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KSP2 Release Notes
Everything posted by malkuth
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That was definitely the issue. The work around worked for now. I'm glad you found it, I was working on figuring it out for about an hour.
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Alright I have fixed the issue and updated Mission Controller to newer version. The github version is ready now. Might take a few hours for the curse version to be approved. Thanks for finding this. I noticed some other stuff too that I fixed. Except one issue I have not tracked down yet, but doesn't seem to be causing any slowdowns on my end.
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KSP 1.6 Version Update Released. I have changed the parts.. I actually forgot I made this change before. You no longer have to load Satellite cores on your vessels.. The parts have been depreciated. The parts are now built into all KSP Probe Parts.. This is a beta type situation.. Make sure you save your Vessel before launch.. I believe this was an issue I had. Ill try to fix it. You No Longer need to use the Mission Controller Cores anymore!! Right click your Vanilla KSP Probe bodies to set Core Type, Module Type and Frequencies. This means you now need Module Manager For MCE to function correct.
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Ive been playing since 2013 so its not to hard.
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Wow talk about necro thread.. Anyway before 2013 this was a thing we thought about. But after the Internal updates before 1.0 hit, we learned that kerbals do in fact eat. They eat snacks. Thats why the food bins are labeled snacks.
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The parts are still there. I doubt they will get rid of them totally. KSP is getting close to where its not piratical to keep updating it. As long as they remain in the parts list, your ships will be safe now, and for the foreseeable future. And if not a modder will make it happen.. Another 4 years down the road if your worried about it too much.
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Well the time is actually calculated in seconds in code and uses a Double. In c# a double can have a max size is well pretty large. In fact if you do the math on it you start getting 2.083333333333e-5 days maximum in KSP. Or 2.9761904761899998e-6 weeks. Or 5.707762557076712e-8 years. Of course this math could be all wrong, since I used googles Seconds to days ---> Days to Weeks ---> and days to years calculations to get these numbers in which case it might not be capable of large numbers. In fact I know its wrong. But I think you get the point. Good luck hitting that.
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Tested current version of mission controller with 1.5 just released. All is well and it work fine. I will get a proper version up soon with updated AVC. Was also thinking of Retiring the older not well done Probe cores for MCE contracts and just adding the ability to Default probes. Of course the older stuff will still be there just not usable for new vessels, to keep existing ships intact.
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Its random and at the mercy of KSPs weight system. the more contracts it has to work with, the longer it takes to show up etc. Vanilla without any other mods adding contracts usually shows up right away. Won't be able to do it, mostly for time constraints, but I usually don't play with any type of military type mods in KSP, my personal opinion is that Kerbals are not military like. But thats just me. Gah, I see what I do, going to release a version today but won't have this fix in it. So hard for me to test because I don't play the Mods that do this.. Maybe I can add a little multiplier for you guys can manually adjust the numbers.. Ill see what I can do before I release todays version.
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This is a known issue if your using a Mod that adds a different type of communication module.. Like remote tech. Mission controller is looking for the vanilla version. If this is the case your going to have to just cheat the contract done for that particular contract. I believe there are only maybe 3 total contracts that have that requirement now for the historic versions. Also If I remember correctly I would have to double check, I believe it doesn't do the check until you get to orbit. Only mentioning this since both pics were still on the ground Pre-Launch.
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Version 2.0.1 Released. 1. Removed Orbit helper from Mission Controller. This feature is available in other mods like Kerbal Engineer, and MechJeb.. No need for any more spam. 2. Updated for KSP 1.4.2. 3. Fixed links in the AVC module for this forum page. Please note there is a bug in 1.4.2 thats adding Contract Spam. This is not connected to Mission Controller or any other mod. It happens it Vanilla too. Please don't report these to me because your sending me on a wild goose chase I can't fix, nor have time for.. Thanks. You can download the new version from the front page.
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Please note there is a bug in 1.4.2 thats adding Contract Spam. This is not connected to Mission Controller or any other mod. It happens it Vanilla too. Please don't report these to me because your sending me on a wild goose chase I can't fix, nor have time for.. Thanks. Thread its been reported in.
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So far I found a few references from MCE in your file which is normal mostly to do with old code that is no longer used that I have forgotten to dump.. Nothing that should cause issues though. You are getting a lot of spam though during flight and I can't really tell what mod is doing it. I will have to do some more testing on my end to make sure its not MCE though. Any particular thing your doing that is MCE related while this is going on?
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Hmm I'll have check that out but need output files see the information. But anyway the information you can shut off in the options screen it's part of ingame options. Escape -options- advanced - missioncontroller. Should be option for orbital help you can deselect. AVC us currently going through upgrade from another modder. Should be updated by next release I hope edit update the options is called in flight help shut that off. I have a feeling it will help your slow down also since via reading you pic the biome info is bugged on mce end.