Jump to content

malkuth

Members
  • Posts

    1,780
  • Joined

  • Last visited

Everything posted by malkuth

  1. already fixed the problem in next version. Yes, the satellite spam is crazy I don't think much I can do about it. The stock contract system likes to spam available contracts if they are available. So yeah going to be a problem. Only way I can think of fixing it right now is to make them only be done once. Might look into other ways of fixing the problem though. Might be a little hacky.
  2. Don't use blizzys toolbar anymore. The icons should be in the Default KSP toolBar. No .mpkg files. All the missions will be integrated into the new contract system from .24. But for now only 1 contract exist until I can get the rest done. Also most messages other the the revert button uses the Ingame message box. If you guys want I can set it up for you can choose either option blizzy or Vanilla. Right now though I have a bug in the Icon system. You only see the icon in the very first game instant you load. If you unload game, and load another one the icons goaway. Have to fix it.
  3. They are career contracts. I will at some point fix up the older Mission Controller for you guys can run it in Sandbox if you wish. Be a little bit though.
  4. Ok guys Mission Controller 2 Preview 1 is up and running! See new front page for info and download. UAL002 thats great that they fixed that! But did not effect me in anyway. Thats for mods that scale things up and down in game. I should double check to make sure it didn't break something though. LOL. Don't think it did. Checked everything still works. By the way sorry for late release. But best I could do. Had some last minute things to fix and had a barbecue today to boot.
  5. So the OnUpdate works great. Wow, that means that contracts have become pretty dam easy to make, once I get some more framwork in for MissionGoals I should be able to write Contracts pretty quick. Nice. still like to find a way to make only 1 contract available at a time thats clean. seems to be an Enum for state. Having issue getting it to work though.
  6. Thanks for this thread mrhappy helps a lot. And I will mess around with onupdate override.
  7. Anyway to limit the contract spam. Set up a contract that has some random values and it seems that the contract system lives to fill up its max amount of contracts with it. Noticed that if you have a contract with set values you only get one of them offered usually.
  8. Im not sure. But I think it was a real bad decision to limit us to Events to trigger our codes if that is the case, be a huge step down from even PartModules. Must be more we can do. Be nice to just have our parameters running in something like OnFixedUpdate or something.
  9. Man getting my head around this and coverting Mission Controller missions to new contracts is going to be a huge task I think. Getting a simple orbit mission with MaxApA and MinPeA to work, getting paid but for somereason the contract itself is not showing finished. Must be missing something. I noticed the switch too in the OnLoad and OnSave. LOL. My question is. Does the OnRegister and OnUnRegister code wise have to happen at the same exact time the event is fired. For instance having an OrbitalGoal max ApA and MinPeA set to numbers. If I use EventData<Vessel> onVesselCreate to fire my code. Then obviously this does not happen at the same time as Orbit Event I have. Only EventData I can find that comes close is the EventDate.Situtions.OnOrbit.. But again that will fire first, then it could still take player a few mins to get the exact ApA and PeA that is specified in code. I will have to do more testing. Right now the biggest concern is why contract is not going away. I used these events in MCE for a lot of code well before .24 and usually the code was waiting for event to fire then it completed. No idea how make my own events yet. Edit: Think I fixed it. Hope so. The contract now finishes but still having issues finding an event that will fire at the same time that the player reaches the correct ApA and PeA. At this point you have to switch around ships to get it work.
  10. Dropped the pay per week thing for now... But I might be able to do something later with Kerbals that do go on missions. Be a little easier to control I think code wise. Be good to know that I'm now working on adding a few missions to the first release, getting my bearings around the contracts system. I will try for an late Thursday release but no promises!
  11. All kerbals in your spaceprogram will be payed. Including the guys on 2 year journeys. LOL. Biggest problem other then what I have mentioned above with this system is that if your in flight for 2 years and come back to spacecenter.. You could have a huge bill. (When it works MCE keeps track of ALL days that a payperiod would happen) When your in flight your not charged a payperiod. Once you go back to spacecenter the system catches up and charges you. Not sure if anyone will like this or not. NOt even sure if pay salaries are worth the effort what do you guys think?
  12. Thought I would have something for you guys tonight. But just way to many bugs right now that I have to squash that completely destroys your game experience. Sorry guys. Believe it or not its the time that is giving me the most trouble right now. Biggest problem is that you can't seem to change funds (IE CHARGE SOMTHING) right on a scene change. Which is the historic way I did most my checks in MCE before .24 on scene-changes. They just don't hold. Seems you have to have a clearly loaded scene that is all set. The 2nd biggest issue is the save files. Using something new this time and trying to getting into some of it is taking up a huge amount of time. Want to save to Persistent file but I can't figure out the scenario system that the others seem to use. No documentation at all. Gah.
  13. I should have a release for Wednesday guys. Preview 1 is on the way. Have some more bugs to squash but this is what we have so far. Difficulty Levels. 3 Levels Easy, Medium and Hardcore. Easy is default Part prices. Medium is Default X 2.5. And hardcore is Default X 4. (WIP On the Modifiers) Hire Kerbals. works the same way it did in original MCE. Salaries. Now you have to pay those kerbals every pay period! Default is 7 days. And default pay for Kerbals is 300 Funds. Test your Rockets now and don't feel ashamed to Press that Big Red Revert Button.. Cause now it will cost you 1000 Funds to do it. Simple finances screen that shows how many funds you spent from MCE. Vanilla Tool Bar Integration. Pretty much everything listed above can be edited in the settings.cfg file. Most of the time spent was getting the foundations written. And the testing. Gawd! No more...testing. Auto Staging Might not make it this run. Running out of time to get it in. Until Later Wed. Malkuth.
  14. Converting missions to ksp contracts. Making the difficulty levels should be pretty straight forward the old mce already edited part prices, should be simple to convert that to a basic modifier. Seen reports that some mods are having issues with the funds. Pretty sure I can avoid that issue by just changing all prices like before at startup. And only needs be done once.
  15. Thanks for that. I can't play .24 in its current state need cost to be higher, and other things. Looking at the code though the devs added. They are going to expand contracts a lot. They rewrote kerbal rosters and added a few new types of kerbals. So they do plan on expanding.
  16. UAL need a new icon for mce using new ksp toolbar introduced in .24 believe specs are 38 x38 pixels. And of course Malkuth Industries for parts and corporate stuff.
  17. Development update: Alright had a chance to look at ksp .24 real quick and have come to this conclusion. I will completely rewrite mce. I will be releasing at first preview versions. Preview 1 I will try to get out by end of this week. Will focus on the economics of mce. Including. Hire of kerbals: kerbals cost money. Salaries of astronauts based on rep. The better rep u have cheaper astronauts pay is. The worse rep the higher the pay. Maintance. Keeping a space center running cost money again better rep you have the cheaper maintenance cost, bad rep means higher cost. Kerbal support personnel. For every kerbal astronaut you have a certain amount of support personnel are needed: (maybe will be included) Difficulty levels I will use my experience with editing part prices and add a multiplier to all parts. For instance. Easy mode: default ksp prices. Moderate mode: all part prices modifier of 1.5x or higher (take some testing) Hardcore mode: all part prices modifier of 2x or higher. Higher kerbal hire cost, maintenance and support. Return of test flights. Want to test your rockets first? Well revert will cost you money testing(Maybe included not sure) I know that a few mods have added auto recycle but I plan on including my autoreycle in mce. But will give you options of turning it off in favor of one of the other mods. Auto recycle will include parachutes and rocket assisted. That will most likely be it for prerelease 1. Might not be much I can do about ksp recover being available right away, but for sure mce autoreycle will require a tech level purchase! And rocket assisted will be a higher tier! Prerelease 2 will start converting mce missions to ksp 24 contracts. Fleshing out any other issues that might exist. Including repair missions Docking Satellite delivery Mce orbital research Mce rover research Eva missions Again as mce will require a rewrite the time frame might be a little off, matters how much time I have to get it done. Any questions feel free to ask or make suggestions. Thanks malkuth.
  18. Oh it will continue. Reading how easy it is might be a good idea to keep mce price algorithm in place and call it something like hard mode. And up all the part prices automatically.
  19. Wish I could play. Won't have internet house until sat night. Still have not played .24. Or had a look.
  20. Well one of the contracts is explore planet region or something. IE send probe to such and such body. I would not be surprised if they updated some of the biomes. Might not be as large as Mun or Kerbin. But to make those contracts work a little better they would need more then the few that exist right now. Could be wrong though.
  21. I will be converting the MCE Missions to KSP contracts when I get a chance. And also the Repair Contract Missions for said satellites in space. That way if you say have 6 or so satellites in space (Does require a RepairPart), you will have a chance to get a repair Mission on one of those satellites. Thinking of expanding repair missions to look for Vessels classified as Stations (as long as repair part) for repair missions also. If Contract missions are as easy to make as a science Biome missions then I don't think there will be a lack on new contracts from Multiple Mods.. kinda like you have a large amount of Mod Science parts now. Should be interesting.
  22. Pretty much if the Recyle spent parts are not in .24. Then I will keep the system that I have in MCE after I update it to .24. So you will be able to AutoRecycle Spent parts if you have enough parachutes and also be able to do Rocket Assisted landings with spent parts. Its all automatic and done with calculations so as long as your Spent Stage passes these calculations you will get money back. So far this is how it works in MCE .72. 1. AutoStage Recyle with parachutes. As long as the part passes the 70 Drag per ton you will get money back for that stage. Works for both Vanilla Parachutes and RealChutes. When I finalize a .24 version of MCE I will most likely add a calculator in the editor for you can get the right amount of drag per ton for your stages. 2. You can also do a Rocket Assisted landing by makeing sure you spent stage has at least a rocket engine, 500 DV left for that stage and a TWR of 1.5 or more. No parachutes needed. When the stage passes the test you will get a message that you rocket stage has completed a Rocket Assisted landing and will get a payment back for the recovery of the vessel. The payouts will be a little lower I think then what KSP gives you for Returing Rockets with the Recover button, but your still getting some of your cost back. Of course like most things in MCE all this stuff can be edited by you to your hearts content to make it more the way you want it. Might take me a little bit to get MCE new version out after release because I have a lot of Gutting of the Code to do (getting rid of MCE missions, contracts, save files) and getting everything to work with the new KSP system. Also converting all MCE contracts to the new KSP contracts. Going to take a few weeks. But It will get there. Also will be keeping the current system of being charged for Hire your kerbals. And maybe a new rank system. But have to get my hands of .24 for I can see what needs to be done first.
  23. Nope still intact. I did give the user the option to use MCE Part cost or Config file cost a few versions ago though. But code is still intact. Only major problem I have had issues with it, is ISP and Future engines insane ISP values and those types of engines costing millions of dollars. seems from the videos that the devs have gone with a much cheaper money system them MCE though. Standard Rockets like the Z Satellite cost about 30K in MCE. Seems with new KSP system that same rocket now cost maybe 8K.
×
×
  • Create New...