of Learning. Two charging for a mod introducing many challenges to a modder. Right now if I have a minor bug or something is not right in the code this is a learning experience that I use to get better and can take my time to do it better. Since the mod is free the expectations from most end users are not that high on this issue. But on the other hand if I charged for this mod, those same issues would be demanded to be fixed right away. And rightly SO! I'm your basic back yard Mechanic. I didn't know squat about programming when I started Mission Controller. I have learned on my own (no schooling) along the way I have been helped yes by other modders. But for the most part Lots or reading and late night coding. I can't expect anyone to pay for something like that. So that's my take on charging for a mod. Some modders are professional though and do produce A+ mods and just might deserve the payment option. In my case not so true.
  16. Stock is nice but it takes away a lot from the mod dev. Instead of having your own schedule for updates additions your now stuck on the game updates timeline.
  17. As version 1.0 is on its way on 27th thought I would give a heads up to what I'm doing with Mission Controller for 1.0 KSP. First whats leaving. No more hire Cost (1.0 has it) Civilian Contracts Reduced to Landing and Station Tours (1.0 Has its own civilian contracts If I'm happy with the new civilian system I might get rid of them all. Or update mine with new Civilian Kerbals.) No more in editor Parts reader (1.0 has some sort of System) No more dependencies. (you only need mission controller now to run MC). No more Insurance (?) Whats being Added Another Revamp of Repair Missions. No longer require SpareParts or any type of resource. All you need now is a Kerbal Engineer to fix satellites. Or stations. Added Apollo 17 (Minmus) Added new expanded Apollo Missions with 9 new single contracts covering the Set up and landing on Duna. Rewrote the Orbit Research and Landing Research Contracts to be more NASA Like. The parts have had a overhall pass and renamed. They reflect Real World Early Tech found on early Probes. Orbital Research Is now Ionization Chamber and LanderResearch is Mass Spectrometry Tube. (will be save friendly transfer) If I have Time Rewrite all Satellite contracts to be more NASA like.. More specific type contracts to add flavor but Not function to the MCE Satellite system.
  18. Just a heads up on a series of videos I started on the Mission Controller Historical Contracts. I created this series to show off my Mission Controller historical Contracts, but has become a lot more. With this series I cover the original missions Apollo 7, Apollo 9, Apollo 10, Apollo 11 and Apollo 15. After doing some of these contracts I decided to expand the Apollo program in Mission Controller and wrote Apollo 17 (Minmus Landing) and expanded the Kerbal version of APollo by expanding to Duna in the future. The Apollo-Duna program is something I'm working on write now and will be released with Apollo 17 when Version 1.0 of Kerbal Space Program is released. Enjoy this ongoing series. Latest Episode released is Apollo 11. The First video in Series Apollo 7. - - - Updated - - - I don't have the ability to have custom contracts that you can write yourself. But there is another mod called Contract Configurator.
  19. I created this series to show off my Mission Controller historical Contracts, but has become a lot more. With this series I cover the original missions Apollo 7, Apollo 9, Apollo 10, Apollo 11 and Apollo 15. After doing some of these contracts I decided to expand the Apollo program in Mission Controller and wrote Apollo 17 (Minmus Landing) and expanded the Kerbal version of APollo by expanding to Duna in the future. The Apollo-Duna program is something I'm working on write now and will be released with Apollo 17 when Version 1.0 of Kerbal Space Program is released. Enjoy this ongoing series. Latest Episode released is Apollo 11. The First video in Series Apollo 7.
  20. I might need to rewrite it, things have changed a little so it might be having issue now. Edit. Ok I updated the file to the new format I thought I already did this but I guess not. This new file should help out the only thing I'm not sure of is some of the newer historical contracts, I'm pretty sure I wrote them different and should be fine though, or they use the existing configs. https://www.dropbox.com/s/yniznp3l6k9ckch/ConfigRSS.rar?dl=0
  21. Yea its still possible. Not to much time to do it right now. I think I actually got the old Mission Controller to actually work in sandbox. Not much needs to be changed really just a few things. It would be sandbox only though. Let me see what I can do.
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