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malkuth

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Everything posted by malkuth

  1. Hmmm not sure I understand the question. Agena has no crew, and the Gemini capsule should.
  2. Yes it is still valid. Not much has changed in contracts.
  3. New poll up asking what kind of contracts you will like to see in future updates. The reason the last part says expand civilian type contracts is because I will be releasing a few Civilian type contracts in the next updates. Think Russian Federation civilian seats, Virgin Galactic sub orbitals. Etc. So basically thats a yes. Good to know. Be finished in next version.
  4. Hmmm only thing I can think about is that when you launched you launched into a lower orbbit say 75000, then brought vessel into orbit. Then raised orbit to 90000. Just looked at how I wrote this and you have to be suborbital for it to work. I will release a fix for it next version and get rid of the suborbital part. Most of the time when I launch a vessel I launch to the desired height while still sub orbital. Then I level out the orbit.
  5. The crash event uses an event that is from ksp. So all mce is doing is looking for it when it happens and then making the objective complete. How that might be effected by rt2 I'm not sure. Then again the vessel needs to be active vessel. So if losing com means no longer active vessel then it makes sense.
  6. Yes. And Tess to rss. Rss has it's own settings.cfg that is included in download.
  7. Nice apollo. Been putting my thoughts into how I will be using these parts, thinking about using them as is and looking up some realistic instruments that nasa actually is using right now. Then implementing them in game by requirement in a contract in some way. Maybe like Dmagic uses his parts. But I want some sort of twist too it. So I'm still working it out. That way I can use your parts the way you give them to me. I will get it all figured out eventually.
  8. I don't think so, all the objective is doing is looking to make sure your docked. KAS as far as a remember counts as a dock when using the docking part. So not sure. Sometimes things just go screwy it seems.
  9. That goal does not complete until you dock with the vessel. The same thing happened to me when I was making the SkyLab Contracts. I forgot why I made it do that. Still not sure. Also just in case. Don't forget to put the repair Parts on your vessel before you launch it. If for some reason none of the above apply and you truely believe you are doing the mission correct. You can Alt F12 and complete the contract with the little cheat that their.
  10. You always impress me with your parts Dmagic. Excellent job as always. Also enjoying the contracts. Kinda fun playing contracts you don't have to write yourself.
  11. http://i.imgur.com/OwUrzNe.png Tried something different for this if anyone want to test it out? Test Version. (Version 1.06.5) Please note this is not an official version if you don't mind testing things then that is what this version does. All it changes from 1.06 is how the Orbit Goal is calculated. What I'm looking for is to make sure the orbit goal does not complete before your actually in orbit. usually this means going to another SOI like Mun or Minmus. Kerbin does not seem to be effected from what I can tell. Also if anyone can test to make sure the crash goal is working better now that would be great. As MCE gets bigger and bigger in code it gets harder for me to test everything reliably. Thanks for the help. What I think was happening is that when you launch your not in orbit. So kerbin was never effected, but when you went to mun or any other body your always in orbit of something no matter what, so the goal needed to be defined a little better. So now I added the target Body to the mix to make sure when it checks the orbit, its also checking the body its suppose to be. I thought I had this set up in the original code, but it seems like it was not working so I moved some things around and will see what happens.
  12. Version 1.06 1. Fixed orbit goal hopefully for most Orbit Contract goals where vessel needs to be in orbit before completing objective. 2. Changed Agena contract recording of Vessel information until End of contract has been completed. More in line with new contracts. 3. Added sub contract Funds, science and reputation to a majority of the Contracts now. Small balance pass to others. 4. Added 4 new historical contracts covering the Launch and operation of Americas First Space Station SkyLab. 5. Added new custom contract Crew Transfer contracts. Now you have a contract that you can use to launch crews to your bases and stations. Works similar to Supply Contracts.
  13. Oh and by the way sneak peak at new Custom Crew Transfer Contracts that will be in 1.06.
  14. Oh this might actually be fixed in 1.06. Someone reported an issue similar to this on another contract (they use the same values) and I fixed it in the version I'm testing now (why I didn't notice any issue when I looked). So it should be better in 1.06.
  15. interesting thanks for the info, you might have just figured out why some people can't get destroyed part of contract to work. Hmmmmm. As for the first issue, that is basically an issue with every single contract I know of. No real way around it and its kinda a bummer. Just the way the contract system works. I toyed around with the idea of using Vessel ID to lock vessel to contract but the problem is that lots of people mass select tons of contracts at the same time, be a nightmare to listen to about 100 complaints about why this contract doesn't work? All because they selected a bunch of contracts at once to do with different vessels. Prime example. You grab a Duna Contract and Eve contract. That would require 2 vessels. But you select both at same time and launch first vessel. No that first vessel is locked to both those contracts. A second vessel would not be able to do the Eve contract.
  16. You should have to orbit the mun. Now its a simple orbit meaning that anytime you hit any value that is registered as an orbit for Both PeA and ApA then its accepted.
  17. thats a good idea. The only problem is that the contract and the Orbital or lander Parts interact with each with contractParameters and part modules. Each part has its own module that works with the contracts. I could almost certainly make new contracts that could do the same thing as FinePrint, but would rather not copy his ideas or things that are already in another contract mod. Anyway on next update so far what I have is. New historical contract that covers the launch and missions of SkyLab. SkyLab 1, sl-2, sl-3, and sl-4. While making these historical missions I came up with a new idea for a Custom contract that I will try to write up before release. Station Crews, like station supplies but this contract will set up a mission to deliver a crew to station or base, with a set amount of time to spend at the station, then the return to kerbin.
  18. Thanks man. Working on a 4 part skylab contract that will cover the launch. Repair and occupation of the station.
  19. Looks interesting Apollo. Something I have been thinking about and has been suggested earlier with Satellite contracts, is that I would love to have contracts Part dependent with certain Satellite parts. So instead of using say Mass like they do now. Have a few different satellite parts in the pack that the system can randomly select. Each part can even have multiple Selectable jobs that the player can match with the contract. For instance I have 3 total satellite parts for MCE. Each 3 part looks interesting and has 3 separate functions. (1 part can be say cable tv, internet, or phone etc) you get a contract that wants the part, and the parts function is to be an internet satellite. Launch to this height at this inclination or whatever. Think it would bring an interesting plan to the satellite type contracts. But I need parts for it, and me making parts is not a good idea. But I will see what I can do with the parts you have, maybe make a tier 2 scanning contract and lander contract thats more complicated and pays more or something.
  20. I plan on writing a flagging system that will flag a contract to a vessel ID when launched. The problem of course is that people are so use to doing multiple contracts at once with different vessels sometimes (think you have a vessel on way to duna with duna contract) can cause problems. So I have to think of a way around all this. For instance you grab 3 contracts. One is go to duna.. Other is test a part. Last is satellite contract. The last 2 your going to use the same vessel, but your waiting on a launch window for duna, so the contract is sitting and waiting. You don't want your satellite vessel to be flagged to the duna contract. So I have to find a way around this. Of course this will only work for MC contracts and won't effect others. A lot of times I have same ideas as you suggested. But I play a certain way, I only grab contracts I'm using right away and for 1 vessel. But other players don't do this they grab all the contracts they can and just pound them out. Which is why I think people are having issues with the Crash Contract. I played it very simple and it always works. But I have to figure out what they are doing to break it. LOL. To show you what I mean when I wrote the Agena Contracts I experimented with this exact way of doing contracts, and it caused all kinds of problems like I mentioned. People selecting 10 contracts and doing them in order or whatever. Not realizing that AGENA would record the next vessel as its vessel. Its tough to work around the different ways people play KSP.
  21. Pretty sure number 1 has nothing to do with Mission Controller. 2. I have never noticed this in all my testing, are you sure you didn't confuse any old message? The reason I ask is because the message system is completely 100% Kerbal Space Program, and is not of my own creation. 3. Yes, I will indeed investigate this issue more. Not sure why this did not pop up in testing though. 4. Sounds like the same issue as 2? That should not ever happen, the very first goal is a Launch goal, and their is no way that's possible without actually launching your vessel. Again possible it was an older message? One last thing to everyone that might have issues, like most other mods I do not support 64 bit Kerbal Space Program with mission controller. 64 bit is completely unstable and will cause strange issues with mods and the game itself. Just a warning. And its been posted on front page since 24.2. But I will update how to post bugs on front page and what I need to help me squash them.
  22. That's odd interested on how you tried to do contract. You have to crash an active vessel your under control of to work. Shooting off a piece not under your control won't work.
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