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malkuth

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Everything posted by malkuth

  1. Thanks flowerChild indeed I have not checked this thread for some time.. LOL I have set all my contracts to this, I had a large amount of things to help control the amount of spam already in my Mod and this will help even more. Something I can't stress enough is that its also a pretty good idea to be able to turn off all your contract types. In that case you give the player some pretty good control over what is showing up and what is not. On a new note. Anyone yet figure out how to make a contract parameter dependent on another to be finished without using a static value to communicate hackery. what I mean is if in the actual contract I have. Two parameters.. Lets say in my case. this.AddParameter(new GetCrewCount(crew), null); this.AddParameter(new PreLaunch(), null); If I want GetCrewCount to only be checked when PreLaunch is Contract.state.complete anyone figure this out. I tried a few things and it usually ends up bad. Seems like once a contract is generated then nothing can change from the contract point of view, only from within the parameters themselves. DisableOnStateChange = false; seems to help within the parameters themselves if you want you State to change if something else changes while the player plays. But again this seems to be only effective if the code exist within the actual Parameter itself to take advantage of a DisableOnStateChange applied from within the contract itself. So far seems its the only thing that seems to work to effect an already generated contract. Again which would lead to a hack to get parameters to work with each other... Which is what I don't want to do at this point.
  2. Thats only the preview version not the 1.8 version that is from the front page. The version on my PC which will be another Preview version soon has taken the need to have KAS out of the equation (though its much more fun with KAS). Kert With permission from its author ships with MCE newest version so does Community Resources. Hmmm what contracts are asking for antenna? If its the new Contracts that have random parts then yes you might actually get the stock antenna as part objective. Most of the part contract are asking for a specific part.
  3. Usually if you can manage not to destroy the command pod or unit first the objective will apply.
  4. Hi KoolBreeze they are located in the Propulsion Tab. Usually the very first Object in a HexCan.
  5. I did forget this, I have a debug option that will allow you to set any current target while in flight as the skylab contract. Just open the debug mode (in settings) while in SpaceCenter Overview. Keep the window open, go to tracking station (the window will vanish) then go to flight scene of the vessel you want as Skylab station. Then choose "Set SkyLab Current Selected Vessel(Must be in flight)" SameOption for Agena is available too. Only 2 contracts that I have that really need this.
  6. I will check this out and fix it the same way I did the New repair missions in next version. This is how the contract works though under the hood. Your 1st mission you launch skylab, the vessel you currently have as your active vessel when you actually complete the contract and get paid is the vessel that is assigned the skylab station for the next 3 contracts.
  7. Yeah I had this issue two, it's one of the major issues with how contracts work in KSP any vessel can do any contract at any time. If I can find a way to safely make a landing contract be attached to the Vessel ID I will do it. But in a lot of my testing many factors can really turn that idea into a bad one. For instance in the preview versions I redid the way Repair Missions worked.. Came out pretty good. And in that case repair missions are connected to a satellite and its Vessel ID. If you dock with that satellite its vessel ID totally changes to one of the two vessel IDs. When you undock 1 vessel keeps the original ID that was choosen when the initial dock happened, and the other one gets a whole new ID thats brand new. I overcame this issue for its not an issue for repair missions... But in many cases things like this when using Vessel ID can make other objectives Not be able to be completed because of situations like this. I even checked out FinePrint to see if maybe he had a better system. And from what I can tell its the same issue. I could use Vessel names, or types also.. But those can be changed by an unsuspecting player... And when time comes to land.. Oppss not working.
  8. Updated my GitHub with a new Prerelease version 1.09.04. Many major changes to the way Repair contracts are done. Read the Readme for 1.09.04 carefully to understand whats needed. This is only a pre-release and is not an official version. If you don't mind a few bugs, and to help test out a future version of Mission Controller then feel free to download. If this kind of thing really bugs you then stick with the official 1.08 version. Thanks. GitHub Pre-Release Page. Little note on some of the changes and Why done them. The first big change is the dependencies. I decide to change the RepairParts resource with the Community Resource Packs "SparParts" resource. This is the same resource used in DangIt and other awsome mods like Kerbanite, OKS, and MKS. So now if your using DangIt you can use the same SpareParts that the mod uses to do Mission Controller Repair Missions (hence the plural). Thats correct I plan on expanding the Repair Contracts in 1.09 a lot more then whats in this release. More types of repairs.. Think ISS! The catch was... and is.. that SpareParts is not a transferable resource like the old RepairParts was! Thats an issue, because I have no existing code in Mission Controller to overcome this fact. So instead of Writing about 2000 more lines of code. I looked around and found out that community already has EVA resource managment done. Kerbal Attachment system is a prime example and is now needed to carry around the Repair Can (yes its now KAS Enabled) and for the transfers of Non Transferable Resources I decided to use KERT (Kerbal EVA Resource Transfer). And as of the latest version things seem to be working ok. So have fun, I spent a whole night trying to get this all to work.
  9. This is a bug that will be fixed in official version 1.09 when I get it done. The problem is that the Mun doesn't have an orbital period of 6 hours. This contract is not suppose to show up for the mun at all. To fix this now though you can ALT-F12 select contracts. You will see a list of all current contracts select COM to finish it up and get paid. This is the Preview version correct? That contract is not available in the official version. I will be releasing a new preview version later, but still needs a lot of testing and this bug will be squashed. But still only be a preview version since Not sure ready for primeTime yet with Official 1.09.
  10. Eccentricity The orbital eccentricity of an astronomical object is a parameter that determines the amount by which its orbit around another body deviates from a perfect circle. A value of 0 is a circular orbit, values between 0 and 1 form an elliptical orbit. These are pretty easy to do if you have MechJeb or Kerbal Engineer. Just read the Eccentricity readout for these mods and place them between .35 and .45. If you don't want MechJeb or Kerbal Engineer then I have a small tool in settings called "Flight Help On (Apa,PeA,Orbital Period)" this will give you a reading for ApA,PeA,Orbital Period and Eccentricity. Do note that Eccentricity goes both ways. When you take off your at about .98 Eccentric. Once you get into orbit that will shrink to about .14 or so. Its AFTER you get into orbit that Mission Controller is checking your Eccentricity. Don't get confused by the numbers when your on your Ascent.
  11. Ok so you have to reset the Skylab contract for it shows up again. I will try to make this as easyas possible. 1. Open up your persistent file for your save in. \Kerbal Space Program\saves 2. When you load up you persistent file NotePad will do. Select Edit then Select Find. 3. When the Find Tab pops up place this is the search box (copy and paste). skylab1done 4. You should go to a line of text that looks like this. skylab1done = True. 5. Change the True to False. 6. skylab1done = False. 7. Exit save. Load up the game and you should have Skylab1 contract back after a few cycles of the contracts, and other skylab contracts should go away.
  12. Hi marce thanks for this plugin it has saved me a bunch of time implementing a similar system into my mod. You don't mind if I package this with my download do you. I read your first page and will follow your rules for doing this of course. Just thought I would give you a heads up.
  13. I actually came up with a pretty good compromise, I added SpareParts as an optional resource that will work just as well as repairParts. That way I don't have to redo to much code. Changed some other things around, so if someone is using dangit, then can use spareParts to do MC2 repair contract if they wish. Kert will make the transfers that much easier for SpareParts.
  14. Hi rover, want to replace my repairParts in MissionController with the SpareParts in the community resources. One thing I did notice is that spareparts can't be transferred, since this would fundamental mean I have to completely rewrite how to transfer the parts (I took a look at Dangit) is their a simple way to do this without to much replacing my existing code? The basic idea was to get to using the same parts as everything else. And looks like it more larger job then I though. I see how dangit does it, but really don't want to copy his method at this point. Not sure how to handle this one. Hmmm on other hand I can make kert work with my mod I guess. Malkuth.
  15. What contract is it, don't remember having a requirement for antenna on the older contracts that require Power. And what part is not completing. But, some contract parts do not take effect until you get into orbit.
  16. I don't have any pics but I once hung a small rover off the side of a lander with test mobility enhancer planted at an angle below it. When I landed and wanted to deploy the rover I opened the Ladder up at its angle, and decoupled the rover. The rover slid down the ladder and forced it right side up by the time it hit the ground. On the other side lander I placed some other objects to try to balance out the other side of lander on another set of decouplers. Took a few reloads but it worked. This was well before science and contracts though. Pretty sure someone had a very similar idea on a craft file offered in the SpaceCraft Exchange forum.. Apollo Replica If I remember correctly.
  17. Well that bug where you land a plane on the runway and your wing clips one of the small building on the vab, or the launch pad is really annoying... To say the least.
  18. Finishing up work on Version 1.09 of Mission Controller. Added new Civilian Landing Contract that I'm try to test out. But I made the test mission harder then it needed to be.. Woopss. malkuth..
  19. New preRelease for testing is released on my GitHub Page. Remember my GitHub page usually houses my PreReleases. All Official releases are always Stored on CurseForge and KerbalStuff. Changes. Warning this is a pre release. This is not an official Tested version. Once this version is tested and everything is where I want it, then it will be released as official 1.09.1 Version. Until then feel free to test this with me and help squash bugs. Its pretty stable, usually don't release unstable Prereleases but things can happen, like you Archives being wiped. 1. Changed around Satellite contracts. The old satellite contracts start out as always after researching Flightcontrol and ScienceTech. But after you research Adnvanced Flight. The old contracts are replaced with the new advanced version that have Random Science Parts added, and pay a little more. 2. Added new civilian contract Landing Expedition. 3. Added new random system for Repair, and civilian contracts. Its a weight Based system. works a little better then the older system and is more Tidy. 4. The new contract Satellite Advanced system we have 2 new contract types added to the Advanced Contract. A. Advanced contract with random Inclination and Eccentricity with 2 Random parts. B. And advanced GeoSync orbit with 2 random parts. 5. you can now turn off both Civilian Contacts and all Historical Contracts. In the past Civilian contracts were tied with Satellite. And the historical you could not turn off. As of now that has changed. Updated with version 1.09.02 Few bug fixes I found while playing.
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