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Everything posted by malkuth
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Paper Space Program 1.8 (KSP Rocket Parts papercraft)
malkuth replied to arc5555's topic in KSP Fan Works
Wow, pretty neat. If only I had ink for the printer. -
I figured out what was causing issue, and for now deleted the pop up and released a hotfix. Its basically the same .dll you have so no need to re download. Version .72B. 1. Fixed an issue with the Intro Popup always showing up. Been removed from MCE for now. 2. Hopefully fixed some Screen Res issues with some windows.
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Oh the poor redshirts....
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Hmmm well Rocket Assisted landings is a separate research option then just Regular recycling. YOu should have it set like this if you want both. SpaceProgram { money = 50000 totalMoney = 50000 totalSpentVessels = 0 TotalSpentKerbals = 0 totalrecycleMoney = 0 otherpaymentmoney = 0 othercostmoney = 0 fuelmode = 0 constructmode = 0 ** [B]VRecylce = True[/B] // sets recylce to true for research without the ** VFuels = False VConstruction1 = False VConstruction2 = False ** [B]RocketAutoLand = true[/B] // sets RocketAutoland to true.. you must have both VRecycle and this as true for RocketAutoLand to work! without the ** loanmode = 0 currentpayoutlevel = 0 missionlevel2 = False missionlevel3 = False currentcontractType = 0 currentcontractytpe2 = 9 currentcontracttype3 = 14 nextTimeCheck = 86400 showRepairVesselName = No Vessels With Repair Available! showCompanyAvailable = COMB showCompanyAvailable2 = COMF showCompanyAvailable3 = COMH showCompanyAvailable4 = COMA randomcontractsfreeze = False timeStartedName = none timeStarted = -1 timeRoverName = none timeRoverStarted = -1 timeProbeName = none timeProbeStarted = -1 randomOrbit = Eve randomOrbitPay = 250000 randomOrbitscience = 45 randomLanding = Jool randomLandingPay = 300000 randomLandingScience = 80 asteroidCaptureName = Ast. XUC-428 (unloaded) asteroidCaptureNameCustom = none FirstTimeLoad = True Be advised that you have to make these changes while KSP is closed! Can't do it while its running. And their is 2 .sp files one is a backup, don't change that one by mistake thinking its going to work. Its only backup.
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thats not an issue its a limitation of the Ksp.io. I can't filter out other file types that are in the Mission files screen, Sorry. As for the other one The pop up keeps coming up no matter what? You can exit your KSP game and edit your .sp file and change FirstTimeLoad = True SpaceProgram { money = 104939 totalMoney = 50010 totalSpentVessels = 436867 TotalSpentKerbals = 0 totalrecycleMoney = 56967 otherpaymentmoney = 511680 othercostmoney = 76846 fuelmode = 0 constructmode = 0 VRecylce = False VFuels = False VConstruction1 = False VConstruction2 = False RocketAutoLand = False loanmode = 0 currentpayoutlevel = 0 missionlevel2 = False missionlevel3 = False currentcontractType = 2 currentcontractytpe2 = 12 currentcontracttype3 = 16 nextTimeCheck = 180528115.798261 showRepairVesselName = No Vessels With Repair Available! showCompanyAvailable = COME showCompanyAvailable2 = COMA showCompanyAvailable3 = COME showCompanyAvailable4 = COMA randomcontractsfreeze = False timeStartedName = none timeStarted = -1 timeRoverName = none timeRoverStarted = -1 timeProbeName = none timeProbeStarted = -1 randomOrbit = Tylo randomOrbitPay = 475000 randomOrbitscience = 250 randomLanding = Duna randomLandingPay = 275000 randomLandingScience = 50 asteroidCaptureName = Ast. JZV-661 (unloaded) asteroidCaptureNameCustom = none [B]FirstTimeLoad = True[/B] // Change this one if its set to false. Will stop it from coming up. Must be exited out of KSP first for it to work. .sp files are located in Kerbal Space Program\GameData\MissionController\Plugins\PluginData\MissionController Look for your steam folder if you have steam version.
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Steven whats your resolution set to? I have MCE windows set for a MinHeight of 700 and MinWidth of 400 for that Custom Contract Window. It might be possible that its being extended past your current resolution ability. Not sure why it would need to expand beyond that but its possible. I might put a test .dll together for you and insert some MaxHeight and MaxWidth to see if that helps. Give me a bit to test it. Edit: Steven I made this .dll file for you see if it helps or not. Please go to your GameData\MissionController\Plugins\PluginData\MissionController folder first and delete the file named config.xml. Download this and replace the MCE .dll file located in GameData\MissionController\Plugins If anyone else is having this issue you can try this file also. I will make it official next version.
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The new popup should only be showing once. And goes away after that. you might have to change screens for the save to hit. If this is not what your talking about can you give a a screen shot or try explaining a little better what you are seeing? Edit I can't seem to reproduce this from what you describe. I even started a brand new game.. I got the pop up that introduces a new player to MCE, got rid of it. Clicked contracts, nothing. Etc.. We must be thinking of different things.
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So I started messing around with the idea for Mission Controller of using a ground based refueling option for Space Planes, or just plane old planes. The current working WIP version is part of .72 of MCE right now. But once .24 of Kerbal Space Program is released, the module will be removed from MCE and be its own little Module. Right now I have a working Tank that Buys Fuels. And A Working Tank that can sell fuels like Kethane. Some pictures. Right now Im not too happy with the Parts, because to be frank I am no artist, or good with making Models. So these are just repainted Stock Parts. But some pictures. In action On Ground: If you want to try it out you will have to use MCE, since its the only thing right now that charges money in KSP. Version 1 (Part Of Mission Controller) All modules are set up to accept any resource that is defined in the MCSettings.cfg file. If you want to change or make other tanks just change the type of resource the tank holds in the part.cfg file. Only 2 resources per tank allowed. The ground crew support is a Huge WIP. I can't stress this enough. I had to disable the Top Node for FuelTransfers would not happen. So both tanks can only be attached from the bottoms. For some reason fuelTransfer = false is not working for Tanks. But disabling a Node is.. So the bottom node is disabled, but can't disable more than one, so I decided to just kill the top node all together. You can use a Truss or other part to add a node to the top if you have too. this had to be done to Fix a HUGE HUGE exploit with FuelTransfers. MCE can be found in my Forum Sig. The actual Modules themselves use the RESOURCE RESOURCE { name = Oxidizer amount = 1760 maxAmount = 1760 } And can have up to 2 Different fuels that module will read. Does not matter what fuel you use as long as the fuel it self has a defined amount in the MCSettings.cfg file.. Or in case of .24 defined by whatever the Devs choose to use to cost out resources. The same goes for the SellModule. These are the modules in action. Pretty simple most of code is done within game. MODULE { name = RefuelModule } MODULE { name = ResourcePurchase }
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Started toying around with Adding A fuel Tank that can be used on Ground only to buy fuel and refill tanks. The only thing you need to buy is the fuel. The truck can stay on ground. Right now Its part of Mission Controller, but when .24 comes out I plan on separating this part of plugin and having it all on its own. That way people that don't like MCE can still use the Refuel Tanks and get charged in game via the new economy in KSP .24. I also added a Sell Tank that can sell resources too.. Like kethane. makes planes really fun. I had a small fleet of Space Planes in my last game. Some went on 10 + missions, unless they took damage and had to be scrapped.
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Version .72 Released You can now change the way Mission Controller does its prices. As I get ready for version .24 Of Kerbal Space Program I knew that Keeping MCE price Algorithms was not going to work with the new .24 version of KSP very well. And one of the big reasons that MCE uses its own Prices is because in past a lot of Mod Parts were not including The Price of the part in The config file. So for now I have given you the Player the option to disable this in the settings menu. When you disable it, or Re Enable it you have to ReStart Kerbal Space Program to take effect. I have played around with this a little before release, and some of the mods out there still have very screwed up prices, and may not be as even as MCE Algorithm would of made them (or NOT!). So have fun. Beware though, most vessels have come down in price and I suggest editing the MCSettings.cfg file to lower the payments of all missions. I highly suggest these settings. payoutmode0 = .8 //this is default mode. Reward * 1.. Change this if your not happy with MCE payout level... (no more complaining please) payoutmode1 = .9 //only used in career mode payoutmode2 = 1 //only used in career mode These three values are found in MCSettings.cfg file and will reduce the Payouts of all missions including contracts! This change will make mods like Interstellar and other mods that add new types of engines a lot more forgiving in the prices of the parts, since MCE will use the Prices the Mod Author has supplied.. Or not! This Option is OFF by Default, change it In settings Menu.. Then restart KSP. 2. Edited the First Mission of Random Missions to make starting off in career a little more forgiving to people. 3. Added a Start message and welcome message when you start a new game of MCE. 4. Got rid of the Boot Strap Mission packages. They are still available but are .zip up in the same folder the Other Missions are held. you have to install them yourself. Please be advised I DO NOT SUPPORT BSP Missions Anymore! You can download updated .72 from the front page. Please beware it takes a few hours for the forge download to update, the DropBox download is always up to date!
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It's possible to code it in, I could even code it to skip parts with certain modules. The reason the fesa towers cost so much is because they can house a huge number of kerbals. And mce process things pretty high per kerbal. I tried to address this before but found no simple solution to the fesa tower issue.
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If all you want to do is add money then just add 35k to budget. But if you want your books to match the budget then you also need to add 35k to totalmoney. As for mission that's way more complicated and I would not suggest messing with that. If the mission finished then it's already recorded as done. Since this was a optional goal this should be the case.
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The wrap code is actually part of unity and not really something you have to set up. Even if you call it directly and make sure it's implemented in your own code it still happens. I isolated it down to something that only happens when the Main map view is in use in scansat. You can have scansat installed and not get the issue if the scansat map is never called. Once it's called the word wrap is broken for rest of play session. I also checked make sure it was not compatibility between scansat and mce and that's when I found that it does indeed cause issues with other mods. You can see it in action because it adds horizontal scroll bars to everything. The only way I have fixed it is to edit all text with a line break or new paragraph. It covers the problem but does not fix it. And there is just way to much text in mce for me to do that to all.
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Thanks for the info on this, the code that you shown is actually my wip project I started a little while ago to fix the old problem. Believe it or not the old problem was that no code existed for actual runway landings. So I started working on this. If the LAN and Lon is off this info will be a great help so thanks.
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You can change the Drag per ton in the MCSettings.cfg if you don't like them. Keep in mind I moved on to using Realchutes so Realchutes are a little more forgiving with amount you need then default. Believe it or not the test to see how many chutes you needed was conducted using Test bodies and actually seeing if they would hit the ground to hard, anything under 10 MS survives and anything over dies with a Ton Drag of 70. Again Auto Recycling does not work unless KSP destroys the part, following them down and watching them land means that they did't get Cleaned up by KSP and are still in world. If they are on the ground you can just go to Tracking Station and recover them that way. I'm not sure why you seem to be having such huge issues with Recycling Apollo. But it works trust me.