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KSP2 Release Notes
Everything posted by malkuth
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From what I can see from videos looks like the missions are going to need a lot of tender loving care in .24. From what I understand there is not Launch Satellite type missions. So far what gather even though they are all random these are what missions are in .24 career mode. Test part Rescue Kerbal GrandTour Explore Get Science. So really I can see a huge need for mission categories. Bring over Repair Missions (will be expanded) Rover Research (expanded again) and Orbital Research (expanded again) will be some of the first missions I will work on. Looks like I will have to keep the Auto Recycling In place so thats going to be part of new MCE. Not sure if you hire kerbals or not, but you seem to get free ones from the Rescue mission. Expand of course my idea of Kerbal Ranks. So basically MCE will be gutted. Might even have to start from scratch. Not sure yet, sure don't want Bloat Old code in the new MCE thats not used anymore. Might be a little work involved in this update. The code structure is of course intact for most the things listed above. Anyway After I move, and get some play time in .24 and test it out I will have a better idea of whats needed. Most likely will start with some sort of Pre Release Dev Versions etc.
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Hi everyone sorry can't respond as much as before, next couple weeks I will be not very active because I'm in the middle of moving and setting up my new house. I will check out the video released (have not seen it yet). But some quick things. Yes drop recycling. No need if its part of .24. Yes will use Reputation. Yes I will be using .24 contracts and convert a bunch of mine to that system, and make more. Might keep the old mission packs as a classic missions that people can use. MCE in .24 is going to concentrate on new contracts system for .24. Expanding on the .24 Budget system. Expanding on Hire and Training of Kerbals. Thanks everyone if .24 comes out before I finish moving then MCE will be delayed a few weeks maybe after. But even if that is the case I'm sure .24 will keep you guys busy for a few weeks anyway.
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Thats Sexy man. - - - Updated - - - I can almost certainly come up with something for that if you want. I would never turn down a new part. Im going to need a lot of parts for when .24 comes out and have to come up with new missions. Next couple of weeks might be slow to no development from me. I'm closing on a new house Thursday and will be busy next few weeks with moving and stuff. And I fear that .24 will come out during this time. But not much I can do.. I will be without internet for a few days too I think between move.
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Right now Hellfire has made me some new models for RepairParts, OrbitalResearch and RoverResearch already. Just have not had time yet to get them in game. Could use a new ground tank for GroundControl Fuel tank. I was going to start work on it myself, but did not have time. But the tank I was looking for was a stardard fuel tank that you see on Airport Refuel Trucks. Im also going to add a new module soon that will have to do with bring tourist up into space. Thinking of a pod extension to 3 man pod that will house tourist.
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I had something like this happen in my current game, not sure why it was going on. But you can unlock Debug mode in the settings.cfg file. This will open up a bunch of new options in the settings menu. One of them is Find Repair vessels (or simulate repair vessels forget) and pressing this will find your repair vessels and get the system running. It took me a few tries to get to work. I will have to look into this some more eventually why its doing it.
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Yup. I would have to write some sort of exception for Stations though. Right now the RepairGoal only works to check for JUST the Repair Part on any vessel. Which would mean I would also have to write an exception for satellites. So at least two new values added to RepairGoal. One that if True checks for Satellites, the other if true would check for Stations. For Resupply I could also make a whole new goal that can check Stations and decide if supplies like oxygen or food are running low. And make a mission come up for that also. Of course again this is a mod specific goal. I use TAClife support in my games.
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No I don't think I saw the file. My idea was to actually make it available for people to edit the Random Planet Name list. That way they can add more planets or change the names for RSS. And to edit all the varibles like max AP and Min PE. The way it is now MCE contracts are written just for vanilla KSP planets. So this way someone could edit the config file and make it work for RSS. But like I said for some reason it was not working, and the NODE system was not working correct for the way I have it written in code. (might be bad code on my part). I could do it, but I would have to rewrite the whole code system I think. And thats the work load problem. I was hoping though. I know lot RSS guys wanted MCE to be more friendly toward RSS and even planetFactory. The way the code is written right now is that everything is hardcoded. And everyplanet has a Max AP and Min PE set up inside. Also they have Base Pay for Money and Science. It was these things I wanted to be loaded into a config file for easy editing. And have it set up as a List or dictionary. that way people could also add more stuff if they wished. And all MCE would do is Load the List every game session from config File. And when I random mission came up for contract the contract would get the names from that config file. Its the way it works now, but the list are all internal code.
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Repair Stations and Resupply stations? I could do something with stations idea. But resupply would have to be generic. Because there is so many mods that use so many resources. What 3 types of Life Support mods etc.. Be hard to make it mission specific. The station one is good though, would require some editing though to make it Station Specific. Thinking like international space station repairs. Those guys are always having to fix something on that thing. LOL. Maybe different classes of repair parts to make it interesting. When they do work on ISS they usually have to weight for a Supply Vessel to give them the new parts. Then they do the EVA and fix. Interesting idea. And its one of those things that can migrate to the new .24 system when it comes.
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Thats the company that makes the landing Struts in KSP. So makes sense they have a name and logo.
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First I would like to thank HellDiver he is making some pretty awesome new Models for MCE that will replace the Repair Bay, ObitalResearch and RoverResearch parts in MCE. They are looking pretty dang awsome! Not sure if I will release them when done, or wait until .24 is done. I have some work on my end to make them work in unity and MCE so might be a .24 update thing. But I will post pictures once things get rolling on my end. So thanks again HellDiver. I have also done some more gameTime with the New .72 Default Price values in MCE. (IE KSP config Part cost) and have noted that even the updated prices I suggest people use for MCESettings.cfg file might still be way to easy. I highly suggest going down even more to .6, .7 and .8. Unless of course you like it, then leave it the way you want. So hard to balance things to everyones taste. So remember you have to MCSettings.cfg file where most things that are in MCE can be changed to your taste. I have been also trying to come up with some more contract missions, and coming up dry. I can't think of anything. So if you guys have any ideas on new contract missions give me a shout and I will see about adding them. Believe it or not I was working on a way to make the Contract missions more editable. Because even though I don't play RSS I can see how the contract system is not very friendly toward RSS or adding more Planets like planet factory. I ran into some snags trying to get it all to work though, and the work flow was becoming to much. So I dropped it for now. And with .24 coming out soon, I didn't want to put weeks of work into something that would be obsolete in 1 week. Hopefully .24 version will be more friendly for this kind of thing! I know I keep changing things but I was thinking that once .24 comes out that I might release a quick version that is basically .73 (or whatever version is out at time) and calling it MissionController Classic. The only thing that will change is the money will be .24 version. Then I can start working on the new version of MCE. Not sure though matters how much work has to go into changing the Budget! Might be more than I think! Also classic MCE would be Sandbox friendly still.
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Hi its listed many times in this Forum Thread were certain things are, but I understand that sometimes a lot of people don't want to surf 100s of threads to find things. So I added the information to the MCE Manual. Also when you update MCE its never stated to delete you MCE folder. I have never ever suggested doing this, or listed at any time to ever have to do this. MCE can be installed directly over an existing MCE Folder without any issues. This is because your save files are a UniqueName.sp file and can never be overwritten (MCE does not ship with an .sp files). A lot of Mod authors want you to delete their folders because they are part files. And a lot of times Part files change, or get new Models. In those cases folders are moved and things change, so they need a fresh start for new folder structures. This is not the case with MCE. MCE mostly is just .dll files. .dll files can be overwritten without any of those issues. If you ever need to delete your MCE folder I will clearly warn you before hand. Also I work by myself on my free time for free. I make this mod for free, and give it to you for free. And all the documents. I'm not perfect and never will be. If information is missing, I would appreciate a more grown up response. Thank you.
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Well I guess that could be true. I never tested it. Very possible that the action of decouple the tower comes before the charge (in most cases I think KSP is in line first code wise) then you won't be charged for it. Should see the same effect with the regular launch towers and I have never noticed it. Hmmmmm. I will check. Well At this point I can say that your not charged for Launch clamps. Why I never noticed this before is beyond me. LOL. I did a test with the normal clamps and at launch I was charged for price of rocket without clamps. Huh.
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No, but last update I added the ability to not use MCE algorithms anymore and opt to use default KSP config File cost. Works very well. You might have to adjust the mission payouts, I have an explanation in the update post. Woops actually I released the MCSettings.cfg file with the new values already added... So if anyone is wondering why missions pay less this is why. Sorry. you can up the payments and change it back to default. should be in order. 1, 1.2, 1.4.
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new Minor version out. This is not really mandatory but does add some more minor fixes. Version .723 Minor Fixes 1. Added icons to the Contracts Selection Screen like Mission Selection screen. 2. Fixed all Time in MCE to be Normal Real Time. 3. Fixed a small problem with calculating Mission Payouts and not showing correct when you researched Higher Payouts. The Mission Log Book should now show right amount. Please note this does not apply to older missions, only new ones. Older missions had already recorded, so can't be fixed. 4. Added support for ExtraPlanetary Launchpad Resources.
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that is weird. I was almost able to reproduce this. Only difference was my screen did not shrink like yours. And oddly enough pushing the Find Asteroid button is what did it. (cleared the whole window) but a follow up click on User Contract Button cleared it and the screen went back to normal. I will have to work on adding some error checking to this part of the code in case this happens again, at least the screen won't die.
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You can safely delete the whole Saved Contract. Should be named YourSaveGameNameUserContract.cfg file. MCE will make another one for you with blank slate. For best results I would delete it while KSP is not loaded. never seen it happen before but its possible you might not have any asteroids in range in current game. So when MCE checks for it the list is not being made. And User Contract is messing up when it tries to load a List of asteroids that is not populated. In this example the list won't even exist. Not sure what to do about this if this is the case.
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I think I have an idea of whats going on looking back at your logs. Were going to have to try something and it might be a pain in the ass. But first I need you to Unlock the MCEDebug in the settings.cfg file. Set it to true. Reload KSP and enter your game. Go right to the settings menu and you should have a bunch of new options. Choose the one that says Find Asteroid And Choose Name. What I think is happening and I will try to reproduce is that MCE has not yet populated its Asteroid list yet (new game maybe?) and so when the UserContract screen opens and looks for this info your getting an error that kills the window. Try this and see if it helps. I will try to find a work around for this on my end. By the way your using 23.5 correct?
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Did you delete the config.xml? I just tried putting my game into your res and didn't have this issue. So my guess thats not the problem. Only time I ever see that happen is when the window is missing something, or some kind of error the window is looking for and MCE can't find it, so the window dies. Hmmmm... Look back again at what you posted before with the log.