-
Posts
1,780 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by malkuth
-
Changes in Preview 3C First Please Read Important Information: Because The update Preview3C has changed a few of the existing Contracts. If you played Mission Controller before and have completed contracts for it, this update will wipe your Achived Contracts. This is not a huge deal, just when you look at your archives you won't see any of the previous Contracts you finsihed. This might effect other contracts that check for Archived Contracts completed and older contracts might come back. If you did the Agena contract for MCE this will not be the case. The agena contract State is saved seperate from the contract system in game. So it won't come back sorry. If you don't want this to happen don't install this update. As always back up your Persistent save file!! THIS UPDATE WON'T HURT YOU SAVED VESSELS OR ANYTHING ELSE. Only the Archived Contracts in the Missin Controller Building! This should be the last time I do any major update to existing contracts. So hopefully the last time on purpose at least this happens. Whats new? 1. New GUI editor cost breakdown list: While in editor you can select the Mission Controller Icon and the new Parts list will be shown. This parts list will show you every individual part that is on your Constructed vessel at the time. You can also filter in and out Resources and Mass Values. Please note that due to a bug in KSP This GUI Editor actual updates quicker with total cost of parts with Procedure Parts. For instance you might place a Procedural Fairing on your vessel and the Total Cost of Vessel in the KSP window will be wrong. The total cost in the MCE window is the correct value. The KSP values update on the next part added, or moved on the vessel. 2. Added new Contract: The new Custom Supply contract is Mission Controllers newest custom contracts. Like the ComSat Contract you can edit this contract to your hearts content. This contract is meant to supply your Bases and Orbital stations with supplies. Right now it supports Stock Resources and Tac Life Support Resources. If you think I need to add anymore please give me a shout. The contract works by selecting what vessel you want to supply (any vessel of type Base or Station will show up in list). Selecting the type of resource, and the amount. And then turning on the Contract (can be on or off). Then actually selecting the contract in the Mission Control Building. Like the ComSat Contract you will have to cycle through a few Contracts for it to show up. If any changes are made you will have to cancel out old contract for new contract. 3. Major changes to Repair, Satellite Delivery Missions. Now satellite delivery contracts have new goals. Including Mass and Electric change. Customers want thier satellites to be a certain mass and have a certain amount of electric charge on them! Also Satellite delivery missions can now be assigned to the Mun and Possible Minmus. Its rare but can happen. The contract payments are adjusted. Also all satellite contracts are adjusted in price for distance traveled. So they basically pay more if they want Higher Orbits. Repair Missions have also changed a little bit, they also pay a little more, and will adjust for different planets they may be located at. Also repair missions are a lot more RARE. Last note on Vessel Mass: Nifty little trick you can do with the new Ship Breakdown GUI window and Mass. Testing your final satellite for correct Mass when its in space (thats when its tested in mission) can help to take out the fuel and see if it still passes. The Mass Reading on the GUI window Updates automatically. 4. Added a new settings window. Now you can edit all the settings in the config file from within KSP itself. Located in the MCE icon in SpaceCenter screen. Please not a lot of settings you still have to RESTART KSP. Like difficutly levels, and If you want kerbal rescues on or not. 5. Message helpers in settings is a display that pops up in lower right hand corner while doing Satellite Contracts. They display Orbital Period and ApA and PeA. You can use these or just use Engineer or MechJeb. Your choice! What Has Been Fixed? 1. The names of vessels no longer display (unloaded) 2. Fixed Repair mission not showing. 3. Fixed many values in contracts that were broken or didn't work, like celestrial bodies not saving correct. 4. Titles of contracts no longer display the count. 5. Fixed message helpers. They should not in most curcumstances cause issue. But can't promise anything. But they now include Orbital Period, ApA and PeA values for MCE Missions. To install new version I highly suggest you delete your old MissionControllerEC folder! And install the new version fresh! This helps to make sure everyone is on an even playing field with issues. You can now set up your Settings in game, so this should not be a big deal. Its highly recomended! Please. place the MissionControllerEC folder into you KerbalSpaceProgram/GameData folder. Note on 64 Bit. I test MCE in 64 bit and play it fine. But when I add more mods to my games, things go bad for 64 bit KSP. I highly suggest you play and massive modded KSP in 32 bit only! If it doesn't work in 64 Bit Go To 32Bit. Thank you.
-
Contract Modding Information for Mod Authors
malkuth replied to MrHappyFace's topic in KSP1 Mod Development
Sounds good. I started to notice this also. -
Well a satellite includes more than just a probe. The point of mass is to give people something to build thats not always the same. Still adjusting the mass though so will be different on release. Like Idea of Pe and Ap. The thing is if Im going to keep adding to Satellite contracts it needs to be done now. The changes in 3c already will wipe your current Archives because of the major changes to satellite contracts. Decided not to add any more complexity to what parts are going to be on vessel, would require a lot more code to make sure the player actually has the parts.
-
what I have Been Working on for Preview 3C. Other Changes: 1. Contracts for MCE can only be done by 1 vessel now. No more using same vessel in orbit to do the contracts. 2. Redid Flight Helpers. Now when you do Contracts that have Orbital Period and Or ApA or PeA you get a nice overlay shows you current of the three. 3. Fixed a few of Contract Goals for they will only fire while in orbit. testing now, and if no major issues arise will have release in few days, or sooner. Nope DebRefund does a dam fine job of this, I would be wasting my time trying to compete with it since MCE covers a large area of different things. Thanks glad you liked it, I have many plans for future contracts. Next few updates will be fineTuning everything already in game, and fixing a few more bugs and then back to contract making.
-
Contract Modding Information for Mod Authors
malkuth replied to MrHappyFace's topic in KSP1 Mod Development
So what is the seed actually generating a random number, sequence? -
Interesting idea. Nathan is good stuff, and knows his stuff. Hope you get it all worked out.
-
No, only set it between 1 and 3. difficutly 1 = easy so set it to 1. Difficulty 2 = Meduim set it to 2 if you want that. Difficulty 3 = hardcore set it to 3 if you want that. Anything higher and you will get error. The other 3 values you see in config are to set what multiplier you want for each difficulty level. Easy is 1 which means no Multiplier. Medium is 3 Which is Base Part * 3. Hardcore is 6 which is Base part *6. Hope this helps. I have a list of all mods I use a few pages back.
-
All I can suggest is not to run in 64 bit when using lots of mods, I can't get it to work myself with lots of mods running. Also the null refrence is for startUp() only thing that runs on startup is the difficulties, and if that's not working won't cause a crash, will only make it for difficulty levels won't work. Not sure why you would Null out on that, almost guarantee its in connection with trying to run it in 64 bit. I can run MCE in 64 bit by itself fine. But add other mods and things go bad. Not sure why or whats causing it, but not much I can do about it. 64 bit being unstable as it is, is very hard to diagnose when you have 20 other mods running. Try 32 bit and see if that helps. Also the crash happened well after that null reference. the crash occurs at: 9 Line 940 and 941. My own testing to try to find out what mods are causing crashes has not come up with anything to help. Usually the crash file says very little to what is causing it. A lot of people get confused because they see debug code for a particular mod before the crash. Again means nothing really, unless its something that happens over and over in same place. But again my own test show that usually its always a little different. Also it seems to matter what OS your using also. I run KSP in windows 7, and usually runs fine unless I run lots mods in 64 bit. But 32 bit I never get crashes. I also never get crashes in 64 bit when only running MCE in my test games. So who knows whats causing it. Could very well be MCE bad interaction with other mods in 64Bit. Crash logs never tell me enough though to track it down. Or if its even MCE at all. The only thing I can think of and its a long shot, is if two mods try doing the exact same thing at the exact same time, might cause issue. Like for instance two mods that try to disable the contract Rescue kerbal! I can almost guarantee a bad exception that might cause a crash if thats the case.
-
I plan on making it more rare now that I have a solid Persistent save state for you games. Be a little bit though. Keep the window open in spacecenter don't close it. When you get into flight it will pop back up. You can do this when any contract actually, its a limitation of how the contract system works. Only way to combat this is to record the vessel ID on launch and store it somewhere and check it against new launches. I come to the conclusion this will cause more trouble then its worth. A more simple solution would be to make sure the vessel is in Prelaunch. Or have a prelaunch condition. which means that the contract has to start in prelaunch. Seems more reasonable and I tested it on the Agena Target Vessel Missions.
-
Preview Version 3B 1. Added warning to Agena Target Contract Informing you that you have to do Contract right away when accepted and no other. Its written in Description and you get a Message in the message system.. Can't miss it! 2. Changed Agena Docking Requirement to any Docking Port that uses Vanilla Module "ModuleDockingNode". 3. Added a new config option to turn off MCE Revert Button, in case you want to be real hardcore! 4. Opened up Debug Window and added Agena Debugging Tools. You can unlock Debug by changing the config file option. 5. Increased the payouts for most missions. My new install instructions for MissionController. Since Mission Controller is now Persistent I highly suggest you delete the whole MissionControllerEC folder before installing a new version. You will have to reset your config file back to your settings, but this will help Im sure with any strange issues that might arise and keep everyone on an even playing field with issues. Also: Might be best to clean out your old Contracts And reload offered ones. 1. Alt-F12 2. Select Contracts tab. 3. Select Tools. 4. Select Clear Current contracts. 5. This will wipe any old contracts and refresh the whole list. This WILL NOT delete you completed Contracts only offered ones and Active ones. Thanks Malkuth.
-
Well the easiest way is to edit your persistent file. It will require you to do the Contract over though! Pretty easy steps. Open the persistent file (don't forget back it up first) with NOTEPAD When opened go to Edit then select Find (Or just press F3) In the search box type this without quotes "agena1done" when you go to the name change it from true to false. In the next version I added Debug Tools that do this automatically but You would have to wait for that to come out. Thats it.
-
The next version makes it pretty clear that you need to Do the ATV mission first before any other. Are you using 64 bit? Because like I said to some others its best to use 32 bits. I just spent hour launching 64 Bit Version of KSP with a bunch of mods with MCE and had crashes even before load. I also unistalled MCE and still had the same crashes. 64 bit is not friendly I tell ya. But I can play 64 Bit with just MCE and NO other mod without much difficulty. This is my current list of Mods I play normal. AnimatedDecouplers DeadlyRentry Dmagic Orbital Science Engineer FerramAerospace FinePrint FireSpitter ModStatistics MP_Nazari ProceduralFairings Realchute ScanSat SDHI SmokeScreen TextureReplacer ThunderAerospace TriggerTech All kinds of problems in 64 bit. 0 problems in 32 bit. I don't think 64 bit is ready for prime time yet.
-
Ya the problem is 64 bit part. I can run 64 bit once and play all day long. Then shut it down load it back up and bam crash... Load it up crash. Again play all day. The issue is 64 bit compounded by the mods themselves running. I have checked my log files myself. Sometimes its crashes right when Kerbal alarm clock is doing something, sometimes its TAC life support. Sometimes its MCE... Its impossible for me to figure it out with other mods running. But If I place MCE all by itself and no other mods. And I really mean none! Just MCE and KSP I usually don't run into problems. Best bet is to play 32 Bit for now I think if you have mods. Or if you get a lucky load with 64 bit your usually all set.
-
You guys might want to clear out any old contracts you have to. 1. Alt-F12 2. Select Contracts tab. 3. Select Tools. 4. Select Clear Current contracts. 5. This will wipe any old contracts and refresh the whole list. Also if you have a contract that is loaded, this info would help. Could also be the problem if a contract has a bad value or something. My own test have shown that Multiple mods mixed in KSP 64 bit crashes all the time. No joke, I don't even play KSP 64 with normal game. I do test MCE in the 64bit environment though ALL BY ITSELF. NOT ONE SINGLE OTHER MOD installed and I barely get crashes. Moral of story is 64 is pretty Unreliable. And if thats a mix of MCE and other mods I don't know but 32 bit works fine on my end. And by itself in 64 bit works most of time.