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KSP2 Release Notes
Everything posted by malkuth
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I consistently crash on the line "On Contract Loaded event fired at startup." Please let me know if you need more information. Thanks for making a great mod, I look forward to more satellite repair missions, scanning, and the new Agena mission too. I need your outputlog file not the crash file. All this tells me is that your crashing on startup. The startup reference is just an indication on when the startup, and contracts for KSP are fired. What other mods are you using? Etc. 64Bit if your using 64bit ksp is \Kerbal Space Program\KSP_x64_Data 32Bit if your using 32bit ksp is \Kerbal Space Program\KSP_Data both versions are called Output_log.txt I also suggest if your using a lot of mods, not to use 64bit. I can see Tac life support trying to load to in that CrashFile.
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You should be docking with the Agena Target vehicle you just launched. At first I had a wrong value when mod first came out. But now the vessel should read as your vessel your Agena Vessel Name. It records the name (which is not important in code, only for you to see the name) and also the Vessel ID (this is the important one you can't see it). As long as the vessel you launched during the Agena Missions was the actual Agena Target Vessel you should have no issues. The problem with the name at first was that it was giving you the name of the actual Pod on the Agena and not the Name of vessel. Again, I can see the way contracts working as being a problem. If you accept the Agena Target Vessel Mission, and say also another mission. You do the Other mission first with another vehicle. Since Agena is active it will record that first vessel as the ATV Vessel. And will cause problems. I will try to come up with a way for this not to happen. My suggestion is When you select the Agena Mission. DO IT. Don't do any other contract before it. I updated the front post to suggest this. I'm thinking of maybe adding a popup that notifies you if you want to record this vessel as Agena Target Vehicle. I do some test.
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New Preview Version 3. Ya I know but needed to fix some stuff and add a New Contract. (not civilian code yet) Preview Version 3 1. Fixed Orbital Period check getting stuck or Orbital Research and not allowing you to finish mission in some circumstances. 2. Added Persistence to Mission Controller 2. Now all saved info (other then config stuff) is saved to your persistent file. 3. Added new Test Bed Story Mission. This Mini Story is about the Agena Test Vehicle you need to research Specialized Construction to be able to start this new Mini Story Mission. 4. Fixed a few other small issues. And maybe even added some more. 5. Added insurance cost to kerbals. You kill a kerbal it will cost you now! About 20,000 Funds to be exact. As always this can be changed! Special note about this. First time for me going persistent with KSP. I have checked and it all seems to work. But can't stress enough that PLEASE Backup your save file. I ran all my saveFiles, and a few players that donated them to me through the system and all seems find. But just in case.. BACK IT UP! thanks. Oh and the only 2 values that were saved before this were total spent kerbals and total spent on TestRockets. Instead of having to code in a switch, I just transfered the system instead. these values will be zero again. Sorry but trying to reduce work load and problems! As for salaries Discussed above. The original non released version of Mission Controller 2 had salaries. I played with it for awhile. was not a good idea. And is hell to code around a bug in KSP funds. So I dropped it will not be going back! Instead I have added kerbal Insurance back (Yes believe it or not Mission Controller Had insurance first).. This is the payment you must make to A Kerbals Will in Trust if he passes away, or squashed, blowup, accidentally falls from orbit. If you use that other economy mod you can set Kerbal Insurance to 0 and you won't be charge in the config file.
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Both Apollo and biffspace Be glad to know I fixed the problem. But can't release update before I make sure the other changes are good. So give me a little bit. Oh have not checked the docking issue though yet. All I can tell you that any vessel that has repair Panel on it will get a contract supplied to it. And contracts are udpated during flight also, so could cause a problem. But I might have a simple fix for this.
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Ok Ill check it out. Edit: Strange I still have my test vehicle in orbit of mun, loaded up a Orbital Research and all goal were completed. Just had to press the Research button wait for countdown and bang. Done. Not sure whats going on Apollo. Anyone else having issues with Orbital Research? Edit again. And just used a whole new vessel and no issues. (ya done it so much it takes me minutes to launch to mun.. LOL.)
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Ya I saw that when I was adding the New Insurance payment on Death I was adding. I might try it out, will take up less memory doing it that way, and cut down the code a little. Right now I create a List of Crew at gamestart, and check it against the current hired list. When hired list changes MC charges you.
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Mission Controller doesn't mess with Test Parts at all. Seem to be getting them in my game right now. The problem does come, the more contracts you have the less room you get, and the system starts excluding contracts. The best way to see this in action is to: 1. Press ALT- F12. 2. In top Tab Select Contract 3. After Select Tools in Bottom Tab. 4. Press Clear Current Contracts to ReCycle the new List. Do this over and over and you will see that sometimes things show, other times they don't.
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Only time I seen that happen is if the contract system Times Out or Errors out. You can tell its doing that when you delete contracts from the List and nothing replaces them. Eventually you will have no contracts. I have actually seen this happen on its own, and restart fixes it and I seen it be messed up by a contract getting timed out or Error out. Usually messes up the whole works. Unless your still getting contracts, but not vanilla. Have not seen that happen yet.
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Already did it, thats what the ComSat Contract is. Can set Name Of Contract, Set its Max Orbital Period and Min Orbital period and what planet you want. All inside the game it self. I will be expanding custom contracts at a later time, might even bring back the old custom contracts from original MCE.. At least something close. The ComSat Contract was a ProtoType. To edit the ComSat just click on the MCE Icon in the SpaceCenter view.
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not sure. Would have to overwrite the contract somehow. I think I saw something about that I have to dig around. From what I can tell I can access the template, but not change it for new parameters. At least the Template has no refrences to adding new ones. Can edit some other things but not really all that much.
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When installing new version you should reset your current contracts. Both my test for orbital and landing took place on mun and finished fine. You don't even really need be in orbit only in body influence. Try clearing current contract accept another one. And try again. If it don't work then I will have to check it out Monday night. The value that is stored for that mission will be wrong if that contract was accepted before new version, Sorry about that, it's reason I disabled them in first place in previous version.